A needs analysis of mobile game-based learning media for visual communication design in Padang vocational schools
DOI:
https://doi.org/10.21831/jpv.v15i1.89162Keywords:
games, learning media, MGBLM, VCD, need analysis, vocational educationAbstract
This study aims to reveal the need for mobile game-based learning media (MGBLM) in the visual communication design (VCD) subject in vocational high schools. This study employs a quantitative descriptive approach using a survey administered to two groups of respondents: 12 VCD teachers and 255 students from 12 public and private vocational high schools in Padang during the odd semester of the 2024/2025 academic year. Data were collected via a Likert-scale questionnaire and analyzed descriptively, with percentages reported. The study results indicate a high level of need: 96% of teachers and 94% of students rated the integration of MGBLM in the VCD learning process as very high. The study also found that teachers fully agree that mobile-based learning media should align with curriculum objectives and support student engagement through interactive visual learning. Similarly, more than 90% of students agreed or strongly agreed that they needed mobile game-based learning media that suited their learning styles and supported independent and enjoyable VCD learning. These findings emphasize the importance of developing mobile game-based learning media tailored to the needs of vocational high school students, especially in creative subjects such as visual communication design. These results serve as a foundation for further development of educational media using structured models such as Hanafin and Peck. This study is unique because it explicitly maps the needs for mobile game-based learning in the VCD subject, an area that has been rarely explored in Indonesian vocational schools.
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