Khairul Alfahani
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PENGEMBANGAN MEDIA GAME EDUKASI BERBASIS PROBLEM SOLVING PADA MATERI KEBERAGAMAN DAN TOLERANSI DALAM PEMBELAJARAN PKN SMP Azahwa Ramadhani; Darmansyah; Alkadri Masnur; Khairul Alfahani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47120

Abstract

This study aims to develop a problem-solving-based educational game on diversity and tolerance material in Civic Education (PKN) for eighth-grade junior high school students. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The subjects of this study were 22 students of grade VIII at SMP IT Amanah Sungai Penuh. Data were collected through validation questionnaires, practicality questionnaires, and learning outcome tests in the form of pretest and posttest. The product developed is an interactive educational game created using Articulate Storyline, designed with problem-based scenarios to encourage students’ critical thinking and active participation in learning. The validation results showed that the media achieved a very high level of validity, with an average score of 4.70 for material aspects and 4.82 for media aspects. The practicality test indicated an average score of 4.51, categorized as very practical, showing that the media is easy to use and engaging for students. Furthermore, the effectiveness test revealed an N-Gain score of 72.80%, which falls into the moderately effective category, indicating a significant improvement in students’ learning outcomes. In conclusion, the developed problem-solving-based educational game using Articulate Storyline is valid, practical, and effective in improving students’ learning outcomes in Civic Education, particularly on diversity and tolerance material.
PENGEMBANGAN ASESMEN DIGITAL BERBASIS GAME EDUKASI PADA MATA PELAJARAN IPAS KELAS V SEKOLAH DASAR Hanaviah, Suci; Rahmi Pratiwi; Rosmaria; Khairul Alfahani
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 | DOI: 10.23969/jp.v11i03.61964

Abstract

This study aims to develop and examine the validity, practicality, and effectiveness of a digital assessment based on educational games for the Natural and Social Sciences (IPAS) subject on food-chain material for fifth-grade elementary school students. The study was motivated by conventional classroom practices, low student engagement, and summative assessment that provided little formative feedback. This research and development (R&D) study employed the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The product was an Adobe Flash-based interactive educational game containing learning material, interactive quizzes, puzzles, drag-and-drop activities, and a matching game. Subjects were 28 fifth-grade students of SDN 19 Pulai, one IPAS teacher, and two expert validators. Data were collected through validation questionnaires, practicality questionnaires, and pretest-posttest scores, then analyzed descriptively using percentage categorization and the N-Gain formula. Results showed the media-expert validation reached 92% and the material-expert validation 93%, both categorized as very valid. The student practicality test averaged 95% (very practical), while the teacher’s response reached 96%. The effectiveness test showed the mean score rising from 68 (pretest) to 88 (posttest), with an N-Gain of 0.62, categorized as effective. These findings indicate that the developed digital assessment is valid, practical, and effective for IPAS learning in elementary school.