PENGEMBANGAN GAME EDUKATIF BERORIENTASI KEMAMPUAN BERPIKIR LOGIS KELAS 2 SEKOLAH DASAR

Authors

  • Rahmat Ashari Universitas Jambi
  • Ahmad Syarif Universitas Jambi
  • Hendra Budiono Universitas Jambi

DOI:

https://doi.org/10.23969/jp.v11i01.40936

Keywords:

logical thinking skills; digital learning; elementary school; learning media

Abstract

The development of learning in the digital era requires instructional media that are not only engaging but also capable of enhancing students’ logical thinking skills at the elementary school level. However, classroom observations in Grade II revealed that students’ logical thinking abilities remain limited, particularly in understanding and using simple vocabulary, as well as teachers’ constraints in utilizing appropriate digital learning media. This study aimed to develop an educational game oriented toward logical thinking skills for Grade II elementary school students and to determine the validity and practicality of the developed product. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The developed product is a web-based educational game created using the Interacty platform, featuring Indonesian language vocabulary related to the school environment and game activities designed based on logical thinking indicators. Data were collected through expert validation sheets (content, language, and media experts) and response questionnaires from teachers and students. The results indicate that the developed educational game achieved a very high level of validity and was categorized as practical for classroom use. Therefore, the educational game is feasible to be implemented as a learning medium to support the development of logical thinking skills among Grade II elementary school students.

Downloads

Download data is not yet available.

References

Babakr, Z. H., Mohamedamin, P., & Kakamad, K. (2019). Piaget’s Cognitive Developmental Theory: Critical Review. Education Quarterly Reviews, 2(3), 517–524.

Branch, R. M., & Varank, I. (2009). Instructional Design: the ADDIE Approach (Vol. 722, p. 84). Springer.

Bryman, A. (2006). Integrating quantitative and qualitative research: How is it done? In Qualitative Research (Vol. 6, Issue 1).

Creswell, J. W. . (2017). Research design : qualitative, quantitative, and mixed methods approaches. SAGE.

Ennis, R. (2011). Critical Thinking: Reflection and Perspective Part II. Inquiry: Critical Thinking Across the Disciplines, 26(2), 5–19.

Kareem, R. A. (2022). Pembuatan Game Dan Media Interaktif “Vinanes” Untuk Siswa Kelas 2 Sekolah Dasar Skripsi Program Studi Teknik Multimedia Digital. Politeknik Negeri Jakarta.

Kemendikdasmen. (2025). Permendikdasmen No. 12 Tahun 2025.

Kholis, R. A. N. (2020). Ontologi, Klasifikasi & Matematika. Academia.Edu, 1–35. https://www.academia.edu/download/66241235/makalah_duniasain_01.pdf

Mislia, Riatmaja, D. S., Rukhmana, T., Ikhlas, A., Widoyo, H., & Nurcahyo, N. (2025). Implementasi Gamifikasi Dalam Pembelajaran Untuk Meningkatkan Motivasi Siswa. Jurnal Edu Research Indonesian Institute For Corporate Learning And Studies (IICLS), 6(1), 461–470.

Mulyatiningsih, E. (2015). Pengembangan Model Pembelajaran. In UNY Press.

Mustofa, H. K., & Kurniawan, A. (2020). Pengembangan Bola Banel Sebagai Media Pembelajaran Bola Voli di SDN 1 Buluagung. Jurnal Kejaora, 5(1), 1–5.

Nissa, S. A., & Arini, N. W. (2021). Pengembangan Game Ludo untuk Pembelajaran IPS di Sekolah Dasar. Jurnal Basicedu, 5(4), 2563–2570.

Nur Hariyanti. (2022). Aspek Komitmen Organisasi Dilihat Dari Kepemimpinan Kepala Sekolah, Motivasi Berprestasi Dan Budaya Organisasi Pada Mi Unggulan Di Kecamatan Kepil Kabupaten Wonosobo. J-MPI (Jurnal Manajemen Pendidikan Islam), 7(2), 1–16.

Olisna, Zannah, M., Auliani, S., & Aeni, A. N. (2022). Pengembangan Game Interaktif Wordwall untuk Meningkatkan Akhlak Terpuji Siswa Sekolah Dasae. Jurnal Basicedu, 6(3), 4133–4143.

Pratama, Rd. M. D., Sastrawati, E., & Hendra Budiono, H. B. (2024). Pengembangn Laboratorium Virtual Menggunakan Adobe Virtual Pada Materi Perpindahan Kalor di Kelas V Sekolah Dasar. EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA, 6(2), 499–508. https://doi.org/10.29100/.v6i2.5336

Prensky, M. (2001). The Games Generations: How Learners Have Changed. In Computers in Entertainment (Vol. 1, Issue 1, pp. 1–26). McGraw-Hill. http://portal.acm.org/citation.cfm?doid=950566.950596

Putra, T. M. M., Sari, A. K., & Risnasari, M. (2018). Pengembangan Game Educative Berbasis Android pada Materi Bangun Ruang untuk Siswa Sekolah Dasar. Ilmiah Edutic, 5(1), 40–47.

Putri, R. E., & Hadi, M. S. (2025). Disrupsi Kehidupan, Implikasinya pada Kemampuan Berpikir Matematis di Sekolah Dasar. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 8(2), 2323–2328. https://doi.org/10.54371/jiip.v8i2.7144

Rahayu, A. (2015). Metode Penelitian dan Pengembangan R&D: Pengertian, Jenis, dan Tahapan. In Diajar: Jurnal Pendidikan dan Pembelajaran (Vol. 4, Issue 3). https://doi.org/10.54259/diajar.v4i3.5092

Rahma, H. M. Y., & Rakhmawati, A. (2024). Innovation of Project-Based Learning Model to Support Students’ Digital Literacy Abilities: A Literature Review. Jurnal Pendidikan Bahasa Dan Sastra Indonesia, 8(2), 227–238.

Rizqo, N., Mansur, H., & Mastur. (2020). Pengembangan media ular tangga matematika untuk meningkatkan motivasi belajar siswa kelas 2 sekolah dasar. Journal of Instructional Technology, 1(1), 36–43.

Rokhman, N., & Ahmadi, F. (2020). Pengembangan Game Edukasi si Gelis Berbasis Android Untuk Meningkatkan Kosakata Bahasa Inggris Siswa. Edukasi, 14(2), 166–175. https://doi.org/10.15294/edukasi.v14i2.27477

Roza, A. S., Dewi, A. F., & Wahyuni, S. (2024). Digital-Based Learning Evaluation Model for High School Students. Jurnal Paedagogy, 11(4), 727–736.

Santoso, M. (2019). Rancang Bangun Game Edukatif Duta II (Dadu dan Peta) Indonesia. Konstruktivitsme, 11(1), 20–31.

Selasmawati, & Lidyasari, A. T. (2023). Model Pembelajaran Project Based Learning (PjBL) dalam Meningkatkan Kemampuan Berpikir Kritis Sekolah Dasar Guna Mendukung Pembelajaran Abad 21. Jurnal Penelitian Pendidikan IPA, 9(11), 1165–1170. https://doi.org/10.29303/jppipa.v9i11.4776

Sobari, A., Chan, F., & Budiono, H. (2024). Pengembangan Modul Ajar dengan Memadukan Technological Pedagogical Content Knowledge (TPACK) untuk Meningkatkan Domain Pengetahuan Peserta Didik Kelas IV SD. In Jurnal Ilmiah Universitas Batanghari Jambi.

Suandra, A., & Sahono, B. (2021). Pengembangan Model E-Learning Berbasis Lms-Moodle Untuk Meningkatkan Hasil Belajar Siswa. Jurnal Ilmiah Teknologi Pendidikan, 10(2), 164–175.

Widiastuti, E., & Sari, N. (2020). Pengaruh Media Interaktif terhadap Pemahaman Siswa. Jurnal Pendidikan Dasar, 4(2), 123–130.

Winarni, D. S., Naimah, J., & Widiyawati, Y. (2019). Pengembangan Game Edukasi Science Adventure untuk Meningkatkan Keterampilan Pemecahan Masalah Siswa. Jurnal Pendidikan Sains Indonesia, 7(2), 91–100.

Windawati, R., & Koeswanti, H. D. (2021). Pengembangan Game Edukasi Berbasis Android untuk Meningkatkan Hasil Belajar Siswa di Sekolah Dasar. Jurnal Basicedu, 5(2), 1027–1038.

Yulianti, E., & Gunawan, I. (2019). Model Pembelajaran Problem Based Learning: Efeknya Terhadap Konsep dan Berpikir Kritis. Indonesian Journal of Science and Mathematics Education, 2(3), 399–408.

Downloads

Published

2026-01-20

Most read articles by the same author(s)