Web Genially Gamification: Development of Joyful Learning Media to Improve Literacy and Numeracy Learning Outcomes of Elementary School Students
DOI:
https://doi.org/10.29407/jpdn.v11i2.27273Keywords:
Gamification, Web Genially, joyful learning, literacy and numeracyAbstract
This study aims to develop Genially Web-based Gamification learning media within the framework of Joyful Learning to improve elementary school students' literacy and numeracy learning outcomes. The method used is Research and Development (R&D) with the Lee & Owens model, which includes the stages of analysis, design, development, implementation, and evaluation. Validation was carried out by subject matter experts and media experts, while practicality was tested by teachers and students. Effectiveness was tested through a one-group pretest and post-test design. The results showed that the Genially-based learning media obtained a highly valid rating from subject matter experts (88.33%) and media experts (82.5%). The practicality test received a very good response from teachers (90%) and students (97.39%). In addition, students’ learning outcomes in both literacy and numeracy domains showed a significant improvement. The average literacy score increased from 68.12 (pretest) to 88.74 (post-test), while the numeracy score increased from 66.22 to 89.38, resulting in an overall average N-Gain of 0.667 (medium–high category). These findings confirm that the integration of gamification through Web Genially creates a fun, interactive, and effective learning experience that simultaneously strengthens literacy comprehension and numeracy problem-solving skills among elementary school students.
Downloads
References
Arlinwibowo, J., Ishartono, N., Linguistika, Y., Purwoko, D., & Suprapto, S. (2023). Gamification in the STEM Domain Subject: The Prospective Method to Strengthen Teaching and Learning. Jurnal Pendidikan IPA Indonesia, 12(4), 564–574. https://www.researchgate.net/publication/381278530_Gamification _in_the_STEM_Domain_Subject_The_Prospective_Method_to_Strengthen_Teaching_and_Learning
Ayuningtyas, G., Bilqis, N. M., Permatasari, A. D., & Suciptaningsih, O. A. (2024). Pengembangan Media Pembelajaran Berbasis Web Genially untuk Meningkatkan Kompetensi Guru di Sekolah Dasar. JIIP-Jurnal Ilmiah Ilmu Pendidikan, 7(3), 2404-2407.
Darmawan, N. H., Cahyadireja, A., Hilmawan, H., & Astuti, W. D. (2024). Pengembangan Media Pembelajaran Berbasis Aplikasi Genially dengan Gamifikasi untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(2), 5318–5328.
Febriansah, A. T., Syaifuddin, A., & Soepriyanto, Y. (2024). The Gamification Developments in Education: Perkembangan Gamifikasi di Bidang Pendidikan. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 14(2), 177–186. https://ejournal.uksw.edu/scholaria/article/view/10662
Hake, R. R. (1999). Analyzing Change/Gain Scores. American Educational Research Association’s Division D, Measurement and Research Methodology. https://doi.org/10.24036/ekj.v1.i1.a10
Hermita, N., Vebrianto, R., Putra, Z. H., Alim, J. A., Wijaya, T. T., & Sulistiyo, U. (2022). Effectiveness of Gamified Instructional Media to Improve Critical and Creative Thinking Skills in Science Class. Advances in Science, Technology and Engineering Systems Journal, 7(3), 44–50. https://doi.org/https://www.astesj.com/v07/i03/p05/
Hidayanthi, R., & Siregar, H. L. (2024). Desain Pembelajaran Matematika SD Berbasis Pendekatan Steam dalam Menunjang Literasi Numerasi Siswa. Jurnal Ilmiah Pendidikan Dasar (JIPDAS), 4(1), 36–41. https://jurnal.spada.ipts.ac.id/index.php/JIPDAS/article/view/1790
Hikamudin, E., Riyadi, A. R., Peniasiani, D., Nuryani, P., & Gofur, R. (2023). Improving Elementary School Students’ Understanding of Literacy and Numeracy Through Digital Applications. MIMBAR PGSD Undiksha, 11(3), 462–467. https://ejournal.undiksha.ac.id/index.php/JJPGSD/article/view/64018
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability, 13(4), 2247. https://www.mdpi.com/2071-1050/13/4/2247
Meilina, M. (2023). Pendekatan Gamification untuk Meningkatkan Kemampuan Berfikir Kritis Matematika Siswa Preschool: Studi Kuasi Eksperimental. EL-Muhbib Jurnal Pemikiran Dan Penelitian Pendidikan Dasar, 7(2), 247–257. https://ejournal.iaimbima.ac.id/index.php/eL-Muhbib/article/view/2152
Mulyani, S. (2023). Pengembangan Media Pembelajaran Interaktif Berbasis Game Edukasi untuk Meningkatkan Literasi dan Numerasi Pada Siswa. Jurnal Pendidikan Dan Media PembelajaranJurnal Pendidikan dan Media Pembelajaran, 2(3), 5–10.
Owens, Diana L & Lee, W. W. (2004). Multimedia-Based Instructioanal Design. Pfeiffer.
Peláez, C. A., & Solano, A. (2023). A Practice for the Design of Interactive Multimedia Experiences Based on Gamification: A Case Study in Elementary Education. Sustainability, 15(3), 2385. https://www.mdpi.com/2071-1050/15/3/2385
Pratiwi, K. R. (2022). Pengembangan Media Pembelajaran Berbasis Genially untuk Meningkatkan Hasil Belajar Siswa (Universitas Negeri Malang). http://repository.um.ac.id/id/eprint/259500
Putra, L. D., & Afrina, N. (2023). The Development of Genially-Based Interactive Learning Multimedia for Elementary School Students. Jurnal Fundadikdas (Fundamental Pendidikan Dasar), 6(2), 138–151.
Rinaldi, R. (2025). Systematic Literature Review: Pemanfaatan Gamifikasi Digital untuk Meningkatkan Kualitas Pembelajaran. Indonesian Journal of Multidisciplinary Scientific Studies, 3(5), 403–407.
Romero-Rodríguez, J. M., Martínez-Menéndez, A., Alonso-Garcia, S., & Victoria-Maldonado, J. J. (2024). The Reality of the Gamification Methodology in Primary Education: A Systematic Review. International Journal of Educational Research, 128, 102481.
Romualdi, K. B., Sudrajat, A., & Aman, A. (2023). Development of Genially Interactive Multimedia on Materials for the National Movement Organization for Middle School Students. Al-Ishlah: Jurnal Pendidikan, 15(2), 1166–1180. https://journal.staihubbulwathan.id/index.php/alishlah/article/view/3139
Sugiyono. (2020). Metodologi Penelitian Kuantitatif, Kualitatif dan R & D. Alfabeta.
Sultan, M. A., Zainal, Z., & Momang, A. A. (2024). Pengaruh Metode Gamifikasi terhadap Kemampuan Membaca Pemahaman Siswa Kelas V UPTD SD Negeri 28 Parepare. Maccayya, 2(2), 139–145. https://journal.unm.ac.id/index. php/maccayya/article/view/3360
Utomo, M. G. N., Degeng, I. N. S., & Praherdiono, H. (2022). Pengembangan Kartu dengan Teknologi 3D Augmented Reality Sebagai Media Visual Tematik untuk Siswa Kelas VI SD. Jurnal Kajian Teknologi Pendidikan, 5(2), 162–171. https://www.neliti.com/publications/433269/pengembangan-kartu-dengan-teknologi-3d-augmented-reality-sebagai-media-visual-te#cite
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Radeni Sukma Indra Dewi, Shirly Rizki Kusumaningrum, Siti Faizah, Intan Sari Rufiana, Maria Kurniati Jemeo, Navik Khusniah, Fahrany Wahyu Andini, Kholidatul Khasanah, Amaliya Islami Nurlaili, Megania Herawati (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Copyright on any article is retained by the author(s).
- The author grants the journal, the right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
- The article and any associated published material is distributed under the Creative Commons Attribution-ShareAlike 4.0 International License




















