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Unity‑Based History Hunt: Development and Quasi‑Experimental Effects on Elementary Students’ Knowledge and Interest Rani Yuniar; Rizki Hikmawan
Edunesia : Jurnal Ilmiah Pendidikan Vol. 7 No. 1 (2026)
Publisher : Research, Training and Philanthropy Institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v7i1.1594

Abstract

This study employed a Research and Development (R&D) approach using the ADDIE model to develop the History Hunt game and then examined its effectiveness using a quasi-experimental pretest-posttest control-group design. Participants were 87 fourth- and fifth-grade elementary students, assigned to an experimental group (n=44) and a control group (n=43). Data were collected with a 10-item historical knowledge test, a 15-item learning-interest questionnaire, a 10-item usability scale, interviews, and classroom observations. The product achieved 82.04% usability, indicating it is suitable for classroom use. Learning outcomes favored the experimental group: N-Gain=0.725 versus 0.566 in the control (t(85)=2.39, p=0.019, Cohen's d=0.513). Learning interest also rose markedly in the experimental group (M=60.36) compared with the control (M=46.23; p<0.001, Cohen's d=2.81). These findings indicate that a Unity-based, location-enabled, game-based learning tool can meaningfully strengthen both historical knowledge and interest in elementary history. Pedagogically, combining game-based learning, location-based tasks, and joyful learning principles offers a feasible, engaging approach for teachers and a replicable development workflow for designers using the ADDIE model.
Designing an Interactive Learning Game BUDIAN Based on Culture and Arts with a Design Thinking Approach Muhammad Isfa' Lana; Jaka Septiadi; Rizki Hikmawan; Rani Yuniar; Nabiilah Lintang Dadari
Journal of Educational Sciences Vol. 10 No. 3 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.3.p.530-549

Abstract

The purpose of this research is to develop an interactive learning application design, BUDIAN, to expand access to arts and culture learning and address the limitations of arts facilities in schools. The research used the Research and Development (R&D) method with a Design Thinking approach through the stages of empathize, define, ideate, prototype, and test. The development results showed that the initial trial on 13 respondents resulted in an average feature access time of 234.1 seconds and several inputs related to navigation, which were then improved in the revision stage. Further testing using the System Usability Scale (SUS) on 25 respondents showed an average score of 84.3 (Excellent category), indicating the application has a high level of usability. This research has an impact on the availability of interactive, contextual, and user-centered cultural learning application designs, and fills the gap in previous research by comprehensively documenting the integration of Design Thinking in R&D. The BUDIAN application has the potential to increase cultural literacy and support the preservation of Indonesian culture through innovative digital media.