Abstract
Visual arts learning in Grade VIII at MTsN 1 Kota Malang has limited use of interactive digital media, indicating the need for a more interactive and exploratory learning medium. This study aimed to analyze learning needs, develop and evaluate the feasibility of a learning medium, and examine changes in students’ motivation and learning interest after its use. The study employed a Research and Development (R&D) approach using the 4D model: Define, Design, Develop, and Disseminate. The developed product, “Petualangan Ragam Hias Nusantara,” was created using Gimkit Creative Mode with a Digital Game-Based Learning (DGBL) approach and map-based exploration. Expert validation yielded scores of 91.67% from content experts and 93.3% from media experts, both categorized as highly valid. A trial involving 18 students showed an increase in the combined mean percentage of motivation and learning interest from 61.1% to 82.2%, with an N-Gain of 0.52, indicating moderate improvement. Classroom observations also showed student engagement in exploration, challenge completion, and discussion. Thus, the developed medium is feasible as an alternative for learning Nusantara decorative motifs.
First Page
946
Last Page
964
Recommended Citation
Nazwa, V. N.,
&
Iriaji, I.
(2026).
Petualangan Ragam Hias Nusantara: Pengembangan Game Digital Berbasis Gimkit dengan Pendekatan Digital Game-Based Learning.
Journal of Language, Literature, and Arts, 6(7), 946-964.
DOI: https://doi.org/10.17977/2797-4480.1063
Available at:
https://citeus.um.ac.id/jolla/vol6/iss7/6
Included in
Art Education Commons, Junior High, Intermediate, Middle School Education and Teaching Commons
