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Design and Development of an Educational Game for Learning Ecosystem Harmony Using the MDLC Method Amaliah, Syafni; Armin, Aidil Primasetya
Jurnal Teknologi Riset Terapan Vol 3 No 1 (2025): Januari
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jatra.v3i1.6087

Abstract

Purpose: This study aimed to design and develop an educational game as an interactive learning medium to improve fifth-grade elementary school students’ understanding of ecosystem harmony, particularly food chains and food webs, which are often difficult to understand through conventional learning methods. Methodology/approach: This study was conducted at SD Negeri Sukorejo, Turi District, Lamongan Regency, involving 14 fifth-grade students. The educational game, HAMORA (Harmoni Ekosistem Rantai Makanan), was developed using the Multimedia Development Life Cycle (MDLC) method, which includes concept, design, material collection, assembly, testing, and distribution stages. Unity was used as the development engine, and the visual assets were designed using Canva. Data were collected through interviews and observation of classrooms. The evaluation consisted of Black Box testing, compatibility testing on various Android devices, usability testing using the System Usability Scale (SUS), and learning effectiveness testing through pre- and post-tests. Results/findings: The results show that the application runs smoothly on multiple Android devices, and all features function properly. The usability evaluation achieved an average SUS score of 77.14, indicating an acceptable level with a good interpretation. The learning effectiveness analysis revealed an improvement in students’ understanding, with N-Gain values categorized as moderate. Conclusions: The HAMORA educational game was successfully developed as an interactive learning medium that enhances student engagement and understanding of ecosystem harmony. Limitations: This study was limited to one elementary school and focused only on food chain and food web materials. Contributions: This study provides a practical reference for implementing game-based learning in elementary education.
Developing an Educational Game about the Nusantara Kingdom Using the Game Development Life Cycle Method Afif, Qunita; Armin, Aidil Primasetya
Jurnal Teknologi Riset Terapan Vol 3 No 2 (2025): Juli
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jatra.v3i2.6127

Abstract

Purpose:  This study aims to develop a history-based educational game themed on the Nusantara Kingdoms as an alternative learning medium for fourth-grade elementary school students and to evaluate its effectiveness and usability. Research Methodology: The study was conducted at MI Muhammadiyah 25 Surabaya involving 51 fourth-grade students. The game was developed using the Game Development Life Cycle (GDLC) method, which includes initiation, pre-production, production, testing, beta, and release stages. Unity was used as the game engine to develop a puzzle platformer educational game. Data collection techniques included Black Box Testing to evaluate system functionality and White Box Testing to analyze the internal logic and program flow, pre-test and post-test analyzed using the N-Gain method to measure learning improvement, and the System Usability Scale (SUS) questionnaire for usability evaluation. Results: The results of Black Box Testing indicate that all game features functioned properly. Learning effectiveness analysis shows an improvement in students’ understanding of historical material, with an average N-Gain score of 0.335 (34%), categorized as medium improvement. The SUS evaluation produced an average score of 70.59, indicating acceptable usability. Conclusions: The developed educational game is effective, functional, and easy to use for elementary school students. Limitations: This study involved a limited number of participants from one school, focused only on Nusantara Kingdoms material, and the game is available only on the Windows platform. Contributions: This research contributes an interactive GDLC-based educational game as an alternative history learning medium for elementary education.