BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia

This research aims to enhance elementary school students’ comprehension of digital ethics by employing Monopoly as the medium for Educational Game Tools (APE). This study used a quantitative approach with a pre-experimental design featuring a one-group pre-test and post-test, with the sample selecte...

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Main Authors: Putri Ade Novianti, Rizki Hikmawan, Hisny Fajrussalam
Format: Article
Language:English
Published: Universitas Pendidikan Mandalika, Fakultas Ilmu Pendidikan dan Psikologi 2025-01-01
Series:Jurnal Paedagogy
Subjects:
Online Access:https://e-journal.undikma.ac.id/index.php/pedagogy/article/view/13654
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author Putri Ade Novianti
Rizki Hikmawan
Hisny Fajrussalam
author_facet Putri Ade Novianti
Rizki Hikmawan
Hisny Fajrussalam
author_sort Putri Ade Novianti
collection DOAJ
description This research aims to enhance elementary school students’ comprehension of digital ethics by employing Monopoly as the medium for Educational Game Tools (APE). This study used a quantitative approach with a pre-experimental design featuring a one-group pre-test and post-test, with the sample selected through purposive sampling. The instrument design involved creating assessment tools validated by six experts. The learning media included 30 questions on digital ethics comprehension, with validity assessed using the content validity ratio (CVR). To test the hypothesis, a Wilcoxon Signed-Ranks Test was applied to compare the pre-test and post-test scores. Pre-test and post-test instruments were adapted from the Ministry of Communication and Information Technology’s “Status of Digital Literacy in Indonesia 2020,” focusing on communication skills and technology ethics. The results revealed that initial assessments indicated a low understanding of digital ethics among students, with 18 out of 39 needing to demonstrate mastery before the APE implementation. However, post-implementation evaluations showed that only one student did not achieve mastery, with significant overall improvement and heightened enthusiasm for learning, highlighting the APE’s effectiveness. The study suggests that incorporating educational game tools (APE) into learning methods can significantly enhance students’ understanding of digital ethics.
format Article
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institution Kabale University
issn 2355-7761
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language English
publishDate 2025-01-01
publisher Universitas Pendidikan Mandalika, Fakultas Ilmu Pendidikan dan Psikologi
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series Jurnal Paedagogy
spelling doaj-art-65d384abd53247429b387243cc774ce12025-01-21T02:49:21ZengUniversitas Pendidikan Mandalika, Fakultas Ilmu Pendidikan dan PsikologiJurnal Paedagogy2355-77612722-46272025-01-0112111912910.33394/jp.v12i1.136546301BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, IndonesiaPutri Ade Novianti0Rizki Hikmawan1Hisny Fajrussalam2Universitas Pendidikan IndonesiaUniversitas Pendidikan IndonesiaUniversitas Pendidikan IndonesiaThis research aims to enhance elementary school students’ comprehension of digital ethics by employing Monopoly as the medium for Educational Game Tools (APE). This study used a quantitative approach with a pre-experimental design featuring a one-group pre-test and post-test, with the sample selected through purposive sampling. The instrument design involved creating assessment tools validated by six experts. The learning media included 30 questions on digital ethics comprehension, with validity assessed using the content validity ratio (CVR). To test the hypothesis, a Wilcoxon Signed-Ranks Test was applied to compare the pre-test and post-test scores. Pre-test and post-test instruments were adapted from the Ministry of Communication and Information Technology’s “Status of Digital Literacy in Indonesia 2020,” focusing on communication skills and technology ethics. The results revealed that initial assessments indicated a low understanding of digital ethics among students, with 18 out of 39 needing to demonstrate mastery before the APE implementation. However, post-implementation evaluations showed that only one student did not achieve mastery, with significant overall improvement and heightened enthusiasm for learning, highlighting the APE’s effectiveness. The study suggests that incorporating educational game tools (APE) into learning methods can significantly enhance students’ understanding of digital ethics.https://e-journal.undikma.ac.id/index.php/pedagogy/article/view/13654digital literacydigital ethicseducational game tools.
spellingShingle Putri Ade Novianti
Rizki Hikmawan
Hisny Fajrussalam
BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia
Jurnal Paedagogy
digital literacy
digital ethics
educational game tools.
title BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia
title_full BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia
title_fullStr BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia
title_full_unstemmed BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia
title_short BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia
title_sort bedipoli implementing an educational game monopoly to enhance digital ethics among elementary school students in purwakarta indonesia
topic digital literacy
digital ethics
educational game tools.
url https://e-journal.undikma.ac.id/index.php/pedagogy/article/view/13654
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AT rizkihikmawan bedipoliimplementinganeducationalgamemonopolytoenhancedigitalethicsamongelementaryschoolstudentsinpurwakartaindonesia
AT hisnyfajrussalam bedipoliimplementinganeducationalgamemonopolytoenhancedigitalethicsamongelementaryschoolstudentsinpurwakartaindonesia