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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.
Design and Development of Visual Novel-Based Educational Game to Enhance Computer Basics Understanding for High School Students Prayoga, Andri; Muhammad, Taofik; Taufiq, Muhammad
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.348

Abstract

This study was intended to design and determine the effectiveness of a visual novel-based educational game in enhancing the understanding of basic computer subjects for high school students. The research used the ADDIE model as its development framework, which stands for Analysis, Design, Development, Implementation, and Evaluation. The analysis phase revealed that students were having difficulty understanding concepts about computers because conventional lecture-based teaching methods were being used. The visual novel game was designed by combining narrative storylines with illustrations, interactive quizzes, and decision-making elements to engage students in learning activities. Media and material experts validated the product with feasibility scores of 90% and 88%, both categorized as highly feasible. Implementation involved 26 tenth-grade students who completed pretest and posttest assessments; results indicated significant learning improvement with average scores increasing from 5.81 (41.5%) to 10.77 (76.9%), producing an N-Gain value of 0.61 (medium category). Student response questionnaires indicated high acceptance with an overall score of 87.58%—particularly in game usefulness at 94.23% and learning experience at 91.35%. This proves that visual novel-based educational games can improve student understanding, motivation, and engagement in learning basic computers as an alternative to conventional teaching methods in ICT education.
Development of Animation Video-Based Learning Media Using Animaker for Grade VII Informatics Subject Aulia, Nasyadila; Fitri, Sulidar; Muhammad, Taofik
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.382

Abstract

This study aimed to develop and assess the feasibility of Animaker-based animated video learning media for Grade VII Informatics, specifically addressing hardware material. The research adopted a Research and Development (R&D) approach utilizing the ADDIE model—encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Twenty seventh-grade students at MTs Mathlabussa'adah participated in the study. Both material and media experts validated the developed learning media, while student feedback was gathered through questionnaires using Likert scale assessments. Material expert validation achieved 92% (highly feasible), whereas media expert validation attained 80% (feasible). Student responses yielded 86.3%, classified as excellent. The high validation scores were attributed to clear material presentation, attractive visual design, appropriate language use, and suitable video duration aligned with student concentration capacity. The findings demonstrate that Animaker-based animated video learning media proves appropriate for Informatics instruction, particularly regarding hardware topics, offering an effective alternative to conventional teaching methods such as textbooks and worksheets.
Design and Development of Interactive Learning Media to Increase Student Learning Interest Rachmawaty, Rikeu; Sarmidi, Sarmidi; Muhammad, Taofik
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.384

Abstract

This study aims to design interactive learning media for improving students' learning interest in computer systems material. The research employs Research and Development (R&D) methodology with the ADDIE development model, encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Seventh-grade students at MTs Ar-Rahmah, Tasikmalaya City, participated as research subjects. Subject matter and media experts validated the interactive learning media, yielding validation results of 100% and 96% respectively, both categorized as "very feasible." Student learning interest effectiveness was measured through questionnaires administered before and after media implementation. Results demonstrated a significant increase in student learning interest following interactive media usage, with an average N-Gain score of 0.70, classified within the high category. The findings indicate that visual displays, animations, and interactive features successfully engaged students and enhanced their participation during learning activities. Statistical analysis confirms the media's capability to address monotonous teaching methods and abstract material challenges. The interactive learning media developed proves both feasible and effective for improving student learning interest in computer systems material, offering a practical solution for educators seeking innovative teaching approaches.