Lilis Tri Handayani
Prodi Guru Madrasah Ibtidaiyah, STIT Pringsewu, Lampung

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Pengembangan Game Edukasi Berbasis Android untuk Meningkatkan Kemampuan Pembelajaran Bahasa Inggris Siswa Sekolah Dasar (Studi Kasus: SD Negeri 8 Kedondong) Agustina Agustina; Suyono Suyono; Lilis Tri Handayani
JELTec (Journal of Learning Technology) Vol. 3 No. 2 (2025): JELTec (Journal of Learning Technology)
Publisher : YHMM PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jeltec.v3i2.161

Abstract

Learning English is an important component in the global education curriculum, considering its role as an international language that supports cross-cultural communication and scientific fields. Likewise, the development of information and communication technology has had a significant impact on various aspects of life, including in the field of education. In this digital era, traditional learning methods are often considered less effective in attracting students' interest, especially in learning foreign languages ​​such as English. With more and more young people using mobile devices, there is a huge opportunity to leverage technology to create more engaging and interactive learning experiences. This research discusses the development and implementation of educational games specifically designed for English language learning. This research also aims to design and develop an English language learning application based on educational games on the Android platform. The method used in this research is the System Development Life Cycle (SDLC) method, a systematic approach to designing, developing and implementing systems. It is hoped that this English learning educational game application can improve students' ability to learn and understand English.
Development and Evaluation of Mathventur: An Android-Based Mobile Educational Game to Enhance Elementary Students Learning Motivation and Mathematics Achievement Trisnawati Trisnawati; Lailatun Nisa; Lilis Tri Handayani
JELTec (Journal of Learning Technology) Vol. 4 No. 1 (2026): JELTec (Journal of Learning Technology)
Publisher : YHMM PUBLISHING

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Abstract

This study aims to develop an Android-based educational game application called Mathventur, designed to increase elementary students’ interest in learning mathematics at SDN 1 Wates Selatan. The research was motivated by students’ low interest in math, often seen as difficult and boring. The development process followed the Waterfall method, including needs analysis, system design using UML, implementation via Thunkable, and testing through blackbox testing. Data collection methods included observation, interviews, and literature review. The testing results showed that all features functioned correctly according to design. A trial involving 10 students indicated 90% positive responses, particularly in ease of use and visual appeal. Teacher assessments resulted in an average score of 88%, confirming the application’s feasibility as a learning tool. The quiz feature, automatic scoring, and interactive visual materials for topics like addition and division effectively improved students’ engagement and understanding. In conclusion, Mathventur serves as an innovative and enjoyable teaching medium that successfully encourages students to learn independently and with greater enthusiasm.