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GAME EDUCATION: MEDIA PEMBELAJARAN UNTUK MATERI BERPIKIR KOMPUTASIONAL SISWA SMP Indah Febrianur; Mutiara Felicita Amsal; Rosmaria; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12754

Abstract

This study aims to develop a game-based learning media for computational thinking material for seventh-grade junior high school students. This development is motivated by the limited use of interactive learning media, which has resulted in low student motivation and understanding. Therefore, an innovative learning medium is needed to create a more engaging and enjoyable learning environment. This study employed the 4D development model, consisting of the define, design, develop, and disseminate stages. The subjects of this study were seventh-grade students. The instruments used in this research included expert validation questionnaires and practicality questionnaires to evaluate the feasibility and usability of the developed media. The results indicate that the developed game-based learning media is categorized as very valid, with media validation scores of 4.60 and 4.53, and a material validation score of 4.84. In addition, the practicality test result obtained a score of 4.54, which falls into the very practical category. The media is equipped with learning materials, introductory games, and interactive evaluations that facilitate students in understanding the concepts of decomposition and pattern recognition. Therefore, the developed media can be used as an alternative learning medium that is engaging, interactive, and effective in improving students’ understanding of computational thinking material.
Pengembangan Media Pengenalan Alat Musik Tradisional Sumatera Barat Berbasis Augmented Reality pada Mata Pelajaran Seni Budaya Siswa Kelas VIII SMP Muhammad Rian Januardi; Abna Hidayati; Reni Kurnia; Rosmaria
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.6345

Abstract

The limited availability of traditional musical instruments in schools is an obstacle in learning Arts and Culture, especially in the introduction of traditional musical instruments of West Sumatra for eighth grade junior high school students. This study aims to develop Augmented Reality (AR)-based learning media entitled Gema Adat Minang as a solution to this limitation. The study uses the Research and Development (R&D) method with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. The study was conducted at SMP Negeri 3 Lubuk Basung. Data were obtained through validation questionnaires from material experts and media experts, as well as practicality questionnaires filled out by students. Media development involved 3D modeling of ten traditional musical instruments using Blender, AR application development with Unity 3D and Vuforia SDK, and interface and marker design using Canva. The results of the material expert validation showed an average value of 4.00 (100%) with a very valid category, while the media expert validation obtained an average value of 92% and 96% which were also in the very valid category. A practicality test on 30 students yielded an average score of 94%, categorized as very practical. These findings demonstrate that Gema Adat Minang is a valid and practical innovative learning tool for introducing traditional musical instruments using AR technology.