PENGEMBANGAN E-MODUL PENDIDIKAN KEWARGANEGARAAN BERBASIS GAMIFIKASI MODEL DICK AND CAREY UNTUK KETERLIBATAN MAHASISWA PGSD
DOI:
https://doi.org/10.51878/edutech.v6i3.12206Keywords:
Dick and Carey, E-Modul, Gamifikasi, Keterlibatan Belajar, PGSDAbstract
ABSTRACT
Student engagement in Citizenship Education courses remains a challenge, particularly because the teaching materials commonly used tend to be theoretical and provide limited opportunities for interactive learning experiences. This study aimed to develop a gamification-based Citizenship Education e-module for Primary School Teacher Education (PGSD) students and to examine its validity, practicality, and effectiveness in enhancing student engagement. The study employed a Research and Development (R&D) approach using the Dick and Carey model, which includes identifying instructional goals, conducting instructional analysis, analyzing learner characteristics, developing instructional strategies, developing learning materials, conducting formative evaluation, revising the product, and carrying out product evaluation. The trial was conducted using a one-group pretest–posttest design involving 32 PGSD students selected through purposive sampling. Data were collected through expert validation sheets, student response questionnaires, student engagement questionnaires, observations, and limited interviews. The data were analyzed using percentages, descriptive statistics, N-gain analysis, and paired-sample t-tests. The findings revealed that the developed gamification-based Citizenship Education e-module met excellent feasibility criteria in terms of validity and practicality. Furthermore, the use of the e-module significantly improved students’ learning engagement throughout the instructional process. These findings indicate that the developed e-module is feasible, practical, and effective as a digital learning resource for enhancing the learning engagement of PGSD students.
ABSTRAK
Keterlibatan belajar mahasiswa dalam perkuliahan Pendidikan Kewarganegaraan masih menjadi tantangan, terutama karena bahan ajar yang digunakan cenderung bersifat teoritis dan kurang memberikan pengalaman belajar yang interaktif. Penelitian ini bertujuan untuk mengembangkan e-modul Pendidikan Kewarganegaraan berbasis gamifikasi bagi mahasiswa Pendidikan Guru Sekolah Dasar (PGSD) serta menguji validitas, kepraktisan, dan efektivitasnya dalam meningkatkan keterlibatan belajar mahasiswa. Penelitian menggunakan metode Research and Development (R&D) dengan model Dick and Carey yang meliputi identifikasi tujuan pembelajaran, analisis pembelajaran, analisis karakteristik peserta didik, pengembangan strategi pembelajaran, pengembangan bahan ajar, evaluasi formatif, revisi, dan evaluasi produk. Uji coba dilakukan menggunakan desain one-group pretest-posttest terhadap 32 mahasiswa PGSD yang dipilih melalui purposive sampling. Data dikumpulkan melalui lembar validasi ahli, angket respons mahasiswa, angket keterlibatan belajar, observasi, dan wawancara terbatas, kemudian dianalisis menggunakan persentase, statistik deskriptif, N-gain, dan uji-t sampel berpasangan. Hasil temuan penelitian menunjukkan bahwa e-modul Pendidikan Kewarganegaraan berbasis gamifikasi yang dikembangkan memenuhi kriteria kelayakan yang sangat baik dari aspek validitas dan kepraktisan. Selain itu, penggunaan e-modul mampu meningkatkan keterlibatan belajar mahasiswa secara signifikan selama proses pembelajaran. Temuan ini mengindikasikan bahwa e-modul yang dikembangkan layak, praktis, dan efektif digunakan sebagai bahan ajar digital untuk mendukung peningkatan keterlibatan belajar mahasiswa PGSD.
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