Game Edukasi pada Mata Pelajaran Dasar Listrik dan Elektronika Berbasis Android
DOI:
https://doi.org/10.33387/protk.v7i2.1908Kata Kunci:
Game edukasi berbasis android, dasar listrik dan elektronika, waterfallAbstrak
Motivation for studetns in learning is due to the lack of attractive interactive learning media that makes students easy to underatand the material in class so that students have difficulty understanding the material presented by the teacher. The purpose of the study is to develop educational games as media on basic subjects of electricity and electronics and proxy tests on learning media based on student responses. The subjects of this study is an X class of electrical engineering at SMK public school of 4 serang cities of 21 people as responders. Research and development (R&D) and use the waterfall model as a stage for developing the software. The development model consists of 5 stages, whoch are (1) analyses and rems, (2) system design and software, (3) implementation and testing of units, (4) integration and testing of system, (5) operations and maintenance. Studies show that an average value of 48,8 from student responses. Where as the results of the material worthiness show an average value of 51,7 with a range of scores x ≥ 45 “most appropriateâ€Â, 45 > x ≥ 37,5 “appropriate†and x < 30 “not appropriateâ€Â. Based on the research that has been done, it can be concluded that android based educational games are based on basic subjects of electricity and electronics can be made into interactive learning media in the classroom with the “Most Appropriate†category of student responses as well as material tests and mediaReferensi
W. Sanjaya, Strategi Pembelajaran Berorientasi Standar Proses Pendidikan. Jakarta: Kencana Prenada Media, 2011.
S. Sagala, Konsep dan Makna Pembelajaran Untuk Membantu Menyelesaikan Problematika Belajar dan Mengajar. Bandung: Alfabeta, 2013.
W. Sanjaya, Media Komunikasi Pembelajaran. Jakarta: Prenadamedia Group, 2016.
J. Banyte and A. Gadeikiene, “The Effect of Consumer Motivation to Play Games on Video Game-playing Engagement,†Procedia Econ. Financ., vol. 26, no. 15, pp. 505–514, 2015, doi: 10.1016/s2212-5671(15)00880-1.
H. Wibawanto, Dasar Elektronika. Jakarta: Erlangga, 2016.
M. Yamin, Teori dan Metode Pembelajaran. Malang: Madani, 2015.
I. Binanto, Multimedia Digital-Dasar Teori dan Pengembangannya. Yogyakarta: Andi, 2010.
Handriyantini, Permainan Edukatif Berbasis Komputer Untuk Siswa Sekolah Dasar. Malang: Sekolah Tinggi, 2009.
Andry, Android A sampai Z. Jakarta: PCplus, 2011.
I. Sommerville, Software Engineering (Rekayasa Perangkat Lunak). Jakarta: Erlangga, 2003.
Unduhan
Diterbitkan
Cara Mengutip
Terbitan
Bagian
Lisensi
ÂÂ
- Penulis menyimpan hak cipta dan memberikan jurnal hak penerbitan pertama naskah secara simultan dengan lisensi di bawah Creative Commons Attribution License yang mengizinkan orang lain untuk berbagi pekerjaan dengan sebuah pernyataan kepenulisan pekerjaan dan penerbitan awal di jurnal ini.
- Penulis bisa memasukkan ke dalam penyusunan kontraktual tambahan terpisah untuk distribusi non ekslusif versi kaya terbitan jurnal (contoh: mempostingnya ke repositori institusional atau menerbitkannya dalam sebuah buku), dengan pengakuan penerbitan awalnya di jurnal ini.
- Penulis diizinkan dan didorong untuk mem-posting karya mereka online (contoh: di repositori institusional atau di website mereka) sebelum dan selama proses penyerahan, karena dapat mengarahkan ke pertukaran produktif, seperti halnya sitiran yang lebih awal dan lebih hebat dari karya yang diterbitkan. (Lihat Efek Akses Terbuka).







