Ahmad Ramadhani
Politeknik Elektronika Negeri Surabaya

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Development Of An Interactive Educational Game Using Mit App Inventor: (A Case Study Of The Catch Rabbit Game) Putri Ariatna Alia; Agung Teguh Setyadi; Firnanda Pristiana Nurmaida; Ahmad Ramadhani; Rizki Dwi Irianti
Journal of Animation and Games Studies Vol 12, No 2 (2026): Oktober 2026
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v12i2.17703

Abstract

        This research aims to develop an interactive educational game themed Catch Rabbit using Android-based MIT App Inventor as an alternative learning media for early childhood. The method used is Research and Development (R&D) with stages: Needs analysis, Initial media development, Media validation and revision, Field trial and revision, and Final product. Data was collected through questionnaires/questionnaires. Media validation was carried out by two material experts and two media experts, while the trial was carried out on eight PAUD students aged 3-4 years in one of the early childhood education institutions in Sidoarjo. The assessment of media feasibility by material experts and media experts used a Guttman scale, while the assessment of children was obtained through observations and observation sheets arranged on a simple Likert scale (values 1-5) with the help of accompanying teachers. The validation results showed that the media obtained an average score of 90.27% from media experts and 87.5% from material experts, both of which were in the ‘feasible’ category. Meanwhile, the results of the field trial showed an average score of 93.02% from PAUD students, reflecting high enthusiasm and active engagement, with the category ‘very feasible’. These findings indicate that the Catch Rabbit game is feasible to use as an Android-based interactive learning media for early childhood in Sidoarjo.