Development of Media Story Mapping "Jejak Cahaya di Nusantara" Based on Game-Based Learning and MUSIC Model for Grade X Students
DOI:
https://doi.org/10.56371/ijess.v7i1.671Abstract
Abstract
History learning in Indonesian senior high schools continues to rely on lecture-based instruction and static textbooks, resulting in low student motivation particularly among Generation Z learners who are accustomed to visual and interactive content. This development research aimed to produce an interactive story mapping learning medium titled "Jejak Cahaya di Nusantara" for Grade X students on the topic of the entry of Islam into the Nusantara. The medium was developed using the ADDIE model, limited to formative evaluation, with the theoretical framework of Game-Based Learning (GBL) and the MUSIC Model of Motivation. Needs analysis was conducted through a literature-based desk study due to field access limitations. The final product is a web-based application consisting of four explorable routes (Gujarat, Persia, Makkah, and China), four playable characters, a badge system, and twelve quizzes aligned with MUSIC principles. Media expert validation yielded an average score of 4.58 out of 5 (89%), categorised as "Very Feasible." Feasibility testing produced an average score of 4.76 out of 5 (95%), also categorised as "Very Feasible." Qualitative feedback indicated that the gamification system effectively increased learning engagement, though item discrimination in quiz questions requires improvement. This study recommends full-scale implementation in classroom settings and further experimental research to measure the medium's effect on learning outcomes.
Keywords: story mapping; game-based learning; MUSIC model; history of Islam in Nusantara; Educational Media Development
Downloads
References
Aini, F., Saddam, S., & Suratmi, S. (2024). Efforts to increase motivation to learn history through the Problem Based Learning learning model in grade X Phase E students of high school. Historical | FKIP UMMat. https://doi.org/10.31764/historis.v8i2.22417
Chen, K. (2026). The impact of short-form video consumption on students' attention span. International Journal of Recent Advances in Multidisciplinary Topics. https://doi.org/10.65138/ijramt.2026.v7i1.3179
Chen, Y., Li, M., Guo, F., & Wang, X. (2022). The effect of short-form video addiction on users' attention. Behaviour & Information Technology, 42, 2893–2910. https://doi.org/10.1080/0144929x.2022.2151512
Gunawan, R., Billah, M., Silalahi, R., & Tuka, H. (2024). Gen Alpha's learning style in the digital era. Dewantara: Journal of Social Education and Humanities. https://doi.org/10.30640/dewantara.v3i4.3661
Jones, B. D. (2019). Testing the MUSIC Model of Motivation Theory: Relationships between students' perceptions, engagement, and overall ratings. The Canadian Journal for the Scholarship of Teaching and Learning, 10. https://doi.org/10.5206/cjsotl-rcacea.2019.3.9471
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023). Integrating augmented reality, gamification, and serious games in computer science education. Education Sciences. https://doi.org/10.3390/educsci13060618
Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student's motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLOS ONE, 19. https://doi.org/10.1371/journal.pone.0294350
Moradi, M., & Noor, N. (2022). The impact of problem-based serious games on learning motivation. IEEE Access, 10, 8339–8349. https://doi.org/10.1109/access.2022.3140434
Petousi, D., Katifori, A., Servi, K., Roussou, M., & Ioannidis, Y. (2022). History education done differently: A collaborative interactive digital storytelling approach for remote learners. Frontiers in Education. https://doi.org/10.3389/feduc.2022.942834
Rizvi?, S., Boskovic, D., Okanovi?, V., Sljivo, S., & Zukic, M. (2019). Interactive digital storytelling: Bringing cultural heritage in a classroom. Journal of Computers in Education, 6, 143–166. https://doi.org/10.1007/s40692-018-0128-7
Sari, D., Zaim, M., Jufri, J., & Syahrul, S. (2019). Factors that cause low history learning outcomes in high school. OSF Preprints. https://doi.org/10.31227/osf.io/zb53m
Tafonao, T., Saputra, S., & Suryaningwidi, R. (2020). Learning media and technology: Generation Z and Alpha. Indonesian Journal of Instructional Media and Model. https://doi.org/10.32585/ijimm.v2i2.954
Urba, M., Ramadhani, A., Afriani, A., Suryanda, A., & Artikel, I. (2024). Generation Z: What is the ideal learning style in the all-digital era? TAUGHT: Journal of Education and Learning. https://doi.org/10.54259/diajar.v3i1.2265
Yu, Z., Gao, M., & Wang, L. (2020). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59, 522–546. https://doi.org/10.1177/0735633120969214
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Yusnia Indah Zainurrohmah, Otto Fajarianto, Eka Pramono Adi, Yhonanda Harsono

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.





