Pengembangan Aplikasi Pembelajaran Logika dan Penalaran Berbasis Mobile dengan Gamifikasi untuk Siswa Sekolah Dasar
DOI:
https://doi.org/10.47065/bulletincsr.v6i6.1395Keywords:
Elementary School; Gamification; Learning Application; Logic and Reasoning; Mobile LearningAbstract
Logic and reasoning learning in elementary school can benefit from interactive media that allow students to practice sequences of instructions and receive immediate feedback. This study aims to develop LogicLand as an Android-based learning medium designed to help elementary school students practice logical thinking, reasoning, and problem-solving through block-command puzzles and gamification. Development follows the Waterfall model through literature review and requirements analysis, design, implementation, and testing. The student application uses Flutter, while the server and administrator website use Laravel, REST API, and MySQL. Its features include registration and login, a dashboard, level selection, block-command puzzles, coin and star rewards, a robot collection, and learning progress records. In the puzzle activity, students arrange instructions to move a robot across a grid to a target; the system checks the resulting position to determine level completion and rewards. Functional evaluation using Black Box Testing reports 26 scenarios: 17 for the mobile application and 9 for the administrator website. All 26 scenarios were reported successful against their expected outputs, yielding a 100% functional pass rate among the tested scenarios. The study contributes an interactive practice medium that combines logical instruction sequences, progressive challenges, and game rewards in a student application, supported by administrator-based content management and documented functional testing. Practically, LogicLand offers an alternative game-based environment for practicing logical sequences and allows additional levels to be managed through the administrator website. The reported tests establish functional conformance for the scenarios examined; the effects on students' skills and learning outcomes remain topics for future empirical research.
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