GAMISAFE: Gamification-Based Learning Application to Prevent Sexual Harassment in Elementary School

Authors

  • Faliqul Isbah Universitas Negeri Malang
  • Sutarno Universitas Negeri Malang
  • Khusnul Khotimah

DOI:

https://doi.org/10.22460/pej.v10i1.6933

Keywords:

Elementary School, Gamification, Learning Application, Sexual Harassment

Abstract

Sexual violence or sexual harassment can occur among children. This issue is not only the responsibility of parents, but also includes the responsibility of teachers and the surrounding environment. This study aims to develop a gamification-based learning application to prevent sexual harassment in elementary schools and to determine the validity and practicality of the learning application product. This study uses a Research and Development (R&D) research type with the ADDIE model through five stages: Analyze, Design, Development, Implementation, and Evaluation. The subjects in this study consist of teachers and upper-grade elementary school students at one elementary school in Malang City. The data collection techniques used were interviews, observations, and surveys. The data analysis techniques used were descriptive qualitative and descriptive quantitative. The validation results showed that the application received a score of 96.67% from media experts and 95% from content experts, both of which fall into the highly valid category. Meanwhile, the individual trial results showed a score of 98.75% (very good category), the small group trial scored 75% (good category), and the large group trial scored 91.25% (very good category). Based on these results, the developed application is deemed suitable for use as an educational tool and as a preventive measure against sexual harassment among elementary school students, applicable both in classroom and extracurricular activities.

References

Arviana, R. N., & Prameswari, I. (2023). Perancangan Edu-Game Anti Kekerasan Seksual Menggunakan Metode Digital Game Based Learning-Instructional Design (DGBL-ID). Jurnal Sains Dan Seni ITS, 12(1), 7–14. https://ejurnal.its.ac.id/index.php/sains_seni/article/view/110330/7479#

Carolus, R. Y., & Gormantara, A. (2022). Penerapan Gamification dalam Bidang Pendidikan Formal dan Nonformal: Survey Paper. KONSTELASI: Konvergensi Teknologi Dan Sistem Informasi, 2(2), 352–365. https://doi.org/https://doi.org/10.24002/konstelasi.v2i2.5369

Dania, I. A. (2020). Kekerasan Seksual Pada Anak Child Sexual Abuse. Ibnu Sina: : Jurnal Kedokteran Dan Kesehatan-Fakultas Kedokteran Universitas Islam Sumatera Utara, 19(1), 46–52. http://bit.ly/OJSIbnuSina

Fadillah, S., Iriyanto, T., & Maningtyas, R. D. T. (2024). Game Kidsafe Solusi Edukatif untuk Mengenalkan Pendidikan Seksual Pada Anak Usia Dini 4-5 Tahun. DE_JOURNAL (Dharmas Education Journal), 5(2), 668–679. http://ejournal.undhari.ac.id/index.php/de_journal

Fahham, A. M. (2024). Kekerasan pada Anak di Satuan Pendidikan. In idntimes.com, 1 Oktober. https://pusaka.dpr.go.id

Firmansyah, Y., Sudarman, Partha, M. N., & Rahayu, V. P. (2023). Pengembangan Media Pembelajaran Berbasis Web Google Sites Pada Mata Pelajaran Ekonomi. Jurnal Prospek : Pendidikan Ilmu Sosial Dan Ekonomi, 5(1), 11–20. https://doi.org/https://doi.org/10.30872/prospek.v5i1.2415

Indiraphasa, N. S. (2023, January 25). 3 Anak SD Diduga Perkosa Bocah TK, Psikolog Unusia Jelaskan Pemicunya. Nu.or.Id. https://nu.or.id/nasional/3-anak-sd-diduga-perkosa-bocah-tk-psikolog-unusia-jelaskan-pemicunya-OtNBg

Irnawati, Muthoharoh, Siti, S. L., Khasanah, F., & Noviayana, D. Y. (2025). Efektivitas Game Sebagai Media Pencegahan Bullying dan Kekerasan Seksual Pada Anak. Legal Journal Research, 1(1), 14–21. https://jurnal.permataedukasi.com/

Joni, I. D. A. M., & Surjaningrum, E. R. (2020). Psikoedukasi Pendidikan Seks Kepada Guru dan Orang Tua Sebagai Upaya Pencegahan Kekerasan Seksual Pada Anak. Jurnal Diversita, 6(1), 20–27. https://doi.org/10.31289/diversita.v6i1.3582

Lathifah, A. S., Hardaningtyas, K., Pratama, Z. A., & Moewardi, I. (2024). Penerapan Teori Belajar Konstruktivisme dalam Meningkatkan Keaktifan dan Hasil Belajar Siswa. DIAJAR: Jurnal Pendidikan Dan Pembelajaran, 3(1), 36–42. https://doi.org/10.54259/diajar.v3i1.2233

Lestari, P., & Puspita, R. (2023). Lembar Instrumen Validasi Ahli. https://www.scribd.com/document/821793593/Lembar-Validasi-Bahan-Ajar

Mutammimah, F. S., Aeni, A. N., & Nugraha, R. G. (2024). Pengembangan Aplikasi KAGANGA Berbasis Android untuk Mengenalkan Aksara Sunda di Sekolah Dasar. Ideguru: Jurnal Karya Ilmiah Guru, 9(2), 613–621. https://doi.org/10.51169/ideguru.v9i2.858

Nuriyanto, M. Z., Astutik, S., & Nurdin, E. A. (2022). Pengembangan Media Pembelajaran Berbasis Android Pada Materi Sistem Informasi Geografi Dasar Siswa SMA. Majalah Pembelajaran Geografi, 5(2), 144–155. https://doi.org/https://doi.org/10.19184/pgeo.v5i2.33208

Octaviani, F., & Nurwati, N. (2021). Analisis Faktor dan Dampak Kekerasan Seksual Pada Anak. Jurnal Ilmu Kesejahteraan Sosial “Humanitas” Fisip Unpas, 3(2), 56–60. https://doi.org/https://doi.org/10.23969/humanitas.v3iII.4118

Olisna, O., Zannah, M., Sukma, A., & Aeni, A. N. (2022). Pengembangan Game Interaktif Wordwall untuk Meningkatkan Akhlak Terpuji Siswa Sekolah Dasar. Jurnal Basicedu, 6(3), 4133–4143. https://doi.org/10.31004/basicedu.v6i3.2737

Peraturan Menteri Pendidikan, Kebudayaan, Riset, Dan Teknologi Republik Indonesia Nomor 46 Tahun 2023 Tentang Pencegahan Dan Penanganan Kekerasan Di Lingkungan Satuan Pendidikan, Pub. L. 46, 1 (2023).

Pujianingsih, J. P., Khotimah, K., Wibowot, R. P., & Lorenza, S. O. (2024). Gamification: Meningkatkan Motivasi Belajar Siswa Di Sekolah Dasar. JPBB: Jurnal Pendidikan, Bahasa Dan Budaya, 3(1), 69–76. https://doi.org/10.55606/jpbb.v3i1.2713

Purnamasari, E. (2022). Pengembangan Aplikasi Kemetalca untuk Pembelajaran Menulis pada Aspek Mekanis Berbantuan Software Powerpoint dan Ispring Suite di Kelas III Sekolah Dasar. Universitas Negeri Malang.

Purwati, S. A., & Ningrum, M. A. (2022). Pengembangan Game Edukasi Berbasis Android Dalam Menstimulasi Pemahaman Pendidikan Seks Anak Usia 4-5 Tahun. Jurnal PAUD Teratai, 11(1), 179–186.

Putri, R. J., & Mudinillah, A. (2021). Penggunaan Aplikasi Canva Untuk Pembelajaran Ilmu Pengetahuan Sosial Kelas VI di SDN 02 Tarantang. Madrosatuna: Jurnal Pendidikan Guru Madrasah Ibtidaiyah, 4(2), 65–86. https://doi.org/https://doi.org/10.47971/mjpgmi.v4i2.377

Rahayu, A. W., Khoiroh, A. U., A’yun, A. Q., Rusydiyah, E. F., & Rahman, Moh. R. (2023). Identifikasi Penerapan Kerucut Pengalaman di Sekolah Dasar Kota Surabaya. Elementary: Jurnal Ilmiah Pendidikan Dasar, 9(1), 63–77. https://e-journal.metrouniv.ac.id/index.php/elementary

Rosa, N. (2023, May 2). Hari Pendidikan Nasional 2023, FSGI: 46,67% Kekerasan Seksual Terjadi di Sekolah Dasar. Detik.Com. https://www.detik.com/edu/sekolah/d-6700089/hari-pendidikan-nasional-2023-fsgi-46-67-kekerasan-seksual-terjadi-di-sekolah-dasar#google_vignette

Sagita, N. S. (2023, January 27). Geger Anak TK Diperkosa 3 Bocah SD, KemenPPPA Buka Suara. Health.Detik.Com. https://health.detik.com/berita-detikhealth/d-6538404/geger-anak-tk-diperkosa-3-bocah-sd-kemenpppa-buka-suara

Shopia, E. A., Aryani, R., & Khaira, U. (2023). Perancangan User Interface Game Cegah Kekerasan Seksual dengan Metode Child Centered-Design (CCD). Jurnal Jaringan Sistem Informasi Robotik (JSR), 7(1), 34–43. https://doi.org/https://doi.org/10.58486/JSR.V7I1.208

Syahwinsyah, Fitriati, I., Ahyar, Hakim, R. A., & Prayudi, A. (2025). Pengembangan E-Evaluasi Quizalize Berbasis Gamifikasi untuk Meningkatkan Motivasi Belajar Siswa. Jurnal Inovasi Pendidikan Dan Sains, 6(1), 110–119. https://doi.org/https://doi.org/10.51673/jips.v6i1.2467

Tambunan, M. A., & Siagian, P. (2022). Pengembangan Media Pembelajaran Interaktif Berbasis Website (Google Sites) Pada Materi Fungsi di SMA Negeri 15 Medan. Humantech: Jurnal Ilmiah Multidisiplin Indonesia, 2(10), 1520–1533. https://doi.org/https://doi.org/10.32670/ht.v1i10.2166

Triana, A. (2022). Pengembangan Media Pembelajaran Berbasis Aplikasi Android Pada Materi Keragaman Pakaian Adat, Keragaman Ekonomi, dan Keragaman Agama di Indonesia Siswa Kelas IV Sekolah Dasar. Universitas Negeri Malang.

Trilisiana, N., Ismaniati, C., & Wahyuningsih, D. (2020). Modul Pendidikan Perlindungan Anak dari Kekerasan Seksual untuk Guru Sekolah Dasar. Jurnal EPISTEMA, 1(2), 78–85. https://doi.org/https://doi.org/10.21831/EP.V1I2.34900

Undang Undang Republik Indonesia Nomor 35 Tahun 2014 Tentang Perubahan Atas Undang Undang Nomor 23 Tahun 2002 Tentang Perlindungan Anak, Pub. L. 35 (2014).

Aldoobie, N. (2015). ADDIE Model. American International Journal of Contemporary Research, 5(6), 361–373.

Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer. https://doi.org/10.1007/978-0-387-09506-6

Cheung, L. (2016). Using the ADDIE model of instructional design to teach chest radiograph interpretation. Journal of Biomedical Education, 2016, 1–6. https://doi.org/10.1155/2016/9502572

de Wit, J., Menting, B., Postma, M., & Stams, G. J. (2021). Effective components of school-based prevention programs for child abuse: A meta-analytic review. Child Abuse & Neglect, 116, 104979. https://doi.org/10.1016/j.chiabu.2021.104979

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040

Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88. https://www.j-ets.net/

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. https://doi.org/10.1109/HICSS.2014.377

Jonassen, D. H. (1999). Designing constructivist learning environments. In C. M. Reigeluth (Ed.), Instructional Design Theories and Models: A New Paradigm of Instructional Theory (Vol. 2, pp. 215–239). Lawrence Erlbaum Associates.

Mayer, R. E. (2009). Multimedia Learning (2nd ed.). Cambridge University Press. https://doi.org/10.1017/CBO9780511811678

Nyúl, B., Paladino, M. P., Jakobi, A. L., Gini, F., Marconi, A., Roumelioti, E., Schiavo, G., Vaes, J., & Zancanaro, M. (2024). A multidisciplinary framework for developing a gamified digital platform to combat gender-based violence. In Gender R-Evolutions: Imagining the Inevitable, Subverting the Impossible. Centre for Interdisciplinary Gender Studies, University of Trento.

Prieto-Andreu, J. M., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. (2022). Gamification, motivation and learning: A systematic review. Education Sciences, 12(9), 624. https://doi.org/10.3390/educsci12090624

Rodrigues, L., Oliveira, A., & Costa, C. J. (2019). Playing seriously – How gamification and social cues influence bank customers to use gamified e-business applications. Computers in Human Behavior, 96, 307–324. https://doi.org/10.1016/j.chb.2019.03.004

Ruiz, J. J. R., Sanchez, 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

Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006

Vlachopoulos, D., & Makri, A. (2022). A comparative study of the ADDIE instructional design model in distance education. Information, 13(9), 402. https://doi.org/10.3390/info13090402

Walsh, K., Zwi, K., Woolfenden, S., & Shlonsky, A. (2015). School-based education programmes for the prevention of child sexual abuse. Cochrane Database of Systematic Reviews, 2015(4), CD004380. https://doi.org/10.1002/14651858.CD004380.pub3

Weatherspoon, D. J., Steele, C., & Waller, J. (2018). Improving sexual health education programs for adolescent students through game-based learning and gamification. International Journal of Environmental Research and Public Health, 15(9), 1824. https://doi.org/10.3390/ijerph15091824

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

Downloads

Published

2026-02-27