Effectiveness of Gamification-Based Learning Application to Prevent Bullying Behavior in Elementary School
Abstract
Purpose of the study: This study aims to examine the effectiveness of a gamification-based learning application in enhancing elementary school students’ understanding and awareness of bullying prevention. The research focuses on addressing the low level of students’ comprehension regarding the forms and impact of bullying through an engaging, interactive, and age-appropriate educational intervention.
Methodology: A quantitative method using a pre-experimental one-group pretest and posttest design was used. The study included 49 fifth-grade students from an elementary school in Malang. Data was gathered through pretest and posttest tools, and the information was examined using IBM SPSS Statistics version 26. The analysis included checking for normal distribution, conducting a paired sample t-test, and performing N-gain analysis to assess statistical significance and effect size.
Main Findings: The results indicate that there was a significant improvement in students' understanding following the intervention. The average pretest score was 52.33, rising to 87.51 in the posttest. The paired sample t-test produced a significance value of p < 0.001, indicating strong effectiveness. Furthermore, the N-gain analysis yielded a value of 0.71, classified as high, confirming the application’s substantial impact on students’ comprehension of bullying prevention.
Novelty/Originality of this study: This study presents a contextually designed gamification-based application that combines quizzes, mini-games, and role-playing scenarios, offering not only cognitive learning but also emotional engagement. The study contributes to the literature by offering a practical, tech-based educational tool that fosters emotional engagement and proactive behavior in bullying prevention at the elementary school level.
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