Pengembangan Media Pembelajaran Canva Berbasis Deep Gamification dengan Model Case Based Learning (CBL) dalam Pembelajaran Memirsa Eksploratif Teks Deskripsi pada Siswa Kelas VII SMP Katolik Santo Petrus

dc.contributor.authorWike Dyah Utami
dc.date.accessioned2026-09-08T06:32:00Z
dc.date.issued2026-07-30
dc.descriptionFinalisasi Rudy K
dc.description.abstractThis research is motivated by the low exploratory listening ability of seventh-grade junior high school students in descriptive texts, which tend to be monotonous. Therefore, this study aims to develop an immersive gamification-based learning media using an interactive and adaptive Case-Based Learning (CBL) model. The research method used is Research and Development (R&D) with a 4D development model. The experimental subjects were seventh-grade students of St. Peter Catholic Junior High School. Data were collected through needs analysis, product creation, and questionnaires validated by experts and practitioners. The results of the study showed that the developed learning media received a very satisfactory rating from 94% of Indonesian language material experts (very feasible), 84% of learning media expert validators (sufficient), 96% of language expert validators (very feasible), and 96% of Indonesian language learning practitioner validators (very feasible). Meanwhile, students showed enthusiasm in the implementation process as evidenced by the responses given. Based on these results, it can be concluded that the immersive gamification-based learning media with the Case-Based Learning (CBL) model is valid, feasible, and effective for use in teaching exploratory listening skills to descriptive texts to seventh-grade junior high school students.
dc.description.sponsorshipBambang Edi Pornomo S.Pd., M.Pd.
dc.identifier.urihttps://repository.unej.ac.id/handle/123456789/14790
dc.language.isoOther
dc.publisherFakultas Keguruan dan Ilmu Pendidikan
dc.subjectDeep Gamification
dc.subjectCase Based Learning (CBL)
dc.subjectExploratory Viewing
dc.subjectDescriptive Text.
dc.titlePengembangan Media Pembelajaran Canva Berbasis Deep Gamification dengan Model Case Based Learning (CBL) dalam Pembelajaran Memirsa Eksploratif Teks Deskripsi pada Siswa Kelas VII SMP Katolik Santo Petrus
dc.typeOther

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