Pengembangan Game Edukasi Berbasis Android PADA Materi Jenis Konektivitas Internet Kelas X TKJ SMKN 1 Sepulu

The development of technology in the world of education can produce learning innovations, one of which is educational games. This study aims to develop an Android-based educational game application as a learning medium on the material of internet connectivity types for class X TKJ students at SMKN 1 Sepulu. This study uses the Research and Development (RD) method with the ADDIE development model consisting of five stages: analysis, design, development, implementation, and evaluation. The results of the study indicate that this educational game application has succeeded in increasing the effectiveness of learning through validation testing and user trials. Validation by media experts obtained a percentage of 96.3% and material experts 98.4%, both in the "very good" category. User trials involving students were carried out in three stages, namely individual trials 95.7%, small groups 96.0%, and large groups 90.7%, all in the "very good" category. With these results, this Android-based educational game application is considered suitable for use as a learning medium to increase student motivation and learning outcomes. This study shows that the development of educational game-based learning media can be an innovative solution to support more interesting and effective learning.

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Publication Details

Journal
Jurnal Ilmiah Edutic Pendidikan dan Informatika
Published
2024-11-23
DOI
https://doi.org/10.21107/edutic.v11i1.28152
Citations
1
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.78
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article

Pengembangan Game Edukasi Berbasis Android PADA Materi Jenis Konektivitas Internet Kelas X TKJ SMKN 1 Sepulu

Ana Yuniasti Retno Wulandari, Luluk Mauli Diana, Alfina Kusuma Nilasari
1 citations
Jurnal Ilmiah Edutic Pendidikan dan Informatika
Educational Methods and Media Use
0.78
article

Pengembangan Game Edukasi Berbasis Android PADA Materi Jenis Konektivitas Internet Kelas X TKJ SMKN 1 Sepulu

Ana Yuniasti Retno Wulandari, Luluk Mauli Diana, Alfina Kusuma Nilasari
article en
1 citations

Abstract

The development of technology in the world of education can produce learning innovations, one of which is educational games. This study aims to develop an Android-based educational game application as a learning medium on the material of internet connectivity types for class X TKJ students at SMKN 1 Sepulu. This study uses the Research and Development (RD) method with the ADDIE development model consisting of five stages: analysis, design, development, implementation, and evaluation. The results of the study indicate that this educational game application has succeeded in increasing the effectiveness of learning through validation testing and user trials. Validation by media experts obtained a percentage of 96.3% and material experts 98.4%, both in the "very good" category. User trials involving students were carried out in three stages, namely individual trials 95.7%, small groups 96.0%, and large groups 90.7%, all in the "very good" category. With these results, this Android-based educational game application is considered suitable for use as a learning medium to increase student motivation and learning outcomes. This study shows that the development of educational game-based learning media can be an innovative solution to support more interesting and effective learning.

Jurnal Ilmiah Edutic Pendidikan dan InformatikaVol. 11(1)
Universitas Trunodjoyo Madura (ID)
Quality Education
Openalex Percentile: Top 19%
Educational Methods and Media Use
0.78
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Pengembangan Game Edukasi Berbasis Android PADA Materi Jenis Konektivitas Internet Kelas X TKJ SMKN 1 Sepulu — Ana Yuniasti Retno Wulandari, Luluk Mauli Diana, et al. · Jurnal Ilmiah Edutic Pendidikan dan Informatika (2024) | TGRS Research Map | TGRS