Pengembangan game edukasi berbasis android tentang domain teknologi pendidikan

Ujang Nendra Pratama, Haryanto Haryanto

Abstract


Penelitian ini bertujuan untuk menghasilkan produk gameAndroid berisi materi Domain TP yang layak sebagai alternatif media belajar bagi mahasiswa prodi TP FIP UNY. Nilai kelayakan diketahui melalui penilaian ahli, calon pengguna, dan daya guna pembelajaran. Pengembangan produk dilaksanakan melalui lima tahap utama: studi pendahuluan, perencanaan, perancangan, pengembangan, dan evaluasi. Pengumpulan data dilakukan dengan wawancara studi pendahuluan, identifikasi gaya belajar, validasi ahli, validasi calon pengguna, serta pengujian eksperimen. Jumlah responden terdiri dari satu dosen pengampu, dua ahli media dan materi, serta 60 mahasiswa. Hasil penelitian menunjukkan bahwa produk yang dikembangkan telah memenuhi kriteria kelayakan dari validasi media, materi, calon pengguna, serta uji daya guna. Penilaian ahli materi masuk dalam kategori sangat layak, sedangkan ahli media dan calon pengguna masuk dalam kategori layak. Produk juga terbukti memiliki kelayakan daya guna berdasarkan perbedaan rerata nilai pretes dan postes kedua kelompok uji, sehingga perbandingan nilai gain menunjukkan perbedaan yang signifikan.

Kata kunci: game edukasi, domain TP, Android

 

THE DEVELOPING ANDROID-BASED EDUCATIONAL GAME ON EDUCATIONAL TECHNOLOGY DOMAINS

Abstract

The study aims to produce an Android game on EduTech Domain materials which appropriate as an alternative learning media for students of Educational Technology in FIP UNY. Appropriateness was known through assessment of experts, future users, and learning usability. The product development procedure implemented through five main stages: preliminary study, planning, design, development, and evaluation. Data collection was done by preliminary study interview, learning style identification, expert validation, future users validation, and experimental testing. The participants consisted of a supporting lecturer, two experts of media and subject matter, seven students, and also 60 students. The result showed that the developed product has been able to reach appropriateness criterion from the validations of media, subject matter, future users, and usability testing. Subject matter experts assessment included in the very appropriate category, while media experts and future users included in the appropriate category. The product are also had usability appropriateness evidently based on differences between the mean values of pre-test and post-test of both test group, so that the comparison of gain value showed a significant differences.

Keywords: educational game, EduTech domains, Android


Keywords


game edukasi, domain TP, Android.

Full Text:

Fulltext PDF

Article Metrics

Abstract views : 619 | views : 290

References


Alessi, S. M., & Trollip, S. P. (2001). Multimedia for learning: methods and development (3rd ed.). Boston: Allyn and Bacon.

Blackman, S. (2013). Beginning 3D game development with Unity 4: All-in-one, multi-platform game development. New York: Apress Media LLC.

Blumberg, F. C., & Fisch, S. M. (2013). Introduction: digital games as a context for cognitive development, learning, and developmental research. New Directions for Child and Adolescent Development, 2013(139), 1–9. https://doi.org/10.1002/cad.20026

Clark, R. C., & Mayer, R. E. (2011). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. San Francisco USA: Pfeiffer.

Darmawan, D. (2015). Teknologi pembelajaran. Bandung: Remaja Rosdakarya.

Dopo, F. B., & Ismaniati, C. (2016). Persepsi guru tentang digital natives, sumber belajar digital dan motivasi memanfaatkan sumber belajar digital. Jurnal Inovasi Teknologi Pendidikan, 3(1), 13–24. https://doi.org/10.21831/tp.v3i1.8280

Duckett, I., & Tatarkowski, M. (2005). Practical strategies for learning and teaching on vocational programmes. London: Learning and Skills Development Agency (LSDA).

Filsecker, M., & Kerres, M. (2014). Engagement as a volitional construct. Simulation & Gaming, 45(4–5), 450–470. https://doi.org/10.1177/1046878114553569

Finnegan, T. (2013). Unity android game development by example beginner’s guide. Birmingham UK: Packt Publishing.

Gunawardhana, L. K. P. D., & Palaniappan, S. (2015). Psychology of digital games and its effects to its users. Creative Education, 6(16), 1726–1732. https://doi.org/10.4236/ce.2015.616174

Hergenhahn, B. R., & Olson, M. H. (2012). Theories of learning. (Terjemahan Tribowo B.S.). Jakarta: Kencana Prenada Media.

International Data Corporation. (2016). Smartphone OS market share, 2015 Q1. Retrieved January 2, 2016, from http://www.idc.com/prodserv/smartphone-os-market-share.jsp.

Joyce, B. R., Weil, M., & Calhoun, E. (2015). Models of teaching. New Jersey: Pearson Education.

Kementerian Pendayagunaan Aparatur Negara republik Indonesia. Peraturan Menteri Negara Pendayagunaan Aparatur Negara Nomor: PER/2/M.PAN/3/2009 tentang Jabatan Fungsional Pengembang Teknologi Pembelajaran (2009).

Miarso, Y. (2013). Menyemai benih teknologi pendidikan. Jakarta: Kencana Prenada Media.

Muhtadi, A. (2006). Karakteristik gaya belajar mahasiswa ditinjau dari preferensi sensori dan lingkungan. Jurnal TEKNODIKA, 4(7), 1–21.

Reddi, U. V., Saxena, A., Dighe, A., Parhar, M., Mishra, S., Rao, A. S., … Ramanujam, P. R. (2003). Educational multimedia: A handbook for teacher-developers. New Delhi India: Commonwealth Educational Media Centre for Asia (CEMCA).

Rusman. (2014). Model-model pembelajaran: Mengembangkan profesionalisme guru. Jakarta: Rajagrafindo Persada.

Schunk, D. H. (2012). Learning theories an educational perspektif (teori teori pembelajaran: perspektif pendidikan) (terjemahan Eva Hamdiah dan Rahmat Fajar). Yogyakarta: Pustaka Pelajar.

Seels, B. B., & Richey, R. C. (1994). Instructional technology: The defination and domains of the field.(Terjemahan Dewi S. Prawiradilaga, Raphael Rahardjo, & Yusufhadi Miarso). Jakarta: Universitas Negeri Jakarta Pres.

Spector, J. M. (2012). Foundations of educational technology: Integrative approaches and interdisciplinary perspectives. New York USA: Routledge.

Sumpter, J. (2015). Make a 2D arcade game in a weekend: with unity. New York: Apress Media LLC.

Ulicsak, M., & Williamson, B. (2011). Computer games and learning: A handbook. London: Futurelab.

Ulicsak, M., & Wright, M. (2010). Games in education: serious games. Bristol: Futurelab.

Warsita, B. (2013). Perkembangan definisi dan kawasan teknologi pembelajaran serta perannya dalam pemecahan masalah pembelajaran. Jurnal KWANGSAN, 1(2), 72–93.

Widoyoko, S. E. P. (2013). Evaluasi program pembelajaran: panduan praktis bagi pendidik dan calon pendidik. Yogyakarta: Pustaka Pelajar.

Woo, J.-C. (2014). Digital game-based learning supports student motivation, cognitive success, and performance outcomes. Educational Technology & Society, 17(3), 291–307.

Zechner, M. (2011). Beginning android games. New York: Apress Media LLC.




DOI: http://dx.doi.org/10.21831/jitp.v4i2.12827

Refbacks

  • There are currently no refbacks.



Our journal indexed by:



ISSN 2407-0963 (print) || ISSN 2460-7177 (online)

Creative Commons License
Jurnal Inovasi Teknologi Pendidikan by http://journal.uny.ac.id/index.php/jitp is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


View Journal Statistics