J. Priyanto Widodo, Joko Slamet, Lailatul Musyarofah, I Wayan Wesa Atmaja
Gamification-based flipbooks are increasingly recognized for enhancing conceptual understanding and engagement. However, they present challenges for students with individualized needs, particularly slow learners who require structured support. This study developed an interactive digital gamification-flipbook tailored to address their learning characteristics and promote inclusive, meaningful educational experiences. Following a comprehensive 4-D design of research and development, which encompassed the stages of define, design, develop, and disseminate, the resulting media achieved a high level of validity exceeding 85%, indicating its quality and suitability for immediate use without modifications. Furthermore, the successful integration of the developed gamification-flipbook with a Learning Management System (LMS) demonstrated its efficacy in providing tailored activities and instructional content for slow learners. This integration allowed for a seamless learning experience, enabling educators to monitor progress, provide targeted interventions, and promote personalized learning. The findings of this research encourage further exploration into the utility and effectiveness of integrating a digital gamification-flipbook with an LMS to support the unique learning needs of slow learners. These promising results have implications for educational practitioners, policymakers, and researchers, providing insights into the potential of this innovative approach to foster inclusive and engaging learning environments that promote meaningful educational experiences for slow learners. © 2026, Kazan Federal University. All rights reserved.
PGRI Delta Sidoarjo University, Sidoarjo, Indonesia; State University of Malang, Malang, Indonesia; PGRI Argopuro Jember University, Jember, Indonesia