An analysis of the need to develop gamification-based teaching materials for Indonesian language learning in primary schools
Desmutri Hasanawati, Akbar Almasjid, Elyas Djufri
University of Sarjanawiyata Tamansiswa
阅读操作
确认中在文库中上传 PDF 后可生成中文音频讲解。
摘要与影响
Background: Indonesian language learning, particularly reading instruction, has not yet been implemented optimally and continues to face challenges in fostering students' interest in reading. Gamification is considered a promising approach to enhancing students' engagement and participation in the learning process. Purpose: This study aims to analyze teachers' needs for the development of gamification-based interactive digital teaching materials for Indonesian language learning in elementary schools. Method: This study employed a qualitative descriptive approach. Data were collected through in-depth interviews with 10 Phase B (Grades 3–4) elementary school teachers in the Yogyakarta region. The data were analyzed using the Miles and Huberman model, which consists of data reduction, data display, and conclusion drawing. Findings: The findings indicate that: (1) Phase B students' interest in reading remains low; (2) teacher creativity plays a crucial role in creating an engaging learning environment; (3) teachers' understanding of gamification is generally limited to enjoyable classroom activities and does not comprehensively encompass its core elements; (4) limited knowledge, time constraints, and inadequate facilities hinder the implementation of gamification in learning; and (5) teachers need gamification-based interactive digital teaching materials that are varied, engaging, practical, effective, and accompanied by user guidelines.
逐年被引趋势
暂无年度引用数据
关键指标
同类平均 = 1
同领域 · 同年份 · 同类型
Google Scholar 与 OpenAlex 的被引统计范围不同,数值存在差异属正常。
AI 辅助阅读
依据:摘要
可就本文提问;依据不足时会说明。
学术脉络
学科主题
社会科学Technology-Enhanced Education Studies
Educational Games and Gamification · Educational Methods and Media Use