Alfonsa Maria Sofia Hapsari
Universitas Slamet Riyadi Surakarta, Indonesia

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PERANCANGAN GAME EDUKASI BERBASIS DESKTOP PADA MATERI IPAS MENGURANGI JEJAK KARBON KELAS IV MI HIDAYATUL INSAN KARANGANYAR Muhammad Rizqi Fauzan; Oktiana Handini; Alfonsa Maria Sofia Hapsari
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3217

Abstract

The abstract nature of teaching Carbon Footprint Reduction, combined with device restriction policies, underlies this study, which aims to design, develop, and test the feasibility of the desktop-based educational game "Pilah Sampahmu" using Construct 3 for fourth-grade learners at MI Hidayatul Insan Karanganyar. The research methodology applied is Research and Development (R&D) using the ADDIE framework (Analysis, Design, Development, Implementation, and Evaluation). Data collection was conducted through observation, interviews, documentation, and closed Likert-scale questionnaires, analyzed via descriptive percentages and operational verification using Black Box Testing. The results show that all functionality testing scenarios were valid, with feasibility scores of 82% from media experts, 84% from material experts, and 100% from educators. The cumulative average feasibility score reached 88.67%, concluding that the media meets the highly feasible criteria for implementation in IPAS learning. The novelty of this research lies in the pedagogical transformation of macro carbon emission concepts into an offline virtual laboratory for practical waste sorting, optimizing a drag-and-drop desktop platform aligned with learners' psychomotor development to bridge the lack of personal device access by utilizing school computer laboratory facilities. Implicatively, this educational game serves as a dynamic instructional tool that successfully leverages school ICT facilities to raise ecological awareness and boost learners' learning motivation from an early age.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS GAME MOBILE PADA MATERI STRUKTUR BUMI KELAS VIII SMPN 2 KEBAKKRAMAT Maulidya Briliantika; Feri Faila Sufa; Alfonsa Maria Sofia Hapsari
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3552

Abstract

This study aimed to design a mobile game-based learning media, particularly for the Earth structure topic for eighth-grade students at SMPN 2 Kebakkramat, and to determine its feasibility as a learning medium. The study employed the Research and Development (R&D) method using the ADDIE development model. Data were collected through observation, interviews, questionnaires, and documentation. Functional testing was conducted using Black Box Testing, while the feasibility assessment involved media experts, subject metter experts, and educators. All validation results were analyzed using a Likert scale. The results showed that all game functions operated properly without any issues. The mobile game obtained a feasibility score of 88% from the media expert, categorized as (very feasible), 94 % from the subject metter expert, categorized as (very feasible), and 88% from educators, also categorized as (very feasible). The novelty of this study lies in the design of a mobile educational game using Construct 3 that integrates Earth structure material with quizzes as a learning medium that can be accessed on Android devices. Therefore, it can be concluded that the mobile game-besed learning media, (EduTerra) is considered very feasible for use as a learning medium for the Earth structure topic.