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Pengembangan Game Edukasi Mobile Sebagai Media Pendukung Peningkatan Kecerdasan Musikal Anak di Sekolah Menengah Pertama Alesandro Obigael Pasaribu; Ida Bagus Nyoman Pascima; Made Susi Lissia Andayani
TIN: Terapan Informatika Nusantara Vol 6 No 9 (2026): February 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i9.9415

Abstract

This study was motivated by the suboptimal implementation of music education, particularly music notation material, in junior high schools, which has resulted in students’ low musical intelligence and the limited use of interactive technology-based learning media. This study aims to develop a mobile educational game as a learning medium to help students understand music notation and support the improvement of their musical intelligence. The method used in this study was Research and Development (R&D) with the Game Development Life Cycle (GDLC) development model, which consists of the stages of Initiation, Pre-Production, Production, Testing, Beta, and Release. The result of this study is a mobile educational game called NOMU, which has undergone validation and testing processes. The content expert validation showed a validity score of 100% with the criterion of “Highly Valid, or usable without revision,” while the media expert validation also obtained a validity score of 100% with the criterion of “Highly Valid, or usable without revision” after the refinement stage. In addition, the results of the user response test indicated a “Very Positive” qualification with a “Very Good” criterion. These results indicate that the developed mobile educational game is feasible to be used as a supporting medium for music learning and has the potential to support the improvement of students’ musical intelligence in junior high schools. The implications of this study suggest that mobile educational games can serve as innovative learning media that support the development of students’ musical intelligence and encourage the integration of digital technology in music education at the junior high school level.
Pengembangan Augmented Reality Book Anatomi Manusia Untuk Meningkatkan Pemahaman Konsep Siswa Kelas V SD I Ketut Tunas Alit Saputra; I Gede Bendesa Subawa; Made Susi Lissia Andayani
TIN: Terapan Informatika Nusantara Vol 6 No 10 (2026): March 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i10.9487

Abstract

This research is motivated by the abstract nature of human anatomy topics in the Science and Social Sciences (IPAS) subject for fifth-grade elementary school students, as well as the limitations of concrete and interactive visual media. The objective of this study is to develop and evaluate the feasibility of an Augmented Reality-based learning medium named OrgARn to provide concrete visualizations capable of enhancing students' conceptual understanding. This study employs a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model, which includes the stages of concept, design, material collecting, assembly, testing, and distribution. Testing involved 48 respondents using the User Experience Questionnaire (UEQ) instrument and black-box testing. The results of content and media expert validations indicated a “Very High” (Highly Valid) qualification, while the user experience evaluation (UEQ) placed all dimensions in the "Excellent" category (top 10% of products worldwide), with the highest average score of 2.932 obtained in the Dependability aspect. Practically, OrgARn provides a significant contribution compared to conventional media through real-time interaction features and 360-degree anatomical models that address the need for concrete visualization of biological systems in the classroom.