Android-Based Educational Games for Online Learning at PG/Kindergarten

Rahmania Sri Untari, Akbar Wiguna, Rugaya Meis Andhiarini, Arnita Fentrin Pratama

Abstract


Technology becomes a part of today’s lifestyles. Improving the quality of memorizing is significantly related to the development of learning resources through technological innovation. Educational games are one of the learning resources that can improve the memorization skills of PG/Kindergarten students. The purpose of this study was to develop an Android-based educational game as learning media and assess their effectiveness. The development model used was the ADDIE model. This research was conducted at Daar Al Husna PG/Kindergarten in Malang. Validation by material and media experts showed that the Android-based educational developed was very good and worthy of use. The effectiveness of the application of this Android-based educational game was assessed through pretest and posttest score

Keywords


Android-Based; Games; Online; PG/Kindergarten

Full Text:

PDF

References


Campbell, D. T., & Stanley, J. C. (2015). Experimental and quasi-experimental designs for research. Ravenio Books.

Clark, D. (2000). Introduction to instructional system design. Retrieved from Big Dog’s ISD Page: Http://Www. Nwlink. Com/~ Donclark/Hrd/Sat1. Html.

Daniau, S. (2016). The transformative potential of role-playing games: From play skills to human skills. Simulation & Gaming, 47(4), 423–444.

Efendi, Y. (2018). Rancangan aplikasi game edukasi berbasis mobile menggunakan app inventor. J. Indtra-Tech, 2(1).

Irsa, D., Saputra, R. W., & Primaini, S. (2016). Perancangan aplikasi game edukasi pembelajaran anak usia dini menggunakan linear congruent method (LCM) berbasis android. Jurnal Informatika Global, 6(1).

Jayanti, W. E., Meilinda, E., & Fahriza, N. (2018). Game edukasi “Kids Learning” sebagai media pembelajaran dasar untuk anak usia dini berbasis Android. Jurnal Khatulistiwa Informatika, 6(1).

Lutfiwati, S. (2018). Memahami kecanduan game online melalui pendekatan neurobiologi. Anfusina: Journal of Psychology, 1(1), 1–16.

Mayer, R. E. (2019). Computer games in education. Annual Review of Psychology, 70, 531–549.

Mustofa, M., Ma’arif, V., Wijianto, R., & Pernando, F. (2019). Penerapan BYL’S game development life cycle dalam perancangan video game Oracle for Angel. JITK (Jurnal Ilmu Pengetahuan Dan Teknologi Komputer), 4(2), 191–196.

Pramuditya, S. A., Noto, M. S., & Purwono, H. (2018). Desain game edukasi berbasis Android pada materi logika Matematika. JNPM (Jurnal Nasional Pendidikan Matematika), 2(2), 165–179.

Putra, D. W., Nugroho, A. P., & Puspitarini, E. W. (2016). Game edukasi berbasis android sebagai media pembelajaran untuk anak usia dini. JIMP-Jurnal Informatika Merdeka Pasuruan, 1(1), 46.

Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58.

Rahadi, M. R., Satoto, K. I., & Windasari, I. P. (2016). Perancangan game math adventure sebagai media pembelajaran matematika berbasis android. Jurnal Teknologi Dan Sistem Komputer, 4(1), 44–49.

Rahman, R. A., & Tresnawati, D. (2016). Pengembangan game edukasi pengenalan nama hewan dan habitatnya dalam 3 bahasa sebagai media pembelajaran berbasis multimedia. Jurnal Algoritma, 13(1), 184–190.

Ramadhan, K., Astuti, L. W., & Verano, D. A. (2016). Game edukasi tebak gambar bendera negara menggunakan metode Linear Congruential Generator (LCG) berbasis Android. Jurnal Informatika Global, 6(1), 37–32.

Rohman, M., Marji, D. A. S., Sugandi, R. M., & Nurhadi, D. (2020). Online learning in higher education during covid-19 pandemic: Students’ perceptions. Journal of Talent Development and Excellence, 12(2s), 3644–3651.

Safitri, W. C. D. (2019). Efektivitas media board game terhadap kemampuan pemecahan masalah pada pembelajaran tematik di SD. Mimbar PGSD Undiksha, 7(2), 72–78.

Shaula, D. F., & Hasyim, N. (2017). Menanamkan konsep tata krama pada anak melalui perancangan game edukasi. Jurnal Informatika Upgris, 3(1), 39–44.

Suheri, S. (2019). Problems and challenges for digital literacy-based learning literature review in the success of online learning in higher education. Proceeding of International Conference on Islamic Education: Challenges in Technology and Faculty of Education and Teacher Training.

Suprianingsih, S., Loravianti, S. R., & Syafwandi, S. (2016). Perancangan game sebagai medai pembelajaran berkebun hidroponik. Proporsi: Jurnal Desain, Multimedia Dan Industri Kreatif, 2(1), 78–92.

Thiagarajan, S. (1974). Instructional development for training teachers of exceptional children: A sourcebook. ERIC.

Untari, R., Kamdi, W., Dardiri, A., Hadi, S., & Nurhadi, D. (2020). The development and application of interactive multimedia in Project-Based Learning to enhance students’ achievement for 2D animation making. International Journal of Emerging Technologies in Learning (IJET), 15(16), 17–30.

Untari, R. S., Liansari, V., & Su’udiah, F. (2020). Open Problem-Based Learning (OPBL) Scenario on 2D text animation using Polya Approach. Jurnal Ilmu Pendidikan, 26(1), 22–28.

Vega, V. A. (2016). Game edukasi sebagai media pembelajaran pendidikan anak usia dini. Inform, 1(1), 25–32.

Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 1–33.

Zaman, B., & Eliyawati, H. C. (2010). Media pembelajaran anak usia dini.




DOI: http://dx.doi.org/10.17977/um048v27i2p81-85

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 Jurnal Ilmu Pendidikan

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.


Jurnal Ilmu Pendidikan
ISSN: 0215-9643 | E-ISSN: 2442-8655
Contact
Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LP2M) Universitas Negeri Malang (UM)
Graha Rektorat, Floor 6, Jl. Semarang No 5 Malang 65145
Homepage: http://journal2.um.ac.id/index.php/jip
E-mail: jip@um.ac.id

Jurnal Ilmu Pendidikan is licensed under a Creative Commons Attribution 4.0 International License.

View My Stats