Haris Indrakusuma, Abdul
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Pengembangan Media Pembelajaran Game Edukasi Adventure Berbasis Dekstop Materi Suhu dan Kalor Menggunakan Costruct 2 kurniawan, febri; Haris Indrakusuma, Abdul
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 11 (2024) No. 2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v11i2.206

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran IPA berupa game edukasi adventure berbasis desktop pada materi suhu dan kalor yang layak digunakan untuk kegiatan pembelajaran siswa kelas VII di SMP Terpadu Darussalam. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Proses pengembangan media pembelajaran ini melalui beberapa tahap, yaitu analisis kebutuhan, perancangan game, pengembangan game, validasi ahli media dan ahli materi, implementasi, dan evaluasi. Analisis kebutuhan dilakukan melalui wawancara dengan guru dan siswa untuk mengetahui permasalahan yang dihadapi dalam mempelajari materi suhu dan kalor. Perancangan game dilakukan dengan membuat flowchart, storyboard dan desain grafis yang menarik bagi siswa. Validasi ahli dilakukan dengan memberikan angket kepada ahli media dan ahli materi untuk memberikan penilaian media dari segi aspek media dan juga materi. Implementasi dilakukan dengan uji coba media berupa game edukasi pada siswa kelas VII di SMP Terpadu Darussalam. Evaluasi dilakukan melalui angket untuk mengukur kelayakan game sebagai media pembelajaran. Hasil penelitian menunjukkan bahwa game edukasi adventure berbasis desktop ini layak digunakan dalam kegiatan pembelajaran. Dengan demikian, media pembelajaran berupa game edukasi adventure berbasis desktop ini dapat dijadikan alternatif media pembelajaran yang efektif dan menyenangkan bagi siswa dalam mempelajari materi suhu dan kalor.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN CANVA PADA MATA PELAJARAN DASAR-DASAR PROGRAM KEAHLIAN TEKNIK JARINGAN KOMPUTER DAN TELEKOMUNIKASI KELAS X TKJ 2 DI SMK SORE TULUNGAGUNG Ahmat Rifaul, Febri; Haris Indrakusuma, Abdul; Panggayuh, Vertika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study was motivated by the learning process in the Basic Subjects of Computer and Telecommunications Network Engineering for Class X TKJ 2 at SMK Sore Tulungagung, where the learning media still relied on Microsoft PowerPoint with a simple and less interactive design. The presentation of the material was dominated by text with limited use of images, animations, and other visual elements, resulting in low student interest and engagement during the learning process. This study aimed to develop interactive learning media using Canva and determine the feasibility of the developed media. This research employed the Research and Development (R&D) method using the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research data were collected through observation, interviews, and questionnaires. The research subjects consisted of one media expert, one subject matter expert, nine students in the small-group trial, and thirty students in the large-group trial. The data were analyzed using descriptive quantitative techniques through feasibility percentage calculations. The results showed that the interactive learning media developed using Canva obtained a feasibility score of 97.9% from the media expert validation and 97.3% from the subject matter expert validation. The small-group trial produced a feasibility score of 97.6%, while the large-group trial obtained 98.7%. All assessment results were categorized as "Highly Feasible." Therefore, it can be concluded that the interactive learning media developed using Canva is highly feasible to be used as a learning medium for the Basic Subjects of Computer and Telecommunications Network Engineering in Class X TKJ 2 at SMK Sore Tulungagung.
PENGEMBANGAN MEDIA PEMBELAJARAN SIMULASI INTERAKTIF BERBASIS GDEVELOP PADA MATERI PROSEDUR MENCETAK DOKUMEN KELAS X MPLB DI SMK PGRI 1 TULUNGAGUNG Asmoro Bayu Aji, Tri; Haris Indrakusuma, Abdul; Panggayuh, Vertika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61785

Abstract

This study aimed to develop GDevelop-based interactive simulation learning media for document-printing procedures and determine its feasibility for Grade X Office Management and Business Services students at SMK PGRI 1 Tulungagung. The study employed research and development using the ADDIE stages: analysis, design, development, implementation, and evaluation. The product was created with GDevelop 5, exported as HTML5, and packaged as an Android application. It contained learning outcomes, instructional objectives, materials, videos, quizzes with automatic feedback, reflection, and structured navigation. Participants comprised one media expert, one subject-matter expert, six students in a small-group trial, and 30 students in a large-group trial. Data were collected through observation, interviews, expert-validation questionnaires, and student-response questionnaires, then analyzed using descriptive percentages. Initial media validation reached 73.61%; after revisions to color, typography, imagery, navigation, quiz functions, loading, and responsiveness, it increased to 99.07%. Subject-matter validation rose from 95.00% to 100%. The small- and large-group trials yielded 98.94% and 95.55%, respectively. These findings place the product in the highly feasible category for classroom support and independent study. Because the study measured feasibility and user responses rather than learning gains, further experimental testing is required to establish effectiveness.