GICAME (Digital Educational Games): Interactive Multimedia Based on Gimkit with STEAM Approach to Improve the Problem Solving Ability of Writing Explanatory Texts for Grade V Students of SDN Pakel Subdistrict
- DOI
- 10.2991/978-2-38476-390-0_23How to use a DOI?
- Keywords
- Interactive Multimedia; Problem Solving; Explanatory Text
- Abstract
The low skills and comprehension of students’ explanatory text in elementary school have an impact on problem solving ability. It is imperative that students acquire the capacity to understand explanatory texts by utilizing sophisticated technology tools such as game based learning media. The purpose of this study was to determine 1) validity, 2) effectiveness, and 3) practicality of interactive multimedia products based on Gimkit. The ADDIE model used in this Research and Development (R&D) has five stages including analysis, design, development, implementation, and evaluation. This research was conducted in five elementary schools in Pakel Sub-district with 100 students as the test subjects. Data collection techniques were 1) validation questionnaire assessed by material and media experts, 2) pretests and posttests in experimental and control classes, and 3) student and teacher practicality questionnaires as users. Based on the research results 1) the product validity test, the score obtained was 90.8% with very valid criteria, 2) Product effectiveness test using t-test on experimental class and control class obtained significant value of 0.001 (sig. 2-tailed = < 0.05) so there is an influence on the use of interactive multimedia based on Gimkit and 3) the practicality test results obtained a score of 93.4% with very practical criteria. The conclusion is that this interactive multimedia product based on gimkit has met very valid criteria for use, proven effective and very practical in improving the problem solving ability of writing explanatory texts of grade V students of SDN Pakel Subdistrict.
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Saiful Afandi AU - Alfi Laila AU - Bagus Amirul Mukmin PY - 2025 DA - 2025/05/14 TI - GICAME (Digital Educational Games): Interactive Multimedia Based on Gimkit with STEAM Approach to Improve the Problem Solving Ability of Writing Explanatory Texts for Grade V Students of SDN Pakel Subdistrict BT - Proceedings of the 6th Sriwijaya University Learning and Education International Conference 2024 (SULE-IC 2024) PB - Atlantis Press SP - 279 EP - 293 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-390-0_23 DO - 10.2991/978-2-38476-390-0_23 ID - Afandi2025 ER -