Game Edukasi Pembelajaran IPA Siswa Kelas 6 SD Berbasis Android "Science Stump"

Authors

  • Bagus Prasetyo, Universitas Muhammadiyah Purwokerto,  Indonesia
  • Sigit Sugiyanto, Universitas Muhammadiyah Purwokerto,  Indonesia

Abstract

As technology develops, we often find children who prefer playing with cell phones rather than holding books. This certainly affects their learning motivation. Children in grade 6 of elementary school tend to have low literacy levels, and they prefer exploring exciting and fun activities rather than reading books. To overcome this problem, the author designed an educational game called Science Stump, combining technology and education. This educational game was created using the Game Design Life Cycle (GDLC) method through the initiation, pre-production, production, testing and release stages. Science Stump was designed using Construct 3 with the help of Canva in creating the layout. After going through black box testing and interviews with 20 students as a sample, the final results of this research were successful and successfully launched.

 

Keywords: teaching media, educational game, Science, puzzle, Construct 3

Downloads

Download data is not yet available.

References

Ayumida, S., Tabrani, M., Natalia, F., & Abdurrahman Hariri, K. (2021). Aplikasi Propas (Program Pengarsipan Surat) Pada Kantor Desa Cihambulu-Subang. Jurnal Interkom: Jurnal Publikasi Ilmiah Bidang Teknologi Informasi Dan Komunikasi, 14(3), 4–11. https://doi.org/10.35969/interkom.v14i3.72

Baca, K., Tulis, D. A. N., & Tahun, U. (2023). Ira Puspita Sari, 2) Berliana Putri. 8(2), 213–220.

Baskoro, H., & Ariadi, F. (2023). Smartkids Matematika Dasar Berbasis Android Menggunakan Construct 2. 1(4), 891–906.

Erma Sova. (2023). Aplikasi Game Edukasi Untuk Merangsang Otak Anak-Anak Dalam Mengenal Dan Belajar Pendidikan Agama Islam Menggunakan Construct 2 Berbasis Android. Jurnal Teknik Dan Science, 2(2), 34–41. https://doi.org/10.56127/jts.v2i2.789

Gumuda, S. (1978). Dynamics of the process of changes in concentration of methane in the air of ventilation currents in mines. 2(2), 13–21.

Hadiyanto, 2001: 11. (2013). Peningkatan Kemampuan Menulis Pengumuman Melalui Metode Latihan Siswa Kelas IV SD Inpres 2 Gio Kecamatan Moutong. Jurnal Kreatif Tadulako Online, 1(2), 60–73.

Leryan, L. P. A., Damringtyas, C. P., Hutomo, M. P., & Printina, B. I. (2018). the Use of Canva Application As an Innovative Presentation Media Learning History. 190–203. https://doi.org/10.24071/snfkip.2018.20

Lusiana, L. (2018). Penggunaan Media Puzzle Untuk Meningkatkan Keterampilan Membaca Permulaan Dalam Pembelajaran Tematik. Jurnal Basicedu, 2(2), 32–39. https://doi.org/10.31004/basicedu.v2i2.45

Nurcholis, R., Purnamasari, A. I., Dikananda, A. R., Nurdiawan, O., & Anwar, S. (2021). Game Edukasi Pengenalan Huruf Hiragana Untuk Meningkatkan Kemampuan Berbahasa Jepang. Building of Informatics, Technology and Science (BITS), 3(3), 338–345. https://doi.org/10.47065/bits.v3i3.1091

Pratama, R. R., & Surahman, A. (2021). Perancangan Aplikasi Game Fighting 2 Dimensi Dengan Tema Karakter Nusantara Berbasis Android Menggunakan Construct 2. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 1(2), 234–244. https://doi.org/10.33365/jatika.v1i2.619

Rahman, R. A., & Tresnawati, D. (2016). Pengembangan Game Edukasi Pengenalan Nama Hewan dan Habitatnya Dalam 3 Bahasa Sebagai Media Pembelajaran Berbasis Multimedia. Jurnal Algoritma, 13(1), 184–190. https://doi.org/10.33364/algoritma/v.13-1.184

Sugiarto, H. (2018). Penerapan Multimedia Development Life Cycle Pada Aplikasi Pengenalan Abjad Dan Angka. IJCIT (Indonesian Journal on Computer and Information Technology), Vol.3 No.1(1), 26–31.

Triatma, I. N. (2016). Minat Baca Pada Siswa Kelas VI Sekolah Dasar Negeri Delegan 2 Prambanan Sleman Yogyakarta. E-Jurnal Prodi Teknologi Pendidikan, 5, 166–177. www.bps.go.id

Downloads

Published

2023-12-31

How to Cite

Prasetyo, B., & Sugiyanto, S. (2023). Game Edukasi Pembelajaran IPA Siswa Kelas 6 SD Berbasis Android "Science Stump". Jurnal Ilmu Komputer Dan Sistem Informasi (JIKOMSI), 6(3), 240-246. Retrieved from https://ejournal.sisfokomtek.org/index.php/jikom/article/view/2123