PENGEMBANGAN GAME ANDROID TEBAK GAMBAR BENDERA NEGARA SEBAGAI MEDIA PEMBELAJARAN SUBTEMA GLOBALISASI DAN MANFAATNYA

Authors

  • Muhammad Erfan Universitas Mataram http://orcid.org/0000-0002-3954-5871
  • Vivi Rachmatul Hidayati Universitas Mataram
  • Dyah Indraswati Universitas Mataram
  • Aisa Nikmah Rahmatih Universitas Mataram
  • Muhammad Makki Universitas Mataram

DOI:

https://doi.org/10.22460/collase.v5i1.9981

Keywords:

games, android, elementary education

Abstract

Learning from home activities during covid pandemic are mostly carried out online by using smartphone devices and generally, the embedded operating system is Android. The existence of these smartphones makes students tend to spend more time watching videos or playing games. Educators must try to restore the enthusiasm of students in learning. One of the efforts that can be done by educators is through gamification or integrating learning materials into a game. Therefore, this study aims to develop a game based on the Android operating system about the flags of countries in the world as an additional medium for educators in teaching material on the sub-theme of globalization and its benefits for elementary school students in grade VI (six). This research is development research with the development model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out qualitatively. The results of the development show that the Android game guessing the images of the flags of countries in the world is suitable for use as a medium of learning in elementary schools on the sub-theme of globalization and its benefits as the validation results from media experts with a percentage of 81%, validation results from material experts with a percentage of 83%, as well as the response of students in small groups using the Android game (game) guess the pictures of the flags of the countries in the world with a percentage of 78%.

References

Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay Engagement and Learning in Game-Based Learning. Review of Educational Research, 85(4), 740–779. https://doi.org/10.3102/0034654315577210

Amalia, A., Rachman, A. A. R., Handayani, S. N., & Rostikawati, Y. (2018). Dampak Penggunaan Gawai Terhadap Hasil Belajar Mahasiswa IKIP Siliwangi Bandung. PAROLE (JURNAL PENDIDIKAN BAHASA DAN SASTRA INDONESIA), 1(2), 157–164.

Aminah, S. (2018). Implementasi Model ADDIE Pada Education Game Pembelajaran Bahasa Inggris (Studi Kasus Pada SMP Negeri 8 Pagaralam ). Jurnal Ilmiah Betrik, 9(03), 152–162. https://doi.org/10.36050/betrik.v9i03.41

Blanco-Herrera, J. A., Gentile, D. A., & Rokkum, J. N. (2019). Video Games can Increase Creativity, but with Caveats. Creativity Research Journal, 31(2), 119–131. https://doi.org/10.1080/10400419.2019.1594524

Cahyadi, R. A. H. (2019). Pengembangan Bahan Ajar Berbasis Addie Model. Halaqa: Islamic Education Journal, 3(1), 35–42. https://doi.org/10.21070/halaqa.v3i1.2124

Chen, C.-H., Law, V., & Huang, K. (2019). The roles of engagement and competition on learner’s performance and motivation in game-based science learning. Educational Technology Research and Development, 67(4), 1003–1024. https://doi.org/10.1007/s11423-019-09670-7

Creighton, S., & Szymkowiak, A. (2014). The Effects of Cooperative and Competitive Games on Classroom Interaction Frequencies. Procedia - Social and Behavioral Sciences, 140, 155–163. https://doi.org/10.1016/j.sbspro.2014.04.402

Del Moral Pérez, M. E., Guzmán Duque, A. P., & Fernández García, L. C. (2018). Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students. Journal of New Approaches in Educational Research, 7(1), 31–39. https://doi.org/10.7821/naer.2018.1.248

DiCerbo, K. (2013). Game-Based Assessment of Persistence. Educational Technology and Society, 17, 17–28.

Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). The development of attention skills in action video game players. Neuropsychologia, 47(8–9), 1780–1789. https://doi.org/10.1016/j.neuropsychologia.2009.02.002

Fortuna RGP, P., & Hadi, A. (2019). RANCANG BANGUN APLIKASI BELAJAR PEMROGRAMAN DENGAN GAME EDUCATION PADA SMARTPHONE BERBASIS ANDROID. Voteteknika (Vocational Teknik Elektronika Dan Informatika), 7(3), 30. https://doi.org/10.24036/voteteknika.v7i3.105086

Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming, 33(4), 441–467. https://doi.org/10.1177/1046878102238607

Hariyanto, N. S. (2018). Penerapan Game untuk Meningkatkan Motivasi dan Pemahaman Belajar Mahasiswa Akuntansi Universitas Surabaya. Calyptra: Jurnal Ilmiah Mahasiswa Universitas Surabaya, 7(1), 585–614.

Hasanah, E. N., Muftihah, N., Azis, A., & Budiyanto, C. W. (2020). Development of Go-Bung (Golek Tembung) Application As An Innovation of Android-Based Javanese Vocabulary for Children. Pancaran Pendidikan, 9(3). https://doi.org/10.25037/pancaran.v9i3.276

Iacovides, I., Cox, A., Furniss, D., Stawarz, K., Jennett, C., & Adams, A. (2019). Supporting engagement in research through a game design competition. Research for All, 3(1), 25–41. https://doi.org/10.18546/RFA.03.1.04

Klimova, B., & Kacet, J. (2017). Efficacy of Computer Games on Language Learning. Turkish Online Journal of Educational Technology-TOJET, 16(4), 19–26.

Li, J., Ma, S., & Ma, L. (2012). The Study on the Effect of Educational Games for the Development of Students’ Logic-Mathematics of Multiple Intelligence. Physics Procedia, 33, 1749–1752. https://doi.org/10.1016/j.phpro.2012.05.280

Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PLOS ONE, 12(3), e0173403. https://doi.org/10.1371/journal.pone.0173403

Moffat, D. C., Crombie, W., & Shabalina, O. (2017). Some Video Games Can Increase the Player’s Creativity. International Journal of Game-Based Learning, 7(2), 35–46. https://doi.org/10.4018/IJGBL.2017040103

Mustangin, M. (2019). Improve Student Engagement and Collaboration with Kahoot! Jurnal Teknologi Dan Bisnis, 1(1), 59–65. https://doi.org/10.37087/jtb.v1i1.6

Oktavia, N., & Mulabbiyah, M. (2019). Gawai dan Kompetensi Sikap Sosial Siswa MI (Studi Kasus pada Siswa Kelas V MIN 2 Kota Mataram). El Midad, 11(1), 19–40. https://doi.org/10.20414/elmidad.v11i1.1903

Pitaloka, A. A. (2013). Perilaku Konsumsi Game Online Pada Pelajar (Studi Fenomenologi tentang Perilaku Konsumsi Game Online Pada Pelajar di Kelurahan Gemolong, Kabupaten Sragen tahun 2013). SOSIALITAS: Jurnal Ilmiah Pend. Sos Ant, 3(1), 1–12.

Pitarch, R. C. (2018). An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning. Journal of Language Teaching and Research, 9(6), 1147. https://doi.org/10.17507/jltr.0906.04

Purnamasari, N. L. (2019). Metode ADDIE pada Pengembangan Media Interaktif Adobe Flash pada Mata Pelajaran TIK. Jurnal Pendidikan Dan Pembelajaran Anak Sekolah Dasar, 5(1), 23–31. https://doi.org/10.29100/jpsd.v5i1.1530

Ratnawati, E., & Asniawati, A. (2020). Pemberian Motivasi Melalui Cerita Dan Games Untuk Menumbuhkan Minat Belajar Anak Usia SD Dan SMP. Dimasejati: Jurnal Pengabdian Kepada Masyarakat, 2(2), 204. https://doi.org/10.24235/dimasejati.v2i2.7286

Reyes-Chua, E., & Lidawan, M. W. (2019). Games as Effective Language Classroom Strategies: A Perspective From English Major Students. European Journal of Foreign Language Teaching, 4(1), 111–131.

Setiawan, H. S. (2018). Analisis Dampak Pengaruh Game Mobile Terhadap Aktifitas Pergaulan Siswa SDN Tanjung Barat 07 Jakarta. Faktor Exacta, 11(2), 146. https://doi.org/10.30998/faktorexacta.v11i2.2338

Shabaneh, Y., & Farrah, M. (2019). The Effect of Games on Vocabulary Retention. Indonesian Journal of Learning and Instruction, 2(01). https://doi.org/10.25134/ijli.v2i01.1687

Siutila, M., & Karhulahti, V.-M. (2021). Continuous play: leisure engagement in competitive fighting games and taekwondo. Annals of Leisure Research, 1–17. https://doi.org/10.1080/11745398.2020.1865173

Sugihartini, N., & Yudiana, K. (2018). ADDIE SEBAGAI MODEL PENGEMBANGAN MEDIA INSTRUKSIONAL EDUKATIF (MIE) MATA KULIAH KURIKULUM DAN PENGAJARAN. Jurnal Pendidikan Teknologi Dan Kejuruan, 15(2), 277.

Suhendrianto, S. (2017). Pengembangan media pembelajaran monopoli tematik untuk meningkatkan motivasi belajar siswa kelas IV MIN Tegalasri Kec. Wlingi Kab. Blitar. Universitas Islam Negeri Maulana Malik Ibrahim.

Supriyono, H., Murtiyasa, B., Rahmadzani, R. F., & Adhantoro, M. S. (2018). Penerapan Game Edukatif untuk Meningkatkan Motivasi Belajar Siswa Setingkat Madrasah Ibtidaiyah. WARTA LPM, 21(1), 30–39.

Syahyudin, D. (2019). Pengaruh Gadget Terhadap Pola Interaksi Sosial dan Komunikasi Siswa. GUNAHUMAS: Jurnal Kehumasan, 2(1), 272–282.

Tegeh, I. M., Jampel, I. N., & Pudjawan, K. (2014). Model penelitian pengembangan. Yogyakarta: Graha Ilmu.

Walid, I. (2017). Pengembangan Media Pembelajaran Interaktif Berbasis Geogebra dengan Model Pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) pada Materi Geometri Kelas XI MIA SMA Negeri 3 Takalar.

Widodo, W., Sudibyo, E., Suryanti, S., Sari, D. A. P., Inzanah, I., & Setiawan, B. (2020). The Effectiveness of Gadget-Based Interactive Multimedia in Improving Generation Z’s Scientific Literacy. Jurnal Pendidikan IPA Indonesia, 9(2), 248–256. https://doi.org/10.15294/jpii.v9i2.23208

Downloads

Published

2022-01-24

Issue

Section

Articles