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Implementation of the Gamification Method in Efforts to Increase Literacy and Numbers at SDN 02 Sidomulyo

Literacy and numeracy ability scores of Indonesian students for the last eighteen years is at the bottom level. Therefore, Indonesia needs the role of students to become teacher partners in developing interesting literacy and numeracy learning. Campus programs and their knowledge in helping students in basic education units. Kampus mengajar aims to equip students with a variety of expertise and skills by becoming partners teachers and schools in developing learning models, also foster creativity and innovation in learning so that it has an impact on strengthening literact and numeracy learning in schools.

SDN 02 Sidomulyo is one of the target schools in implementing Kampus Mengarjar batch 5. This is because SDN 02 Sidomulyo is located in the District Gondang, Tulungagung district, has fulfilled the requirements as an educational unit in need assistance in improving literacy and numeracy. This activity lasted for 4 months starting from February and ends in June 2023. Kampus mengajar activites begin with preliminary observations on school needs, program design according to school needs, to the implementation of programs that focus on increasing litreact and numeracy. So that initial observatuons in the implementation of Kampus Mengajar in detail can support SDG Indonesia Number 4. One of the result of direct observation of students’ learning styles.

Based on direct observation, it was found that the majority of children at SDN 02 Sidomulyo tend to have learning style characteristics visual and kinesthetic. The kinesthetic learning style statement is based on the behavior by children who move a lot, bring toys, in class and play with them, and focus more when learning packed with the concept of icebreaking. While the visual learning style is supported by children who more excited when getting orders to draw and color, besides that children prefer to read rather than listen to the explanation of the teacher. Hence, the gamification method is one method that can be applied to these needs.

Thegamification method is a learning approach that uses elements in the game to increase the motivation of students to be more enthusiastic when learning and creating students are involved in the learning process. This emthode is implemented in 2 games as a medium for learning litereacy and numeracy at SDN 02 Sidomulyo. The two games are the CULGA (Culture Game Education) board game which can improve student literacy in Indonesia Cultural diversity and smart card games as literacy reinforcement and numeration.

Culga or abbreviation of culture game education is a board game (boardgame) based on QR code which has a game concept like monopoly but the contents of the game  is about cultural diversity and local wisdom in Indonesia. This game has pawn elements as the subject of players, dice, and various kinds of cards (food cards, , questions, and challenges).

The steps for playing CULGA are as follows:

 The game starts by rolling the number dice to run the pawns.

– On the game board fixed several points, namely blue dots, museums and markets. blue do not show question and challenge card acquisition opportunity, museum show the opportunity to access QR codes featuring animated cultural videos, and markets shows the opportunity to buy goods/food typical of the area. 

– Each question and challenge card has a reward that will be given to players when successfully answering questions or doing challenges. The reward can be coins, item cards, and food cards.

– Area acquisition will occur if the player has goods and food cards from the same area The same. Players who stop at the point of the area that has been acquired must give one coin to the player who have acquired the area.

– The winner is determined from the results of obtaining coins after several rounds according to the agreement game at the beginning. The second game is a card-shaped game called “Smart Card”. Smart Card is a card game that contains a problem solving challenge to strengthen abilities children’s literacy and numeracy. Meanwhile, literacy lies in the challenge of solving deep numbers cards, while strengthening literacy lies in the challenge of making sentences from several words. Besides it’s on every item on the card

There are 2 ways to play Smart cards:

– Smart cards that display numbers have the following ways to play : After the cards are shuffled, 4 the cards will be lined up side by side. From these 4 numbers the player is challenged to solve the numbers

These numbers add up to 24.

– Smart cards that display pictures and affixed words have the same method as method 1,

akat but 4 cards that have been selected and display words with affixes such as (play,

increment) challenges players to find the base word.

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