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Feasibility of Digital Gamified Assessment Media for Eighth-Grade Students^ Speech Reading Skills Department of Indonesian Language and Literature Education, Universitas Trunojoyo Madura, Bangkalan, Indonesia. Abstract The purpose of this study is to determine the feasibility of the digital gamified assessment media that has been developed as one of the stages required in the 4D development model. The digital gamified assessment media was designed to address problems found in schools, namely the use of conventional assessment methods that are less efficient and unable to provide direct feedback to students. In addition, students^ low interest in reading has encouraged the need for a more interactive and engaging assessment media innovation. The assessment media was developed by adopting a gamification strategy aimed at increasing students^ enthusiasm in the assessment process. The development model used in this study was the 4D model. The research data related to the feasibility of the media were analyzed using quantitative and qualitative methods, or a mixed-method approach. The quantitative method employed numbers and percentages, while the qualitative method consisted of suggestions, criticisms, and revisions from experts. Data were collected through validation questionnaires using a Likert scale and analyzed quantitatively. The results showed that the developed media obtained validation scores of 96.6% from the media expert, 97.5% from the language expert, and 100% from the subject-matter expert, all categorized as highly feasible. This media is able to integrate gamification elements such as scores, levels, and direct feedback, thereby increasing students^ motivation and engagement. Therefore, the Unity-based digital assessment media with a gamification strategy is feasible to be used as an innovative alternative in learning assessment. Keywords: assessment media, Unity, gamification, speech text reading, 4D model Topic: Media literacy Ethics Sociology History (MESH) Learning |
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