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MEDIA PEMBELAJARAN PENGENALAN ANATOMI TUBUH MANUSIA BERBASIS GAME LEARNING (STUDI KASUS: YAYASAN DHARMA BHAKTI KESEJAHTERAAN SOSIAL AMAL MULIA) Arif Budiman, Neferly; Andreswari, Desi; Coastera, Funny Farady
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.43853

Abstract

Learning human anatomy is often considered difficult for students to understand, especially for those with special needs such as intellectual disabilities (tuna grahita), due to the abstract nature of the material and the limited availability of visual learning tools. This study aims to design and develop an interactive and engaging learning media based on Game Learning to improve students' understanding of human body systems, including the respiratory, digestive, and circulatory systems. The research employed the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The participants in this study were eighth-grade students at a Special Needs Junior High School (SLB). Data were collected through observation, interviews, validation questionnaires, as well as pre-test and post-test assessments. The validation results indicate that the developed media is highly feasible for use. In addition, usability testing using the System Usability Scale (SUS) produced an average score of 58.89, indicating that the media was well-received by users. Statistical analysis using an independent sample t-test also showed a significant improvement in students' understanding after using the game. Therefore, this game-based learning media proves to be effective in helping students grasp human anatomy material more easily and enjoyably.
PENERAPAN DIGITAL GAME BASED LEARNING PADA GAME EDUKASI BELAJAR HURUF HIJAIYAH UNTUK ANAK TUNARUNGU (Studi Kasus: Yayasan Dharma Bhakti Kesejahteraan Sosial Provinsi Bengkulu) Rahmadani, Iffan Alfitziki; Andreswari, Desi; Ernawati, Ernawati
Rekursif: Jurnal Informatika Vol 14 No 1 (2026): Volume 14 Nomor 1 Maret 2026
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/rekursif.v14i1.46736

Abstract

This study aims to design and develop an educational game based on Android using the Digital Game-Based Learning (DGBL) approach as a learning medium for Hijaiyah letters for hearing-impaired children. These children face challenges in understanding audio-based materials, such as Hijaiyah letters, which are typically taught through conventional methods. Therefore, a visual and interactive approach is needed to enhance their interest and comprehension. The research employs the ADDIE development model, consisting of Analyze, Design, Development, Implementation, and Evaluation stages. The application was developed using Hijaiyah material based on the Iqra’ method by As’ad Humam and integrated with visual hand sign language. It was tested on students at Yayasan Dharma Bhakti Kesejahteraan Sosial, Bengkulu Province. The evaluation involved pre-tests, post- tests, and usability testing using the System Usability Scale (SUS). The results showed a significant improvement in students’ understanding of Hijaiyah letters after using the game. Media feasibility scores reached 88% by media experts and 92% by subject matter experts. Thus, the DGBL-based educational game is considered feasible as an alternative learning medium for hearing-impaired children.