The Scientist Mila: Game Edukasi untuk Simulasi Sistem Pencernaan

Warda Azzahra, Seni Siti Inayah, Agus Rian Sirojudin, Enjun Junaeti

Abstract


Nowadays, learning media are increasingly being developed in various forms by various parties with the aim of being a tool increasing students' understanding of learning. One type of media that can be implemented in learning is games. The use of games in the learning process has the potential to improve children’s learning process. The purpose of this research is to develop learning media that can present interactive visualizations of human digestive system material in elementary school (SD). This study is a development research that uses the DDD-E model (Decide, Design, Develop, Evaluate). The reason for using this model is that, in this study, the development of novel visual games will be carried out where each time developing or adding features will be evaluated. The results showed that the developed media can be used as a learning medium for elementary school students on the subject of the human digestive system. The total percentage of the average value given by subject matter experts was 100%, media experts was 97.5%, and psychology experts was 87.5%. Therefore, the average overall score was 95%, with a very good category.

Dewasa ini, media pembelajaran semakin banyak dikembangkan dalam berbagai bentuk oleh berbagai pihak dengan tujuan sebagai alat bantu peningkat pemahaman belajar siswa. Salah satu media yang dapat diimplementasikan dalam pembelajaran adalah game. Penggunaan game dalam proses pembelajaran dinilai berpotensi dalam meningkatkan proses belajar anak-anak. Tujuan penelitian ini adalah mengembangkan media pembelajaran yang dapat menyajikan visualisasi interaktif materi sistem pencernaan manusia di sekolah dasar (SD). Penelitian ini merupakan penelitian pengembangan yang menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Alasan digunakannya model ini karena dalam penelitian ini akan dilaksanakan pengembangan game visual novel dimana setiap kali melakukan pengembangan atau penambahan fitur akan diadakan evaluasi. Hasil penelitian menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai media pembelajaran siswa SD pada mata pelajaran sistem pencernaan manusia. Dimana persentase total nilai rata-rata yang diberikan ahli pelajaran sebesar 100%, ahli media sebesar 97,5%, dan ahli psikologi sebesar 87,5%. Jadi rata-rata skor keseluruhan adalah 95% dengan kategori Sangat Baik.

Keywords


sistem pencernaan; game edukasi; visual novel

References


Aini, B. O., Ayu, K. C., & Siswati, S. (2019). Pengembangan game puzzle sebagai edugame berbasis android untuk meningkatkan kemampuan berpikir matematika siswa SD. JTAM (Jurnal Teori Dan Aplikasi Matematika), 3(1), 74–79. doi: 10.31764/jtam.v3i1.768

Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116, 105227. doi:10.1016/j.childyouth.2020.105227

Gunawan, D. (2020). Pengaruh media video interaktif terhadap hasil belajar kognitif kelas IV SD Negeri 2 Karangrejo Trenggalek. EDUPROXIMA: Jurnal Ilmiah Pendidikan IPA, 2(1). doi: 10.29100/eduproxima.v2i1.1489

Hartanto, N., & Hakim, F. N. (2020). Perancangan media pembelajaran organ pencernaan berbasis game role playing untuk kelas v sd. Pixel: Jurnal Ilmiah Komputer Grafis, 13(2), 107–122. doi: 10.51903/pixel.v13i2.321

Isbister, K. (2022). Better game characters by design: A psychological approach. CRC Press.

Ivers, K. S., & Barron, A. E. (2010). Multimedia projects in education: designing, producing, and assessing (4th ed.). Libraries Unlimited.

Javora, O., Hannemann, T., Stárková, T., Volná, K., & Brom, C. (2019). Children like it more but don’t learn more: Effects of esthetic visual design in educational games. British Journal of Educational Technology, 50(4), 1942–1960. doi: 10.1111/bjet.12701

Leacock, T. L., & Nesbit, J. C. (2007). A framework for evaluating the quality of multimedia learning resources. Journal of Educational Technology & Society, 10(2), 44–59.

Nasrudin, N., Agustina, I., Akrim, A., Ahmar, A. S., & Rahim, R. (2018). Multimedia educational game approach for psychological conditional. Int. J. Eng. Technol, 7(2.9), 78–81.

Nikolova, A., & Georgiev, V. (2021). Using serious games in e-learning for kids. INTED2021 Proceedings. 15th International Technology, Education and Development Conference, 621–625. doi: 10.1007/978-3-030-77414-1

Øygardslia, K., Weitze, C. L., & Shin, J. (2020). The educational potential of visual novel games: Principles for Design. Replaying Japan, 2(2).

Sofyan, F. H. (2019). Game android edukasi biologi tentang sistem pencernaan pada manusia. Jurnal Simantec, 8(1), 28–32. doi: 10.21107/simantec.v8i1.8751

Suhandi, M., & Islam, J. P. A. (2022). Analisis instrumen tes multiple choice sebagai alat evaluasi mata pelajaran ski kelas ix di mts pringgabaya. Primary Educatoin Journal, 2(2).

Sunardi, D., Sahputra, E., & Hidayah, A. K. (2021). Pelatihan pembuatan media pembelajaran berbasis multimedia untuk meningkatkan kualitas pembelajaran bagi guru SMA Muhammadiyah 4 Kota Bengkulu. JPMTT (Jurnal pengabdian masyarakat teknologi terbarukan), 1(1), 29–34.

Susilawati, F. (2017). Makanan sehat. Buku tematik terpadu kurikulum 2013 Tema 3: buku siswa SD/MI Kelas V. Pusat Kurikulum dan Perbukuan, Balitbang, Kemendikbud.

Vickro, A., H, N. S., Irsyad, M., & Pizaini, P. (2023). Perancangan storyboard pada game edukasi kerajaan Siak Sri Indrapura dengan genre RPG menggunakan metode balanced design. Jurnal Pendidikan Dan Teknologi Indonesia. doi: 10.52436/1.jpti.266

Wutun, M., Manu, G. A., & Fallo, D. Y. A. (2021). Pembuatan game edukasi untuk meninjau efektivitas belajar siswa. Jurnal Pendidikan Teknologi Informasi (JUKANTI), 4(2), 72–79. doi: 10.37792/jukanti.v4i2.307

Yunanto, A. A., Herumurti, D., Kuswadayan, I., Hariadi, R. R., & Rochimah, S. (2019). Design and implementation of educational game to improve arithmetic abilities for children. 2019 12th International Conference on Information & Communication Technology and System (ICTS), 27–31. doi: 10.1109/ICTS.2019.8850966

Yunanto, A. A., Herumurti, D., Rochimah, S., & Kuswardayan, I. (2019). English education game using non-player character based on natural language processing. Procedia Computer Science, 161, 502–508. doi: 10.1016/J.PROCS.2019.11.158

Zuliana, E., Retnowati, E., & Widjajanti, D. B. (2019). How should elementary school students construct their knowledge in mathematics based on Bruner’s theory? Journal of Physics: Conference Series, 1318(1), 012019. DOI 10.1088/1742-6596/1318/1/012019




DOI: https://doi.org/10.37905/jji.v5i1.17509

Refbacks

  • There are currently no refbacks.



JJI has been indexed by:
Sinta Crossref Scholar Garuda
Base Dimension ROAD SIS
ASCI







Editorial Office

Department of Informatics Engineering, Universitas Negeri Gorontalo
Engineering Faculty Building, 1st Floor
Jl. Prof. Dr. Ing. B. J. Habibie, Bone Bolango, Gorontalo, 96119, Indonesia.Whatsapp: +6281314270499Email: jji.ft@ung.ac.id

 

Creative Commons Licence
Jambura Journal of Informatics (JJi), is licensed under a Lisensi Creative Commons Atribusi 4.0 Internasional.