Implementing Interacty-Based Gamification Media to Improve Students’ Scientific Literacy in the Context of Local Culture

Authors

  • Ihfa Indira Nurnaifah Idris Universitas Negeri Makassar
  • Jumrah Jumrah STKIP Darud Da'wah Wal Irsyad Pinrang
  • Abdul Razzaq STKIP Darud Da'wah Wal Irsyad Pinrang
  • Sri Agustini Universitas Negeri Makassar
  • Dirgah Kaso Sanusi Universitas Negeri Makassar

DOI:

https://doi.org/10.54065/pelita.6.1.2026.1311

Keywords:

Gamification, Interacty, Local Culture, Science Literation

Abstract

The urgency of this research lies in the need for innovative, interactive gamification-based learning media to enhance students’ scientific literacy, which remains relatively low, while simultaneously integrating local cultural contexts to support meaningful and relevant 21st-century learning. This study aims to examine the implementation of gamified learning using Interacty integrated with a local cultural context and its effect on students’ scientific literacy. This research employed a Classroom Action Research (CAR) design conducted in two cycles, each consisting of planning, implementation, observation, and reflection. The participants were eighth-grade students at a junior high school in Indonesia. Data were collected through scientific literacy tests, observation sheets, and student response questionnaires. Scientific literacy in this study refers to students’ ability to identify relevant information, represent problems in structured forms, apply problem-solving strategies, and interpret results within real-life contexts. The learning activities were designed using gamification elements such as interactive challenges and rewards through the Interacty platform, combined with culturally relevant contexts derived from local traditions and daily practices. The results showed a significant improvement in students’ scientific literacy, with the average score increasing from 63,5 in the pre-cycle to 74 in Cycle I and 80,3 in Cycle II. Students’ learning activities improved from a fair category (2,8) to a good category (3,5). In conclusion, the integration of gamification through Interacty and local cultural context effectively enhances students’ scientific literacy by creating a more engaging, meaningful, and contextual learning environment.

References

Alqahtani, M. (2022). The effectiveness of digital interactive platforms in enhancing student engagement and learning experience in higher education. Education and Information Technologies, 27, 10245–10262. https://doi.org/10.1007/s10639-022-10945-8

Armas, A. R. K., Ramlawati, R., & Syahrir, M. (2019). Hubungan antara literasi sains dengan prestasi belajar peserta didik pada pembelajaran kimia kelas XI MIPA SMA Negeri se-Kota Makassar. Chemistry Education Review (CER), 2(2), 67–75. https://doi.org/10.26858/cer.v2i2.8950

Budianto, Y., Syakur, A., & Yunus, N. M. (2021). Pengembangan Bahan Ajar Biologi Materi Ruang Lingkup Biologi Dengan Model Pembelajaran Flipped Classroom Pada Kelas X SMAN 5 Palopo. Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu, 1(2), 66–73. https://doi.org/10.54065/pelita.1.2.2021.90

Coelho, F., Rando, B., Aparício, D., & others. (2025). The impact of educational gamification on cognition, emotions, and motivation: A randomized controlled trial. Journal of Computers in Education. https://doi.org/10.1007/s40692-025-00366-x

Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi. (2022). Dimensi, elemen, dan subelemen profil pelajar Pancasila pada Kurikulum Merdeka.

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013

Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: A meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7

Mislia, D. S., Riatmaja, R., Rukhmana, T., Al Ikhlas, Widoyo, H., & Nurcahyo, N. (2025). Implementasi gamifikasi dalam pembelajaran untuk meningkatkan motivasi siswa. Edu Research, 6(1), 461–470. https://doi.org/10.47827/jer.v6i1.547

Mulyani, M., & Julianto, J. (2022). Pembelajaran sains berbasis budaya lokal sebagai bentuk integratif pendidikan karakter. EduStream: Jurnal Pendidikan Dasar, 2(1), 35–42. https://doi.org/10.26740/eds.v2n1.p35-42

Nopitasari, N., Syarif, A., & Khaira, U. (2026). Efektivitas web game Interacty terhadap keterlibatan siswa kelas IV dalam pembelajaran IPAS di SD Negeri 10/VI Sungai Manau I. Jurnal Ilmiah Ilmu Pendidikan, 9(2), 2763–2768. https://doi.org/10.54371/jiip.v9i2.10929

OECD. (2019). PISA 2018 results (Volume I): What students know and can do. OECD Publishing. https://doi.org/10.1787/5f07c754-en

Pangga, D., Prasetya, D. S. B., & Sanapiah, S. (2023). Pembelajaran etnosains dalam meningkatkan pemahaman konsep mahasiswa pada fisika zat padat. Empiricism Journal, 4(2), 464–470. https://doi.org/10.36312/ej.v4i2.1650

Rahayu, D. (2025). The effectiveness of interactive digital platforms in improving academic outcomes: A systematic literature review. Proceedings of the International Conference on Global Education and Learning, 2(2). https://doi.org/10.62951/icgel.v2i2.201

Rahayu, G., Khoiri, A., & Firdaus, F. (2022). Integrasi budaya lokal (Bundengan) pada pembelajaran gelombang dan bunyi untuk meningkatkan sikap cinta tanah air dan literasi sains siswa. Jurnal Ilmiah Pendidikan Fisika, 6(1), 117–125. https://doi.org/10.20527/jipf.v6i1.4323

Ramdani, A., & Hapsari, S. (2022). Integrating local wisdom in science learning to improve students’ understanding and scientific literacy. Jurnal Pendidikan IPA Indonesia, 11(2), 245–254. https://doi.org/10.15294/jpii.v11i2.34567

Riskawati, R., Khaeruddin, K., Putri, R. A., Karnila, K., Rahman, A., & Salsabila, C. (2025). Analysis of Teachers’ Understanding of the Flipped Classroom Model and its Implementation in Schools through The Rasch Model Approach. Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu, 5(2), 766–777. https://doi.org/10.54065/pelita.5.2.2025.691

Ruiz, J. J. R., Sánchez, A. D. V., & Figueredo, O. R. B. (2024). Impact of gamification on school engagement: A systematic review. Frontiers in Education, 9, 1466926. https://doi.org/10.3389/feduc.2024.1466926

Sitio, Y. I. S., Ramon, H., Lestari, N., & Sitorus, Y. A. (2025). Penerapan pendekatan culturally responsive teaching (CRT) untuk meningkatkan hasil belajar IPAS materi warisan budaya kelas V SDN 101789 Marindal I. PESHUM: Jurnal Pendidikan, Sosial dan Humaniora, 4(4), 5593–5600. https://doi.org/10.56799/peshum.v4i4.9242

Soesana, A. et al. (2023). Metodologi Penelitian Kuantitatif. Yayasan Kita Menulis. https://kitamenulis.id/2023/04/06/metodologi-penelitian-kuantitatif/

Sugiyono. (2007). Memahami penelitian kualitatif. Alfabeta.

Sukiastini, G. A., Suastra, W., & Arnyana, I. B. (2024). Integrasi etnopedagogi dalam pembelajaran IPA untuk memperkaya pemahaman budaya dan sains. Jurnal Ilmu Pendidikan, 6(6), 6508–6518. https://doi.org/10.31004/edukatif.v6i6.7726

Sumarni, M. L., Jewarut, S., Silvester, S., Melati, F. V., & Kusnanto, K. (2024). Integrasi nilai budaya lokal pada pembelajaran di sekolah dasar. Journal of Education Research, 5(3), 2993–2998. https://doi.org/10.31849/dinamisia.v5i2.5243

Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. https://doi.org/10.1016/j.compedu.2019.103729

Zebua, N., Malik, P. F. P., Al-Hilmiyah, N. A. A., Zebua, E. N. K., Pebrianti, P. E., Sari, M. S., & Rudiyanto, R. (2024). Analisis penggunaan metode gamifikasi untuk meningkatkan motivasi dan hasil belajar siswa pada mata pelajaran IPA-Biologi. Jurnal Cakrawala Pendidikan dan Biologi, 1(4), 183–188. https://doi.org/10.61132/jucapenbi.v1i4.80

Downloads

Published

2026-06-05

How to Cite

Idris, I. I. N., Jumrah, J., Razzaq, A., Agustini, S., & Sanusi, D. K. (2026). Implementing Interacty-Based Gamification Media to Improve Students’ Scientific Literacy in the Context of Local Culture . Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu, 6(1), 223–234. https://doi.org/10.54065/pelita.6.1.2026.1311