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Pengembangan Media Pembelajaran Sejarah Indonesia Berbasis Game Edukasi Untuk Siswa Kelas 7 Madrasah Tsanawiyah Al-Hafizh Rajeg Fiqih Hana Saputri; Gharifa Al Ikhsan Ananda Putra
G-Tech: Jurnal Teknologi Terapan Vol 8 No 1 (2024): G-Tech, Vol. 8 No. 1 Januari 2024
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/gtech.v8i1.3448

Abstract

MTs Al-Hafizh Rajeg is a school located in Tangerang. The lack of knowledge among students about Indonesian history is a current issue. Therefore, a mobile-based Indonesian history learning media was developed to facilitate students' history learning. The research objective is to create an educational game about Indonesian history that enhances the interest and understanding of MTs Al-Hafizh Rajeg students in the subject of Civic Education. The Waterfall Method was used in this study. Construct 2 was employed to create engaging, interactive, and user-friendly learning media. Based on the satisfaction survey results with 10 respondents, it can be concluded that the Indonesian History learning media has achieved a high level of satisfaction, with a 95% satisfaction rate. Overall, the development of this Indonesian history educational game has great potential to improve the interest and understanding of MTs Al-Hafizh Rajeg students in the subject of Civic Education.
Development of English Learning Media in Narrative Texts based on RPG Game with Pancasila Character at SMP Al-Ijtihad Eka Uliyanti Putri Br Bangun; Fiqih Hana Saputri; Dimas Aji Syah Putra; Ridho Anwar
G-Tech: Jurnal Teknologi Terapan Vol 8 No 2 (2024): G-Tech, Vol. 8 No. 2 April 2024
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/gtech.v8i2.4173

Abstract

SMP Al-Ijtihad 2 Kuta Baru is a school located in Tangerang. Lack of learning media affects to the learning process. A variety learning media can increase student’s motivation towards learning English is an ongoing problem. So, Development of English Learning Media in Narrative Texts based on RPG Games with Pancasila Character was created to make it easier for students to learn English. The aim of this research is to develop an English educational game that can increase the interest and understanding of students regarding narrative text material containing the character of Pancasila in English subjects. The method used is the Waterfall Method. This research used Waterfall. The results of the development of learning media that is interesting, interactive and user friendly. From the results of calculating the level of feasibility, it can be seen that the satisfaction value of respondents from filling in the questionnaire is 95% of the 10 respondents. It can be concluded that the English learning media in narrative text with Pancasila characters has reached good impact and satisfactory level. In conclusion, the development of narrative text English learning media has good potential to increase students’ in SMP Al-Ijtihad 2 Kutbaru interest and understanding of narrative text material in English subjects.
Game Based Learning Using Construct for Basic English Vocabulary at Elementary School Students Akmal Perdana; Auzil Mustaqim Herman; Fiqih Hana Saputri; Eka Uliyanti Putri Br Bangun
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6784

Abstract

English basic vocabulary learning plays a very important role for elementary school students, as it serves as the main foundation in mastering language skills, including reading, writing, listening, and speaking.  Thus, this research is focused on development.  Basic English Vocabulary Education Based on Construct, which is an interactive learning method utilizing digital technology of educational games to increase the effectiveness for learning.  Construct, as a platform for developing educational games for students can understand basic English vocabulary in a more enjoyable and non-monotonous way.  This study applies the Multimedia Development Life Cycle (MDLC) method with a constructivist approach, which allows students not only to receive information passively but also to actively build their understanding through exploration, experimentation, and direct interaction with various elements in educational games.  Based on the feasibility assessment results, the satisfaction level of respondents obtained from the questionnaire reached 93% out of a total of 10 respondents. The construct based educational game is an effective tool for improving students' grasp of basic English vocabulary through educational game-based learning.
Analysis of Customer Sentiment towards Wardah Beauty Products on Instagram Using K-Nearest Neighbors (KNN) and Naïve Bayes Algorithms Aghniya Aulia Nisa; Nur Hafidzah Safitri; Lilis Stianingsih; Fiqih Hana Saputri
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6804

Abstract

The beauty industry in Indonesia continues to grow rapidly, with Wardah emerging as a leading local brand that garners numerous customer reviews on Instagram. Understanding these customer opinions is crucial, as they significantly influence brand perception and purchasing decisions. This study aims to compare the performance of K-Nearest Neighbors (KNN) and Naïve Bayes algorithms in classifying customer sentiment toward Wardah’s products on Instagram. The research follows the CRISP-DM methodology, involving data collection through web scraping, data preprocessing, and classification using both algorithms. The results show that KNN achieves higher accuracy (78.23%) than Naïve Bayes (74.56%), making it more effective in sentiment classification. KNN is advantageous in identifying distance-based patterns, while Naïve Bayes offers faster processing and easier implementation. These findings suggest that KNN is more suitable for accurate sentiment prediction. Wardah can implement a KNN-based sentiment monitoring system to track public feedback on product launches and campaigns, thereby enhancing marketing strategies and customer engagement
Implementation of the GDLC Method in Developing RPG Educational Games to Improve Student Learning Outcomes in the Introduction of the 25 Prophets Makmun ZA; Ronal Yulyanto Suladi; Neng Linda Badratul Laela; Fiqih Hana Saputri; Rudi Setiyanto
G-Tech: Jurnal Teknologi Terapan Vol 10 No 2 (2026): G-Tech, Vol. 10 No. 2 April 2026
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/g-tech.v10i2.9559

Abstract

Learning media innovation is rapidly evolving alongside digital technology, particularly through the use of educational games. This study aims to develop and evaluate an interactive RPG-based educational game to introduce the 25 Prophets to primary school students. The research employs the Game Development Life Cycle (GDLC) method, which systematically covers six phases: initiation, pre-production, production, testing, beta, and release. During these stages, the game was designed to integrate short stories, educational resources, and comprehension tests into an immersive RPG environment. The application was tested with students at SDN 3 Jati to measure its effectiveness. The results indicate a significant improvement in student learning outcomes; the average pre-test score of 55% rose to 85% in the post-test, reflecting a 30% increase in comprehension. Furthermore, user satisfaction surveys rated the application's usability and interface design as "Excellent." Consequently, this educational game serves as an innovative and effective alternative medium, providing a dynamic approach to religious education and character building in the digital age.
Implementasi Pengenalan 25 Nabi Melalui Game Edukasi dalam Pembelajaran Agama Islam di SDN 3 Jati Kota Tangerang Fiqih Hana Saputri; Rudi Setiyanto; Ronal Yulyanto Suladi; Neng Linda Badratul Laela; Makmun ZA
I-Com: Indonesian Community Journal Vol 6 No 2 (2026): I-Com: Indonesian Community Journal (Juni 2026)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/i-com.v6i2.9536

Abstract

Pengabdian kepada Masyarakat (PKM) ini bertujuan mengatasi permasalahan dalam pembelajaran materi 25 Nabi di SDN 3 Jati Kota Tangerang yang masih menggunakan metode konvensional, sehingga mengurangi minat dan efektivitas pemahaman siswa. Sebagai solusi, dikembangkan dan diimplementasikan aplikasi game edukasi berbasis Android yang dirancang untuk memberikan pengalaman pembelajaran interaktif yang menarik. Metode pelaksanaan mencakup analisis kebutuhan, pengembangan aplikasi, pelatihan penggunaan kepada guru dan siswa, serta evaluasi efektivitas melalui pre-test dan post-test. Melalui kegiatan ini, terlihat jelas pemahaman siswa terhadap kisah 25 Nabi berkembang pesat, seiring dengan meningkatnya gairah dan keterlibatan di dalam kelas. Pihak sekolah pun menyambut baik inovasi ini dengan memberikan tanggapan yang sangat suportif. Kebahagiaan belajar ini berbanding lurus dengan kecerdasan kognitif siswa, terlihat dari kenaikan skor rata-rata dari 55% menjadi 85% yang menunjukkan bahwa teknologi menjadi rekan terbaik dalam menumbuhkan kecintaan terhadap nilai-nilai PAI di kelas. Pemanfaatan aplikasi ini diharapkan sebagai solusi edukasi yang kreatif dalam pengajaran PAI.