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Journal : Design Journal

Development of Interactive Learning Media Based on Genially for Informatics Subject in Grade X of Vocational High School Nurajizah, Nija; Habibie, Alfadl; Muhammad, Taofik
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.313

Abstract

This study developed interactive Genially-based learning media for Grade X vocational Informatics focusing on network hardware. The development followed an R&D approach structured with the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, teacher‑centered delivery and low student autonomy were identified as barriers to engagement. The design phase produced a storyboard specifying navigation flow, visual layout, and embedded quiz checkpoints. The media was then built in Genially and reviewed by a subject expert and a media expert. Validation used a 5-point Likert instrument covering accuracy, curriculum alignment, clarity, usability, visual layout, responsiveness, and interaction. The subject expert awarded a score equivalent to 100%, and the media expert 90%, both classified as very feasible under the predefined criteria. Implementation involved 20 students in the Computer and Network Engineering track at SMK Islam Tenjonagara, who accessed the material individually and completed a response questionnaire. Aggregate student feedback reached 83.8%, categorized as very good, indicating positive perceptions of clarity, ease of navigation, and usefulness for self‑paced review. The findings support adoption of the Genially-based media as a supplementary resource for Grade X network hardware instruction in vocational settings and justify further refinement toward learning gain measurement.
Analysis of Student Satisfaction with Digital-Based Learning Media Assisted by Baamboozle Nurhasanah, Sifa; Muhammad, Taofik; Taufiq, Muhammad
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.315

Abstract

This study evaluates student satisfaction with Baamboozle educational game-based learning media among fifth-grade students. The research employed quantitative descriptive methods using a 5-point Likert scale questionnaire administered to 18 students at SDN 1 Cihaurbeuti. Data analysis through Jamovi software revealed varying satisfaction levels across three measured aspects. Students rated user experience and application performance as "Satisfied" (3.73 and 4.12 respectively), while interface appearance received "Moderately Satisfied" ratings (3.21). The overall satisfaction score reached 3.66, falling within the "Satisfied" category. Students particularly appreciated the application's responsiveness (4.39) and stability (4.17), but expressed challenges with navigation and menu visibility (2.94). The findings suggest that while Baamboozle effectively engages elementary students, its interface design could benefit from simplification to better accommodate young users. These results offer practical guidance for educators selecting digital learning tools and developers creating age-appropriate educational media for elementary school settings.