PENGEMBANGAN LKPD THINK TALK WRITE BERGAMIFIKASI DASHBOARD SHINY UNTUK MENULIS NARASI SEJARAH KELAS V SD
DOI:
https://doi.org/10.23969/jp.v11i03.59273Keywords:
dent Worksheet (LKPD)1, Think Talk Write2, Gamification3, Shiny Dashboard4, Historical Narrative Writing5, Elementary School6.Abstract
This study was motivated by the low narrative-writing skills of fifth-grade students at SD Negeri 77 Kota Bengkulu, where the student worksheets (LKPD) used were still conventional, containing only ordinary essay questions without a structured writing process, and the learning media applied were static and unattractive. Curriculum analysis further revealed that the teacher's lesson plans had not been fully aligned with the Merdeka Curriculum's Learning Outcomes. Consequently, students experienced difficulties determining themes, arranging outlines, applying correct spelling, constructing sentence structures, and maintaining text coherence. This research aimed to develop a gamified Think Talk Write (TTW) student worksheet supported by a Shiny Dashboard for writing historical narrative texts about the Red-and-White Flag, and to describe its characteristics, feasibility, user response, and effect on students' narrative-writing profile. The study employed the Research and Development (R&D) method with the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation. Subjects were 40 fifth-grade students, divided into class VA as a limited-trial group (n = 20) and class VB as the main research class (n = 20), selected through total sampling. Data were collected through curriculum analysis, interviews, expert-validation sheets, response questionnaires, and a narrative-writing test, analyzed using Aiken's V validity index, inter-rater reliability, and percentage analysis. Results showed the product was highly valid, with Aiken's V of 1.00 for material, 0.95 for language, and 0.88 for graphic aspects. The practicality test indicated very high user acceptance, with a student response of 97.5% and a positive teacher response. Students' narrative-writing profile reached an average of 89% with 100% classical mastery, confirming the product is valid, practical, and effective.
Downloads
References
Buku :
Akbar, S. (2016). Instrumen Perangkat Pembelajaran. Bandung: Remaja Rosdakarya.
Asari, A. (2023). Media Pembelajaran Era Digital. Yogyakarta: CV Istana Agency.
Azwar, S. (2019). Reliabilitas dan Validitas. Yogyakarta: Pustaka Pelajar.
BSKAP. (2025). Capaian Pembelajaran pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, dan Jenjang Pendidikan Menengah pada Kurikulum Merdeka. Jakarta: Kepala Badan Standar, Kurikulum, dan Asesmen Pendidikan Kemendikbudristek.
BSNP. (2016). Instrumen Penilaian Buku Teks Pelajaran Tahun 2014. Jakarta: Badan Standar Nasional Pendidikan.
Chang, W. (2022). Building Web Applications with Shiny: Case Studies and Best Practices. New York: Springer.
Fullan, M. (2017). Deep Learning: Engage the World Change the World. Toronto: Pearson.
Indihadi, D. (2018). Pembelajaran Bahasa Indonesia di Sekolah Dasar. Bandung: UPI Press.
Prastowo, A. (2019). Panduan Kreatif Membuat Bahan Ajar Inovatif. Yogyakarta: Diva Press.
Sugiyono. (2024). Metode Penelitian Kuantitatif Kualitatif dan R&D. Bandung: Alfabeta.
Suprijono, A. (2020). Cooperative Learning: Teori dan Aplikasi PAIKEM. Yogyakarta: Pustaka Pelajar.
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Cambridge, MA: Harvard University Press.
Wickham, H. (2021). Mastering Shiny. Sebastopol: O'Reilly Media.
Winarni, E. W. (2018). Teori dan Praktik Penelitian Kuantitatif, Kualitatif, PTK, R&D. Jakarta: Bumi Aksara.
Jurnal :
Anjelita, A. (2023). Faktor Kesulitan Siswa dalam Menulis Teks Narasi. Jurnal Pendidikan Dasar Nusantara, 11(2), 120–131.
Hardini, H. (2023). Pengembangan LKPD Berbasis Model Think Talk Write untuk Meningkatkan Keterampilan Menulis Siswa Sekolah Dasar. Jurnal Pendidikan Dasar Indonesia, 12(2), 145–156.
Harimurti, H. (2025). Kesulitan Siswa dalam Menyusun Karangan Narasi di Sekolah Dasar. Jurnal Pendidikan Bahasa dan Sastra Indonesia, 14(1), 33–45.
Hattie, J., & Donoghue, G. (2016). Learning Strategies: A Synthesis and Conceptual Model. Science of Learning, 1(16013), 1–13.
Juliana, A. D., Nurasiah, I., & Wardana, A. E. (2019). Peningkatan Keterampilan Bercerita melalui Media Wayang Sukuraga Berbasis 5 Karakter di Kelas Tinggi. Attadib Journal of Elementary Education, 3(2), 6–9.
Nugroho, N. (2023). Pengaruh Konsistensi Tipografi pada Media Pembelajaran Digital Bergamifikasi terhadap Keterbacaan Antarmuka. Jurnal Teknologi Pendidikan, 9(3), 201–212.
Rahayu, N. (2022). Interaksi Sosial dalam Tahap Talk Model TTW untuk Meningkatkan Keterampilan Menulis. Jurnal Pendidikan Dasar Indonesia, 11(2), 101–112.
Ramadhan, R. (2022). Materi Teks Sejarah dalam Pembelajaran Kooperatif Terstruktur. Jurnal Ilmu Pendidikan, 24(3), 233–245.
Sailer, M. (2021). The Effects of Gamification on Motivation and Learning. Journal of Educational Technology Research and Development, 69(1), 1–14.
Sari, R. (2023). Stimulus Visual dalam Pembelajaran Menulis Narasi Siswa Sekolah Dasar. Jurnal Pendidikan Bahasa Indonesia, 12(1), 55–66.
Septiana, D. (2021). Kejelasan Struktur Kalimat dalam LKPD Digital untuk Efisiensi Kognitif Siswa. Jurnal Teknologi Pendidikan, 9(2), 77–88.
Susilowati, A. (2023). Penerapan Model TTW Berbantuan E-LKPD untuk Meningkatkan Keterampilan Menulis dan Hasil Belajar Materi Surat Pribadi. Jurnal Karya Ilmiah Guru, 8(3), 397–405.
Zulaiha, S., Tika, M., & Meisin. (2022). Problematika Guru dalam Menerapkan Kurikulum Merdeka Belajar. Jurnal Pendidikan dan Pembelajaran Dasar, 9(2), 163–177.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.