Dias Aziz Pramudita
Universitas Muhammadiyah Surakarta, Indonesia

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Pengembangan Game Edukasi Interaktif Untuk Meningkatkan Pemahaman Konsep Dasar Sistem Operasi Untuk Siswa SMK Bidang Keahlian Rekayasa Perangkat Lunak Yudhi Adhi Prasetya; Dias Aziz Pramudita
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.965

Abstract

Low student motivation and limited understanding of Basic Operating System Concepts are common issues in vocational high school learning. The use of conventional teaching methods tends to reduce students' interest and hinder their understanding of the material. This study aimed to develop a Construct 3-based interactive educational game for Basic Operating System Concepts and examine its feasibility and effectiveness. The study employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The participants were media experts, material experts, and tenth-grade students of the Software Engineering Program at SMK Bakti Nusantara Sidoharjo. Data were gathered through observations, interviews, questionnaires, and tests. The findings indicated that the developed media achieved a student response rate of 84.53%, which was classified as very feasible. The implementation also improved student learning outcomes, with the average score increasing from 75.00 on the pretest to 89.67 on the posttest and an N-Gain score of 0.59 categorized as moderate. These findings suggest that the Construct 3-based interactive educational game is feasible for learning and can enhance students' understanding of Basic Operating System Concepts.
Pengembangan Media Pembelajaran 3D Interaktif Untuk Meningkatkan Pemahaman Siswa SMP Terhadap Seni Musik Gamelan Pada Mata Pelajaran Seni Budaya Yudha Adhi Prasetya; Dias Aziz Pramudita
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 11, No 2 (2026): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v11i2.964

Abstract

This study aims to develop an Android-based interactive 3D learning media for gamelan music material and to examine its feasibility, usability, and effectiveness. The research employed the Research and Development (R&D) method using the Four-D (4D) model. The participants consisted of subject matter experts, media experts, and 25 seventh-grade students of SMP Negeri 1 Girimarto. The validation results indicated a very feasible category, with scores of 92% and 85.33% from material experts and 94.66% and 93.33% from media experts. Black box testing showed that all application features functioned properly, while the System Usability Scale (SUS) yielded a mean score of 80.60 (Acceptable, Grade A). The pretest and posttest results revealed an improvement in the average score from 78.60 to 92.40, with an N-Gain of 0.67 (moderate category). Therefore, the developed learning media is feasible, easy to use, and effective in improving students’ understanding.