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PENGEMBANGAN GAME EDUKASI SUPER ALIEN GEC DI SMK NEGERI 1 SINTUK TOBOH GADANG Zuliany, Dita; Alfiriani, Adlia; Pratama, Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.897-908

Abstract

Educational games are the most common type of educational media used to provide knowledge and improve user understanding through distinctive and interesting media. The learning media used is still based on textbooks and teaching materials, making it difficult for students to implement the material in the real world. The use of conventional learning media can reduce the attractiveness of students in paying attention to learning even though the facilities and infrastructure at this school are adequate. Such as the existence of computer labor, laptops, wi-fi networks and others. This type of research uses the RD Research method refers to the research methodology used to produce target products and assess their effectiveness. In this study, the ADDIE (Analysis-Development-Implementation-Evaluate) research model will be used. This research produces educational games for use in the computer science curriculum of class X TJKT at SMK Negeri 1 Sintuk Toboh Gadang. Based on the results of the game validation threshold data analysis, which was approved by the validator with an accuracy rate of 84.29% with the category "Very Valid". Data analysis shows that the percentage of students who get a minimum score of 92.36% with the category "Very Practical" in educational games developed by computer science lecturers. And educational games made by students get a percentage of 88.19% with the category "Very Practical".
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL KELAS X DI SMK TEKNOLOGI PLUS PADANG Putri, Chelsy; Alfiriani, Adlia; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.127-137

Abstract

The problem in this study is the lack of media in learning which makes students easily bored and difficult to understand the material during learning, therefore it is necessary to add learning media as a medium that can help teachers as an implementation of the independent curriculum in delivering material and increasing the grasp of students. The purpose of the study was to determine the use of android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application. To produce android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application that is valid. To produce android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application which is practical. The research method used is Research and Development (RD) with the ADDIE development model.The results of this study show that the average value of the media expert validation test by the validator is 88% with the very valid category, the material validation is 86% with the very valid category. The teacher's practicality test was 85% with the very practical category, and the student practicality test was 87%with the very practical category. The conclusion based on the data obtained from android-based learning media is suitable for use as a learning medium.
PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 4 PADANG Nadya, Nadya; Alfiriani, Adlia; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.97-107

Abstract

Learning media plays an important role in improving the quality of the learning process. However, in Informatics subjects at SMK Negeri 4 Padang, the learning methods used are still conventional, resulting in low learning motivation and student learning outcomes. This study aims to develop the Siskom Adventure educational game as an interactive learning media and to test its validity and practicality levels for Computer Systems material for class X. This study uses the Research and Development (RD) method with the ADDIE development model consisting of the stages of Analysis, Design, Development, Implementation, and Evaluation. The resulting product is a platformer-based educational game that presents materials, challenges, and quizzes in game missions, so that students can learn through more interesting and interactive experiences. The results of the study show that validation by media experts obtained an average score of 85.06% (very valid), while validation by material experts reached 92.14% (very valid). The teacher's practicality test obtained a result of 83.33% (very practical), and the student's practicality test reached 88.34% (very practical). Thus, the Siskom Adventure educational game is deemed suitable for use as a learning medium capable of increasing student motivation, interactivity, and learning outcomes.