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Development of Gamification-Based Economic Learning Media as an Effort to Optimize Differentiated Learning for Inclusive High School Students
Development of Gamification-Based Economic Learning Media as an Effort to Optimize Differentiated Learning for Inclusive High School Students
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Development of Gamification-Based Economic Learning Media as an Effort to Optimize Differentiated Learning for Inclusive High School Students
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Development of Gamification-Based Economic Learning Media as an Effort to Optimize Differentiated Learning for Inclusive High School Students
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Development of Gamification-Based Economic Learning Media as an Effort to Optimize Differentiated Learning for Inclusive High School Students
Development of Gamification-Based Economic Learning Media as an Effort to Optimize Differentiated Learning for Inclusive High School Students
Journal Article

Development of Gamification-Based Economic Learning Media as an Effort to Optimize Differentiated Learning for Inclusive High School Students

2025
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Overview
Background/purpose. The purpose of this research is to analyse and aim to develop a gamification-based learning tool. This is due to the diverse learning needs and responds to the challenge of differentiated learning that is student-centred in the classroom rather than teacher-centred. Materials/methods. The research method used is a research development (RnD) approach with the development model using the ADDIE model consisting of Analyze, Design, Development, Implement, and Evaluate stages. The media developed in this research includes interactive elements such as animations, videos, minigames, and quizzes, which can then be accessed through various platforms such as websites and applications. Results. This research goes through the validation stage contained in the development stage. Validity is carried out by material, language, and media expert validation. Based on the results of the validity that has been carried out, it shows high feasibility with an average value of 96.15%. The implementation of the pilot test involving 35 students in a small class showed positive responses, with 93.30% of students feeling that this media increased their knowledge and motivation, 93.12% appreciated the visual design, and 73.75% of students stated that it was easy to use. Conclusion. Finally, this study suggests that gamification-based learning media can be an effective tool to support inclusive and engaging education. Further research is recommended to test the effectiveness of gamification-based teaching materials in large classes with more than 35 students.
Publisher
ÜNİVERSİTEPARK Limited