Gage Bangbangtut: educational game innovation in Indonesian language learning in Islamic elementary school
Main Article Content
Abstract
This study aims to develop an educational game based on Temanggung local wisdom called Game Genially Bang Sindoro, Bang Sumbing, Tembakau Temanggungan (Gage Bangbangtut) as a learning medium to instill politeness in elementary school students. This game is designed by incorporating local cultural values relevant to the Temanggung community’s daily lives, so that students can learn to speak politely through contexts close to their environment. Research and Development (R&D) with the ADDIE model was applied as the research design to develop Gage Bangbangtut. The Gage Bangbangtut feature is designed with the Genially platform and can be installed on Windows. The content of Gage Bangbangtut contains the legend of Sindoro, Sumbing, and Temanggung Tobacco, Temanggung local wisdom (Names of Cultural Arts, Culinary Names, and District Names in Temanggung) in the form of games for students to play, and Temanggung’s distinctive language with two languages, namely Javanese and Indonesian, for grade 4 of the Islamic elementary school. The feasibility test results indicate that the mean score from game media expert validators is 0,97 (very high validity), from local wisdom expert validators is 0,68 (high validity), and from language politeness expert validators is 1,00 (very high validity). In addition, the results of the Gage Bangbangtut trial received a positive response from teachers and students and proved effective in improving the understanding of grade IV students about politeness in Indonesian language.
Downloads
Article Details

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish in this journal retain full copyright and can publish their work under a Creative Commons Attribution-ShareAlike 4.0 International License, which allows others to share and adapt the work with proper attribution to the authors and a link to the license. Authors may also enter into separate, non-exclusive distribution agreements, such as posting to institutional repositories or publishing in books, with acknowledgment of the original publication. Additionally, authors are encouraged to share their work online to increase citations. The journal allows third parties to share and adapt the work with appropriate credit, a link to the license, and an indication of changes made. For more information on Open Access, see The Effect of Open Access.
References
Acsal, M., & Habib, M. (2025). Effectiveness of Contextual Teaching Strategies in Enhancing Civic Attitudes of Islamic Elementary School Students. Journal of Contemporary Islamic Primary Education, 3(3). 303–309. https://doi.org/10.61253/jcipe.v3i3.335
Afni, N., & Bektiningsih, K. (2024). Genially Interactive Media: Improving Learning Outcomes of Indonesian Cultural Wealth. Journal of Education Research and Evaluation, 8(2). 266–275. https://doi.org/10.23887/jere.v8i2.77004
Almagro, R. E., Flores, L. C., Amora, M. V., & Bauyot, M. M. (2024). Implementation Practices of Reading Programs in Elementary Education in Davao De Oro: A Multiple Case Study. International Journal of Research and Innovation in Social Science (IJRISS), 8(1). 779–794. https://dx.doi.org/10.47772/IJRISS.2024.801059
Amelia, R., Zamzani, Z., Mustadi, A., Suriansyah, A., Aslamiah, A., Sujarwo, S., Ramadhan, S., & Sukma, E. (2023). Education, Politeness, and Indonesia-Philippines Border Area: An Introduction Study on Politeness Students at Maratua Island, East Kalimantan. Heliyon. https://doi.org/10.2139/ssrn.4620052
Asmayawati, Yufiarti, & Yetti, E. (2024). Pedagogical innovation and curricular adaptation in enhancing digital literacy: A local wisdom approach for sustainable development in Indonesia context. Journal of Open Innovation: Technology, Market, and Complexity, 10(1). 1–15. https://doi.org/10.1016/j.joitmc.2024.100233
Bilad, M. R., Zubaidah, S., & Prayogi, S. (2024). Addressing the PISA 2022 Results: A Call for Reinvigorating Indonesia’s Education System. International Journal of Essential Competencies in Education, 3(1). 1–12. https://doi.org/10.36312/ijece.v3i1.1935
Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer Science-Business Media. https://doi.org/10.1007/978-0-387-09506-6
Cabrera-Solano, P. (2022). Game-Based Learning in Higher Education: The Pedagogical Effect of Genially Games in English as a Foreign Language Instruction. International Journal of Educational Methodology, 8(4). 719–729. https://doi.org/10.12973/ijem.8.4.719
Castillo-Cuesta, L., & Quinonez-Beltran, A. (2022). Using Digital Comics for Enhancing EFL Vocabulary Learning during the COVID-19 Pandemic. International Journal of Learning, Teaching and Educational Research, 21(5). 478–491. https://doi.org/10.26803/ijlter.21.5.24
Ciesla, R. (2019). Working in Ren’Py, Twine, and TyranoBuilder. In Game Development with Ren’Py. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-4920-8_4
Cinantya, C., Aslamiah, A., Suriansyah, A., & Novitawati, N. (2024). Teacher Empowerment in Digitalization of Local Wisdom - Based Learning. Proceedings of the 2nd International Conference on Environmental Learning Educational Technologies (ICELET 2024). 279–289. https://doi.org/10.2991/978-2-38476-374-0_24
Elliot, S. (2024). Improving Elementary ML Learners’ Reading Skills: Evaluating the Effectiveness of Connect, a Reading Intervention for Improving Reading. Proceedings of Society for Information Technology & Teacher Education International Conference. https://www.learntechlib.org/p/224176/
Fateah, N., & Mardiyani, R. P. (2022). Javanese Language Politeness in Novel Prasetyane Wanita by Tulus Setiyadi. Proceedings of the 4th International Conference of Local Wisdom (Incolwis 2022). https://doi.org/10.2991/978-2-38476-224-8_11
Febrina, F., Muliyati, D., & Sunaryo, S. (2023). Pengembangan Game Edukasi Menggunakan Genially Pada Materi Hukum Newton. Prosiding Seminar Nasional Fisika (E-Journal), 11(1). PF–275. https://doi.org/10.21009/03.1102.PF38
Hong, J.-C., Ye, J.-H., He, Z., & Ye, J.-N. (2025). An analysis of Metaverse literacy and college teachers’ need for learning: the need for a cognition perspective. Interactive Learning Environments, 33(4). 2808–2823. https://www.tandfonline.com/doi/abs/10.1080/10494820.2024.2420200
Johnson, E. B. (2002). Contextual Teaching and Learning: What It Is and Why It’s Here to Stay. Corwin Press. https://books.google.co.id/books/about/Contextual_Teaching_and_Learning.html?hl=id&id=2HRoigMMdqMC&redir_esc=y
Juita, N., Ermanto, E., Liusti, S. A., JR, V. T. D., & Ardi, H. (2024). The Linguistic Politeness of Indonesian Female Politicians in Political Communication on Social Media. International Journal of Society, Culture & Language, 12(3 (Themed Issue on Culture & Communication)), 17-31. https://doi.org/10.22034/ijscl.2024.2037674.3621
Kang, S. P., & Alghifari, M. A. I. (2024). Gamification Through Genially Enhanced Generation Alpha in-Class Chinese Language Learning Engagement. Nusantara Science and Technology Proceedings, 2024(38), 97–105. https://doi.org/10.11594/nstp.2024.3808
Kholisna, A., & Sukasih, S. (2025). Developing Gamification Media-Based on RADEC Model Using Genially to Enhance Elementary Students Reading Comprehension of Narrative Texts. Journal of Integrated Elementary Education, 5(1), 88–108. https://doi.org/10.21580/jieed.v5i1.24995
Leech, G. N. (1983). Principles of Pragmatics. Routledge. https://www.routledge.com/Principles-of-Pragmatics/Leech/p/book/9780582551107
Liang, Z., Chen, Q., & Liang, S. (2025). A literature review of single-case studies utilizing aided augmentative and alternative communication intervention for students on the autism spectrum who have limited speech in elementary school. International Journal of Developmental Disabilities, 1–15. https://doi.org/10.1080/20473869.2025.2486431
Lickona, T. (1992). Educating for Character: How Our Schools Can Teach Respect and Responsibility (1st ed.). Bantam Books.
Lopes, L., Schreurs, S., Licour, C., & Soares, S. (2024). Developing competencies through flow, gamification, and cultural integration: an analysis of the potential of games in teaching/learning. Radiation Effects and Defects in Solids, 179. https://doi.org/10.1080/10420150.2024.2318700
Mar’atussolichah, M., Ibda, H., Hakim, M. F. Al, Faizah, F., Aniqoh, A., & Mahsun, M. (2024). Benkangen game: Digital media in elementary school Indonesian language. Journal of Education and Learning (EduLearn), 18(2). 480–488. https://doi.org/10.11591/edulearn.v18i2.21091
Marín, A., Esmeralda, M., Marcial, C., Mariela, Alcantar, A., Iraic, J., Franco, C., & Gonzalo, E. (2024). Digital Pedagogy to Transcend Education, Using Emerging Technologies. International Journal of Combinatorial Optimization Problems & Informatics, 15(1). 125–137. https://doi.org/10.61467/2007.1558.2024.v15i1.439
Mayopu, R. G., Wang, Y.-Y., & Chen, L.-S. (2024). Exploring the advertising elements of electronic word-of-mouth in social media: an example of game reviews. Multimedia Tools and Applications, 83. 74685–74709. https://doi.org/10.1007/s11042-024-18642-w
Nurjanah, N., Haerudin, D., Sudaryat, Y., Nugraha, H. S., Darajat, D., & Srihilmawati, R. (2024). Management of Local Wisdom Values in the Sundanese Cultural Community of Kampung Naga: An Ethnographic Study in West Java, Indonesia. Tec Empresarial Journal, 19(1). 309–327. https://doi.org/10.1229/tecempresarialjournal.v19i1.394
Parwati, N. N., Tegeh, I. M., & Mariawan, I. M. (2018). Integrating the Values of Local Wisdom into the Learning Model: Building Positive Student Character. Educational Technology to Improve Quality and Access on a Global Scale. Educational Communications and Technology: Issues and Innovations. Springer, Cham. https://doi.org/10.1007/978-3-319-66227-5_23
Patel, H., Perry, S., Badu, E., Mwangi, F., Onifade, O., Mazurskyy, A., Walters, J., Tavener, M., Noble, D., Chidarikire, S., Lethbridge, L., Jobson, L., Carver, H., MacLellan, A., Govind, N., Andrews, G., Kerrison-Watkin, G., Lun, E., & Malau-Aduli, B. S. (2025). A scoping review of interprofessional education in healthcare: evaluating competency development, educational outcomes and challenges. BMC Med Educ, 25(409). https://doi.org/10.1186/s12909-025-06969-3
Pradita, L. E., Rachmawati, U., Farikah, Widiyanto, D., Jendriadi, & Hananto, I. (2024). Portrait of students’ language politeness in elementary school. Journal of Language and Literature Studies, 4(1). 61–70. https://doi.org/10.36312/jolls.v4i1.1760
Prihartini, A. A., Intiana, S. R. H., Handayani, F., & Faridi, K. (2024). The Importance of Literacy-Based Indonesian Language Learning for the 21st Century Students’ Skills. Nusantara Science and Technology Proceedings. https://doi.org/10.11594/nstp.2023.3705
Putra, L. D., & Afrina, N. (2023). The development of genially-based interactive learning multimedia for elementary school students. Jurnal Fundadikdas, 6(2). 138–151. https://doi.org/10.12928/fundadikdas.v6i2.8413
Rahmawati, P., Yasa, A. D., & Kumala, F. N. (2025). Development of Genially-Based Learning Media to Train Student’s Problem-Solving Skills. International Conference on Technopedagogy and Local Wisdom, 1(1). https://conference.unikama.ac.id/artikel/index.php/ICTL/article/view/1262
Rakhimova, D., Karibayeva, A., Karyukin, V., Turarbek, A., Duisenbekkyzy, Z., & Aliyev, R. (2024). Development of a Children’s Educational Dictionary for a Low-Resource Language Using AI Tools. Computers, 13(10). 253. https://doi.org/10.3390/computers13100253
Reznik-Nevet, L., Share, D. L., & Cohen-Mimran, R. (2025). Exploring the use of artificial language learning (ALL) paradigms to differentiate intrinsic versus extrinsic sources of language impairment. Journal of Communication Disorders, 116, 106532. https://doi.org/10.1016/j.jcomdis.2025.106532
Sadewa, A. T. P. (2016). Perancangan Game Visual Novel Menggunakan Ren’py. J-Intech : Journal of Information and Technology, 4(1), 26–32. https://jurnal.ubhinus.ac.id/index.php/J-INTECH/article/view/53
Sadiah, E., Yanti, P. G., & Tarmini, W. (2024). Global Diversity Values in Indonesia: An Elementary School High-Grade Indonesian Language Textbook Analysis. International Electronic Journal of Elementary Education, 16(3). 377–390. Retrieved from https://www.iejee.com/index.php/IEJEE/article/view/2207
Setiawati, N. A., Hamzah, M. N., & Yunus, M. (2026). Quality of Personnel Administration Services at the Personnel and Human Resource Development Agency. Journal La Bisecoman, 7(1), 44-58. https://doi.org/10.37899/journallabisecoman.v7i1.2555
Suardin, Mulianti, W. O., & Sulisworo, D. (2023). Character Education Management of Elementary School Students. International Journal of Learning Reformation in Elementary Education, 2(01), 1–13. https://doi.org/10.56741/ijlree.v2i01.140
Sudaryat, Y., & Rahman. (2019). Sundanese Language Politeness as a Local Wisdom in the Industrial Revolution Era 4.0. Proceedings of the 2nd International Conference on Local Wisdom, INCOLWIS. https://doi.org/10.4108/eai.29-8-2019.2289101
Susandi, A., Zamzani, Z., Prabowo, M., & Yulianto, B. (2024). Portrait of students’ language politeness in elementary school. International Journal of Evaluation and Research in Education (IJERE), 13(1). 141–150. https://doi.org/10.11591/ijere.v13i1.24872
Vincent Basile, Adam York, R. B. (2019). Who Is the One Being Disrespectful? Understanding and Deconstructing the Criminalization of Elementary School Boys of Color. Urban Education, 57(9). https://doi.org/10.1177/004208591984262
Vygotsky, L. S. (1978). Mind in Society: Development of Higher Psychological Processes (M. Cole, V. Jolm-Steiner, S. Scribner, & E. Souberman, Eds.). Harvard University Press. https://doi.org/10.2307/j.ctvjf9vz4
Wahyudi, I., Herwin, H., Wuryandani, W., & Utami, C. T. (2025). Integrating Local Wisdom in Elementary School to Strengthen Cultural Identity in the Digital Era. Journal of Community Empowerment, 4(2), 359-369. https://doi.org/10.46843/jpm.v4i2.458
Wulandari, W., Susanto, D. A., & Hawa, F. (2024). Exploring Bamboozle as Games-Based Learning Media to Support Students’ Vocabulary: Its application in the classroom. Innovative: Journal Of Social Science Research, 4(2). 6542–6551. https://doi.org/10.31004/innovative.v4i2.10105