cover
Contact Name
Andrian Saputra
Contact Email
andriansaputra@fkip.unila.ac.id
Phone
+6285768233166
Journal Mail Official
jpmipa@fkip.unila.ac.id
Editorial Address
FKIP Universitas Lampung Jl. Prof. Dr. Ir. Sumantri Brojonegoro, Gedong Meneng, Kec. Rajabasa, Kota Bandar Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Pendidikan MIPA
Published by Universitas Lampung
ISSN : 14112531     EISSN : 26855488     DOI : http://doi.org/10.23960/jpmipa
Core Subject : Education,
Jurnal Pendidikan MIPA (JPMIPA) focused on mathematics education, science education, and the use of technology in the educational field. In more detail, the scope of interest are, but not limited to: STEM/STEAM Education Environmental and Sustainability Education Scientific Literacy Computer-based Education and Digital Competence Higher Order Thinking Skills Multicultural and Inclusive Education Attitude towards Mathematics and Science Learning Models, Methods, Strategies of Math & Science Learning Virtual and Blended Learning Teacher Education
Articles 1 Documents
Search results for "Development of Android-Based Educational Games to Improve Students" : 1 Documents clear
Development of Android-Based Educational Games to Improve Students’ Learning Outcomes in Hydrocarbon Putri, Isma Yanti Vitarisma Sukirno; Joharmawan, Ridwan; Munzil, Munzil; Vaudhi, Fasril
Jurnal Pendidikan MIPA Vol 24, No 1 (2023): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

Android-based educational game is a game using a smartphone operating system with certain teaching materials as learning media in an interesting, unique, and fun. The purpose of this study was to produce educational game media product that are feasible and valid. This development research used the ADDIE model (analyze, design, developt, implementation, and evaluation). The results of the study: (1) the media expert's validity value was 96.6% in the very feasible and very valid category, (2) the material expert's validity value was 91.4% in the very feasible and very valid category, and (3) the results of the students' readability test was 93.6% in the very feasible and very valid category, (4) N-Gain score of 0.84 in the high category and an effectiveness level of 84.6% in the "effective" category. Therefore, the android-based educational game media was effectively used to improve student learning outcomes with high effectiveness. Keywords: educational game, chemistry learning, ADDIE.DOI: http://dx.doi.org/10.23960/jpmipa/v24i1.pp14-27

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