ANDROID-BASED 2D PLATFORMER EDUCATIONAL GAME IN AN EFFORT TO IMPROVE LEARNING OUTCOMES IN NATURAL AND SOCIAL EXPEDITIONS

This study involved the design and development of an Android-based 2D platformer game, "Expedition of Nature and Social," as an interactive learning medium for elementary school students, particularly where conventional teaching methods have proven suboptimal in achieving learning outcomes. The research employed the Rapid Application Development (RAD) method and included testing on 21 students at SD Al-Washliyah Tanjung Rejo, Medan. The students were divided into an experimental group and a control group. The experimental group showed a significant increase in their average scores by 41.10%, which was higher than the 32.09% increase observed in the control group, demonstrating the game's effectiveness. Student responses also indicated high satisfaction (82.74% for visuals and 83.03% for material comprehension). This educational game is thus viable as an engaging learning tool to promote the integration of technology in basic education and can serve as an innovative instructional alternative.

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Publication Details

Journal
Journal of Scientech Research and Development
Published
2025-06-15
DOI
https://doi.org/10.56670/jsrd.v7i1.1176
Primary Topic
Edcuational Technology Systems
Type
article
Field-Weighted Citation Impact
0.00
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article

ANDROID-BASED 2D PLATFORMER EDUCATIONAL GAME IN AN EFFORT TO IMPROVE LEARNING OUTCOMES IN NATURAL AND SOCIAL EXPEDITIONS

Danyl Mallisza, Ismael Ismael, Egi Pratama
Journal of Scientech Research and Development
Edcuational Technology Systems
article

ANDROID-BASED 2D PLATFORMER EDUCATIONAL GAME IN AN EFFORT TO IMPROVE LEARNING OUTCOMES IN NATURAL AND SOCIAL EXPEDITIONS

Danyl Mallisza, Ismael Ismael, Egi Pratama
article en

Abstract

This study involved the design and development of an Android-based 2D platformer game, "Expedition of Nature and Social," as an interactive learning medium for elementary school students, particularly where conventional teaching methods have proven suboptimal in achieving learning outcomes. The research employed the Rapid Application Development (RAD) method and included testing on 21 students at SD Al-Washliyah Tanjung Rejo, Medan. The students were divided into an experimental group and a control group. The experimental group showed a significant increase in their average scores by 41.10%, which was higher than the 32.09% increase observed in the control group, demonstrating the game's effectiveness. Student responses also indicated high satisfaction (82.74% for visuals and 83.03% for material comprehension). This educational game is thus viable as an engaging learning tool to promote the integration of technology in basic education and can serve as an innovative instructional alternative.

Journal of Scientech Research and DevelopmentVol. 7(1)
Openalex Percentile: Top 87%
Edcuational Technology Systems
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ANDROID-BASED 2D PLATFORMER EDUCATIONAL GAME IN AN EFFORT TO IMPROVE LEARNING OUTCOMES IN NATURAL AND SOCIAL EXPEDITIONS — Danyl Mallisza, Ismael Ismael, et al. · Journal of Scientech Research and Development (2025) | TGRS Research Map | TGRS