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PEMBUATAN PROTOTYPE GAME EDUKASI BERBASIS ROLE PLAYING GAME (RPG) SEBAGAI MEDIA PEMBELAJARAN KIMIA UNSUR Andang Wijanarko; Febrian Solikhin
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 7 No 1 (2022): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v7i1.2150

Abstract

Games in the form of learning media are one of the innovations in the world of education. Based on interviews conducted by the author with students and teachers, it was revealed that Chemistry is not one of the materials that are considered difficult. In addition, students are also less interested in taking chemistry lessons because of the difficulty of understanding the material presented. To help and facilitate teachers and students in the learning process of Periodic system of elements in the classroom, making games as a medium for learning Periodic system of elements is an opportunity to be researched. The research method used is ADDIE (Analyze, Design, Development, Implementation, and Evaluation). This research has succeeded in producing educational game products based on role playing games (RPG) as learning media for Periodic system of elements. The educational game was successfully developed using the RPG Maker application. The results of the expert validity test and the teacher's response test to the educational games that were built were 1) Material expert validators with an average value of 3.33 were in the very good category 2) Media expert validators with an average value of 3.22 were in the good category 3) The learning expert validator with an average value of 3.27 is in the very good category. 3) The results of the teacher's response test with an average value of 3.62 are in the very good category. The results of the validity test and response test showed that the educational game made was feasible to be implemented in the classroom and used as a learning medium for Periodic system of elements.
RANCANG BANGUN E-LEARNING BERBASIS GAMIFIKASI DAN LEARNING STYLE PEMBELAJAR UNTUK OPTIMALISASI HASIL BELAJAR: DESIGN AND DEVELOPMENT E-LEARNING BASED ON GAMIFICATION AND LEARNER LEARNING STYLE TO OPTIMIZE LEARNING OUTCOME Andang Wijanarko; Endina Putri Purwandari; Febrian Solikhin
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 1 (2026): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i1.6891

Abstract

The adoption of e-learning has been becoming crucial in modern education by offering flexibility, accessibility, and scalability for learners. However, many e-learning platforms still adopt a “one-size-fits-all” approach that ignores the differences in individual learner characteristics, especially learning styles. This lack of personalization often leads to a lack of motivation that ends in suboptimal learning outcomes. This study aims to design and develop an e-learning platform by integrating gamification elements and learning styles to optimize user learning outcomes. The research method uses a Research and Development (R&D) approach and the ADDIE model which includes five stages: analysis, design, development, implementation, and evaluation. This system combines general and specific gamification features according to the VARK learning style model. The system's effectiveness was tested on 67 students in the Computer and Programming course who were divided into experimental and control groups. The evaluation results showed significant differences in learning outcomes in the experimental group compared to the control group. In addition, the results of the independent t-test showed a significant difference (p < 0.05) in learning outcomes between the experimental and control groups. This means that the implementation of a gamification-based e-learning system and learning style features significantly impacts learning outcomes, especially compared to e-learning without learning style features. This study confirms that integrating gamification elements and learning styles positively enhances the learning experience. Furthermore, the integration of these two approaches has been proven to provide a meaningful learning experience and encourage learners to maintain their participation.  
PELATIHAN PEMBUATAN E-LKPD BERBANTUAN LIVEWORKSHEETS UNTUK MENINGKATKAN KEMAMPUAN TEKNOLOGI GURU SMAN 2 BENGKULU TENGAH Febrian Solikhin; Andang Wijanarko
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 1 (2023): Jurnal Pengabdian Pendidikan Masyarakat (JPPM)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v4i1.1063

Abstract

Kegiatan pengabdian kepada masyarakat ini memiliki tujuan untuk melatih penggunaan LiveWorksheets. Hal ini berguna untuk meningkatkan kemampuan teknologi Guru SMAN 2 Bengkulu Tengah. Kegiatan ini dilakukan sebanyak 2 kali dengan tahapan persiapan, pelaksanaan dan monev. Tempat pengabdian kali ini adalah Laboratorium Komputer SMAN 2 Bengkulu Tengah, sedangkan peserta dalam kegiatan ini sebanyak 18 guru yang terdiri dari berbagai bidang pelajaran. Instrumen yang digunakan adalah lembar respon peserta dan lembar monitoring. Hasil lembar respon adalah sebesar 4,23 atau dalam kriteria sangat baik. Sedangkan hasil lembar monitoring menunjukkan sebanyak 7 orang guru masih mengembangkan dan menggunakan media ini di dalam kelas.
PENERAPAN MODEL PROBLEM BASED LEARNING (PBL) DALAM MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR PESERTA DIDIK PADA MATERI KESETIMBANGAN KIMIA SMAN 3 KOTA BENGKULU Mantiko Parbo Maulana; Febrian Solikhin; Krisna Dewi
Jurnal Zarah Vol. 9 No. 2 (2021): October, 2021
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/zarah.v9i2.3110

Abstract

Tujuan penelitian ini adalah meningkatkan aktivitas dan hasil belajar peserta didik pada materi kesetimbangan kimia di SMA N 3 Kota Bengkulu. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang terdiri tiga siklus. Penelitian ini dilakukan di kelas XI MIPA 5. Instrumen yang digunakan adalah instrumen observasi, dan tes kognitif. Berdasarkan hasil pengamatan dari siklus I, siklus II, dan siklus III terjadinya kenaikan persentase aktivitas peserta didik dan ketuntasan peserta didik. Secara berturut-turut persentase aktivitas peserta didik adalah 32,37%, 55,25%, dan 84,76%. Sedangkan persentase ketuntasan hasil belajar peserta didik secara berturut-turut adalah 17%, 31,4% dan 82,8%. Hasil penelitian menunjukkan bahwa penerapan model pembelajaran problem based learning berhasil meningkatkan aktivitas dan hasil belajar peserta didik. Hal ini terlihat dari persentase aktivitas dan ketuntasan hasil belajar sudah meningkat dan lebih dari 75%.