JINOP (Jurnal Inovasi Pembelajaran)
Vol. 7 No. 1 (2021): Mei 2021

Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19

Fitria Nur Hasanah (Pendidikan Teknologi Informasi, Fakultas Psikologi dan Ilmu Pendidikan, Universitas Muhammadiyah Sidoarjo, Jalan Majapahit 666B, Sidoarjo, Indonesia)
Cindy Taurusta (Pendidikan Teknologi Informasi, Fakultas Psikologi dan Ilmu Pendidikan, Universitas Muhammadiyah Sidoarjo, Jalan Majapahit 666B, Sidoarjo, Indonesia)
Rahmania Sri Untari (Pendidikan Teknologi Informasi, Fakultas Psikologi dan Ilmu Pendidikan, Universitas Muhammadiyah Sidoarjo, Jalan Majapahit 666B, Sidoarjo, Indonesia)
Dini Nurul Hidayah (Teknik Informatika, Fakultas Teknik, Universitas Muhammadiyah Sidoarjo, Jalan Majapahit 666B, Sidoarjo, Indonesia)
Rindiani Rindiani (Pendidikan Teknologi Informasi, Fakultas Psikologi dan Ilmu Pendidikan, Universitas Muhammadiyah Sidoarjo, Jalan Majapahit 666B, Sidoarjo, Indonesia)



Article Info

Publish Date
22 May 2021

Abstract

The innovation in Information and Communication Technology (ICT)-based learning media is a critical learning alternative during the Covid-19 pandemic. One of the ICT-based learning media is android-based educational games. This research aims to develop android-based educational games on object-oriented programming (OOP) courses for Information Technology Education (ITE) students and to find out the feasibility of this product in online learning optimization. This research employed Research and Development (R&D) with Analysis, Design, Develop, Implement, Evaluate (ADDIE) development model. Participants of this research were the fifth-semester ITE students. Questionnaires validated by learning material and media experts were tested on limited groups before being distributed to the participants. Results show that the feasibility level on the material content aspect is 93.2%, and the language aspect is 93.3%, referring to very feasible criteria. The feasibility level on the content quality is 90%, the design and audio aspects are 95%, and interaction and feedback are 93.75%, referring to very feasible criteria. The trial results of the limited group are 96% with very feasible criteria. These findings indicate that android-based educational games are feasible and can be implemented in the learning process.

Copyrights © 2021






Journal Info

Abbrev

jinop

Publisher

Subject

Education

Description

JINoP acts as medium of publicating the result of research covering the learning innovation theme from the elementary to higher education level. The journal also acts as a medium of disseminating research thought conducted by teachers and lecturers. In substance, the articles published in the ...