ANALYSIS KEBUTUHAN MEDIA PEMBELAJRAN MICRO-LEARNING GAMIFIKASI MENGATASI RENDAHNYA KEMANDIRIAN BELAJAR SISWA KELAS VI SD

Authors

  • Umi Aklakkul Karimah Universitas PGRI Ronggolawe Tuban

DOI:

https://doi.org/10.51878/elementary.v6i3.12168

Keywords:

Micro-learning, Gamifikasi, Kemandirian Belajar

Abstract

This research is motivated by the low learning independence of sixth-grade students, characterized by passivity and high dependence on teacher instructions. This condition indicates the need for learning media that are more appropriate to the characteristics of elementary school students in the digital era. The purpose of this study is to analyze the need to develop gamification-based micro-learning media to support the learning independence of sixth-grade elementary school students. This study uses the Research and Development (R&D) method with the ADDIE model, but the scope of the study is limited to the Analysis or needs analysis stage. Data were collected through interviews with educators, classroom learning observations, and the distribution of questionnaires to 18 sixth-grade students. The analysis results show that 78% of students experience difficulties in starting independent learning and are still dependent on teacher direction. In addition, the learning media used is not fully adaptive to the characteristics of digital generation students. The findings also show that 90% of students have access to devices, but their use is more dominant for entertainment than learning activities. Based on the results of the needs analysis, the development of gamification micro-learning media is seen as relevant as an alternative solution to address students' learning needs and serves as the basis for the media design and development stages in the ADDIE model. Thus, this research becomes the initial basis for the design and development stage of learning media that is more appropriate to students' needs.

ABSTRAK

Penelitian ini dilatarbelakangi oleh rendahnya kemandirian belajar siswa kelas VI yang ditandai dengan pasivitas dan ketergantungan tinggi terhadap instruksi guru. Kondisi tersebut menunjukkan perlunya media pembelajaran yang lebih sesuai dengan karakteristik siswa sekolah dasar di era digital. Tujuan penelitian ini adalah menganalisis kebutuhan pengembangan media pembelajaran micro-learning berbasis gamifikasi untuk mendukung kemandirian belajar siswa kelas VI sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE, namun ruang lingkup penelitian dibatasi pada tahap Analysis atau analisis kebutuhan. Data dikumpulkan melalui wawancara dengan pendidik, observasi pembelajaran di kelas, dan penyebaran kuesioner kepada 18 siswa kelas VI. Hasil analisis menunjukkan bahwa 78% siswa mengalami kesulitan dalam memulai belajar mandiri dan masih bergantung pada arahan guru. Selain itu, media pembelajaran yang digunakan belum sepenuhnya adaptif terhadap karakteristik siswa generasi digital. Temuan juga menunjukkan bahwa 90% siswa memiliki akses terhadap gawai, tetapi penggunaannya lebih dominan untuk hiburan daripada kegiatan belajar. Berdasarkan hasil analisis kebutuhan, pengembangan media pembelajaran micro-learning gamifikasi dipandang relevan sebagai alternatif solusi untuk menjawab kebutuhan pembelajaran siswa dan menjadi dasar bagi tahapan desain dan pengembangan media pada model ADDIE. Dengan demikian, penelitian ini menjadi dasar awal bagi tahap desain dan pengembangan media pembelajaran yang lebih sesuai dengan kebutuhan siswa.

Downloads

Download data is not yet available.

References

Adilia, T. D., & Astuti, T. (2026). Pengembangan e-bahan ajar berbantuan augmented reality untuk meningkatkan motivasi dan hasil belajar IPAS siswa SD. LEARNING: Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran, 6(3), 2250–2265. https://doi.org/10.51878/learning.v6i3.10596

Al-Rahmi, W. M., Yahaya, N., Alamri, M. M., Alyoussef, I. Y., Al-Rahmi, A. M., & Kamin, Y. B. (2021). Integrating innovation diffusion theory with technology acceptance model: Supporting students’ attitude towards using a massive open online courses (MOOCs) systems. Interactive Learning Environments, 29(8), 1380–1392. https://doi.org/10.1080/10494820.2019.1629599

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040

Firdanti, V., Fitri, A., & Widiastuti, H. (2026). Pengaruh gamifikasi terhadap self-regulated learning pada pembelajaran matematika kelas V SD. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(2). https://doi.org/10.23969/jp.v11i02.45019

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. https://doi.org/10.1109/HICSS.2014.377

Kapp, K. M., & Defelice, R. A. (2019). Microlearning: Short and sweet. Association for Talent Development.

Kuo, Y. C., Walker, A. E., Schroder, K. E., & Belland, B. R. (2014). Interaction, Internet self-efficacy, and self-regulated learning as predictors of student satisfaction in online education courses. The Internet and Higher Education, 20, 35–50. https://doi.org/10.1016/j.iheduc.2013.10.001

Maharani, P. A., Risdianto, E., & Setiawan, I. (2024). Pengembangan media pembelajaran interaktif berbantuan Google Sites untuk meningkatkan hasil belajar siswa pada materi momentum dan impuls. Jurnal Penelitian Pembelajaran Fisika, 15(1), 31–42. https://doi.org/10.26877/jp2f.v15i1.17458

Mandalika, K. S. B., Suryawan, I. A. J., & Primayana, K. H. (2026). Integrasi contextual teaching and learning dan meaningful learning dalam pembelajaran sekolah dasar: Kajian literatur sistematis. LEARNING: Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran, 6(3), 1930–1943. https://doi.org/10.51878/learning.v6i3.10631

Ninawati, N., DCJ, D. F., & Arifin, G. A. (2026). Psikoedukasi regulasi emosi pada siswa SMA. COMMUNITY: Jurnal Pengabdian Kepada Masyarakat, 6(2), 898–909. https://doi.org/10.51878/community.v6i2.10778

Sholeh, M., & Rusmana, A. (2019). Karakteristik generasi alfa dan tantangan pendidikan di era digital. Prosiding Seminar Nasional Pendidikan, 1(1), 112–120.

Torrington, J., Bower, M., & Burns, E. C. (2023). What self-regulation strategies do elementary students utilize while learning online? Education and Information Technologies, 28, 1735–1762. https://doi.org/10.1007/s10639-022-11244-9

Windhyastuti, E. K., Kariadinata, R., & Susandi, A. D. (2026). Pengembangan multimedia interaktif matematika untuk meningkatkan kemampuan pemecahan masalah dan self regulated learning siswa sekolah dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(1), 108–127. https://doi.org/10.23969/jp.v11i01.40520

Wu, H., & Wang, X. (2026). AI-driven gamification and metacognitive strategy development: A study of primary school English vocabulary learning from a self-regulated learning perspective. Frontiers in Psychology, 17. https://doi.org/10.3389/fpsyg.2026.1692949

Yunita, S., Munir, Syawalahayati, S., & Aryanti, N. S. M. (2026). Implementation strategies of gamification in elementary school learning: A systematic literature review. Jurnal Teknologi Pendidikan: Jurnal Penelitian dan Pengembangan Pembelajaran, 11(2). https://doi.org/10.33394/jtp.v11i2.18732

Zimmerman, B. J., & Schunk, D. H. (2011). Self-regulated learning and academic achievement: Theoretical perspectives. Routledge.

Downloads

Published

2026-07-31

How to Cite

Aklakkul Karimah, U. (2026). ANALYSIS KEBUTUHAN MEDIA PEMBELAJRAN MICRO-LEARNING GAMIFIKASI MENGATASI RENDAHNYA KEMANDIRIAN BELAJAR SISWA KELAS VI SD. ELEMENTARY: Jurnal Inovasi Pendidikan Dasar , 6(3), 1006–1016. https://doi.org/10.51878/elementary.v6i3.12168

Issue

Section

Articles