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Uji Coba Gim Edukasi dalam Meningkatkan Hasil Belajar Bahasa Inggris Susalti Nur Arsyad; Runniarsiti Runniarsiti; Ahmad Swandi; Arief Fauzan; Sparisoma Viridi; Burhan Burhan; Sri Rahmadhanningsih
Journal of Education and Instruction (JOEAI) Vol 6 No 1 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v6i1.4954

Abstract

ABSTRACT This study aims to test the effectiveness of educational game-based digital learning media in improving grade IV elementary school English learning outcomes. The pre-experimental design and One Group Pretest-Posttest were used in this study with a sample of 20 students in a school in Makassar. Pretests and posttests are given to learners to obtain data on improving learning outcomes, which are then analyzed using t-tests and N-Gain. The results showed that there was a significant difference in test results between pretest and posttest seen from the sig.2-tailed value of 0.000, where this result was smaller than 0.05. In addition, an N-Gain of 0.49 indicates a moderate category and indicates that the trial of educational game-based digital learning media can improve student learning outcomes. Educational games can be used as an effective learning medium in the learning process and need to be developed in a better direction. Keywords: Learning Media, Educational Games, Learning Outcomes.
UJI PRAKTIKALITAS PEMBELAJARAN BERBASIS GIM EDUKASI MENGGUNAKAN GDEVELOP PADA MATA PELAJARAN IPA DI SEKOLAH DASAR Susalti Nur Arsyad; Ahmad Swandi; Yulia Nurmasita Devi; Sri Rahmadhanningsih; Arief Fauzan; Andi Hamzah Fansury
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 4 No 3 (2022): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v4i3.618

Abstract

This research was conducted to find out how to practice science learning for elementary school students using educational games that have been developed with the Gdevelop application. This goal is based on the stigma in the form of public perception that games have a negative impact on learning, as well as a lack of knowledge about using games or other digital learning tools in the classroom, which causes students to become more accustomed to learning using conventional teaching techniques. This research was conducted using a qualitative descriptive method, and the instruments used were questionnaires and interviews using the data analysis technique of Miles and Huberman's model (Analysis Interactive Model). This research was conducted at SDN Lariang Bangi I, the number of respondents in this study were 23 students. The practicality of educational games is determined based on product trials and the responses of teachers and students to educational games. The results of this study indicate that there are (83%) students who agree that the use of educational games as learning media can make it easier for them to understand science learning material. In addition, based on the validation results, it shows that the teacher's assessment of the product is above 80% which indicates that the product is suitable for use in learning. From the results of the research that has been done, it can be concluded that the use of educational games based on Gdevelop is considered very practical in its use.