Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19

The innovation in Information and Communication Technology (ICT)-based learning media is a critical learning alternative during the Covid-19 pandemic. One of the ICT-based learning media is android-based educational games. This research aims to develop android-based educational games on object-orien...

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Autores principales: Fitria Nur Hasanah, Cindy Taurusta, Rahmania Sri Untari, Dini Nurul Hidayah, Rindiani
Formato: article
Lenguaje:EN
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Publicado: Universitas Muhammadiyah Malang 2021
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Acceso en línea:https://doi.org/10.22219/jinop.v7i1.15176
https://doaj.org/article/12e842ae1afb49ea99cc5a616709f835
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spelling oai:doaj.org-article:12e842ae1afb49ea99cc5a616709f8352021-11-12T13:30:17ZGim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19https://doi.org/10.22219/jinop.v7i1.151762443-15912460-0873https://doaj.org/article/12e842ae1afb49ea99cc5a616709f8352021-05-01T00:00:00Zhttps://ejournal.umm.ac.id/index.php/jinop/article/view/15176https://doaj.org/toc/2443-1591https://doaj.org/toc/2460-0873The innovation in Information and Communication Technology (ICT)-based learning media is a critical learning alternative during the Covid-19 pandemic. One of the ICT-based learning media is android-based educational games. This research aims to develop android-based educational games on object-oriented programming (OOP) courses for Information Technology Education (ITE) students and to find out the feasibility of this product in online learning optimization. This research employed Research and Development (R&D) with Analysis, Design, Develop, Implement, Evaluate (ADDIE) development model. Participants of this research were the fifth-semester ITE students. Questionnaires validated by learning material and media experts were tested on limited groups before being distributed to the participants. Results show that the feasibility level on the material content aspect is 93.2%, and the language aspect is 93.3%, referring to very feasible criteria. The feasibility level on the content quality is 90%, the design and audio aspects are 95%, and interaction and feedback are 93.75%, referring to very feasible criteria. The trial results of the limited group are 96% with very feasible criteria. These findings indicate that android-based educational games are feasible and can be implemented in the learning process.Fitria Nur HasanahCindy TaurustaRahmania Sri UntariDini Nurul HidayahRindianiUniversitas Muhammadiyah Malangarticleeducational gamesmedia innovationcovid-19 pandemiconline learningEducationLEducation (General)L7-991ENIDJINOP (Jurnal Inovasi Pembelajaran), Vol 7, Iss 1, Pp 55-67 (2021)
institution DOAJ
collection DOAJ
language EN
ID
topic educational games
media innovation
covid-19 pandemic
online learning
Education
L
Education (General)
L7-991
spellingShingle educational games
media innovation
covid-19 pandemic
online learning
Education
L
Education (General)
L7-991
Fitria Nur Hasanah
Cindy Taurusta
Rahmania Sri Untari
Dini Nurul Hidayah
Rindiani
Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19
description The innovation in Information and Communication Technology (ICT)-based learning media is a critical learning alternative during the Covid-19 pandemic. One of the ICT-based learning media is android-based educational games. This research aims to develop android-based educational games on object-oriented programming (OOP) courses for Information Technology Education (ITE) students and to find out the feasibility of this product in online learning optimization. This research employed Research and Development (R&D) with Analysis, Design, Develop, Implement, Evaluate (ADDIE) development model. Participants of this research were the fifth-semester ITE students. Questionnaires validated by learning material and media experts were tested on limited groups before being distributed to the participants. Results show that the feasibility level on the material content aspect is 93.2%, and the language aspect is 93.3%, referring to very feasible criteria. The feasibility level on the content quality is 90%, the design and audio aspects are 95%, and interaction and feedback are 93.75%, referring to very feasible criteria. The trial results of the limited group are 96% with very feasible criteria. These findings indicate that android-based educational games are feasible and can be implemented in the learning process.
format article
author Fitria Nur Hasanah
Cindy Taurusta
Rahmania Sri Untari
Dini Nurul Hidayah
Rindiani
author_facet Fitria Nur Hasanah
Cindy Taurusta
Rahmania Sri Untari
Dini Nurul Hidayah
Rindiani
author_sort Fitria Nur Hasanah
title Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19
title_short Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19
title_full Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19
title_fullStr Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19
title_full_unstemmed Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19
title_sort gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi covid 19
publisher Universitas Muhammadiyah Malang
publishDate 2021
url https://doi.org/10.22219/jinop.v7i1.15176
https://doaj.org/article/12e842ae1afb49ea99cc5a616709f835
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AT rahmaniasriuntari gimedukasiberbasisandroidsebagaioptimasipembelajarandaringdimasapandemicovid19
AT dininurulhidayah gimedukasiberbasisandroidsebagaioptimasipembelajarandaringdimasapandemicovid19
AT rindiani gimedukasiberbasisandroidsebagaioptimasipembelajarandaringdimasapandemicovid19
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