Development of android-based gamification for hikayat text learning

Authors

  • Purwati Zisca Diana Universitas Ahmad Dahlan
  • Roni Sulistiyono Universitas Ahmad Dahlan
  • Zultiyanti Zultiyanti Universitas Ahmad Dahlan
  • Daroe Iswatining Muhammadiyah University of Malang

DOI:

https://doi.org/10.26555/bs.v44i1.711

Keywords:

Android , Gamification , Hikayat Text , Learning Development

Abstract

Research on the use of learning media has great significance in helping teachers and students overcome learning challenges. The latest innovation in this research is the development of Android-based gamification learning media targeted at high school grade X students in learning Indonesian hikayat text. The research aims to analyze the need for learning media for teachers and students, and develop the media. The research method used is research and development with a modified approach from Borg & Gall adapted by Sugiyono. Data were collected through interviews, questionnaires, observation, and documentation, with product validation by three experts. The subjects of this research were teachers and students from SMAN 1 Kalasan, Sleman, Yogyakarta. The results of the needs analysis showed the need for learning media that is more interesting, interactive, and in accordance with current technology. Meanwhile, the evaluation results of the Android-based gamification media showed positive responses from teachers and students, with increased student engagement and effectiveness of material delivery by teachers, as well as students' interest in learning and better understanding of hikayat text.

References

Adesti, A., & Nurkholimah, S. (2020). Pengembangan media pembelajaran berbasis android menggunakan aplikasi adobe flash CS 6 pada mata pelajaran sosiologi. Edutainment, 8(1), 27–38. doi: 10.35438/E.V8I1.221

Areed, M. F., Amasha, M. A., Abougalala, R. A., Alkhalaf, S., & Khairy, D. (2021). Developing gamification e-quizzes based on an android app: The impact of asynchronous form. Education and Information Technologies, 26, 4857–4878. https://link.springer.com/article/10.1007/s10639-021-10469-4

Astawa, N. L. P. N. S. P., & Dewi, I. G. A. A. I. S. (2021). Gamifikasi cerita rakyat Bali sebagai media pembelajaran siswa generasi-z. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 4(6), 383–389. doi: 10.54371/JIIP.V4I6.296

Bicen, H., & Kocakoyun, S. (2017). Determination of university students’ most preferred mobile application for gamification. World Journal on Educational Technology: Current Issues, 9(1), 18–23. doi: 10.18844/wjet.v9i1.641

Bihanda, Y. G., Kharisma, A. P., & Ananta, M. T. (2022). Nusantarian: Development of gamification-based badut temple educational tourism applications on android. Proceedings of the 7th International Conference on Sustainable Information Engineering and Technology, 320–324. doi: 10.1145/3568231.3568284

Dewi, N. S. N., Supriyono, Y., & Saputra, Y. (2020). Pengembangan media pembelajaran bahasa berbasis gamifikasi untuk guru-guru di lingkungan pondok pesantren Al Amin Sindangkasih-Ciamis. E-Dimas: Jurnal Pengabdian Kepada Masyarakat, 11(3), 382–387. doi: 10.26877/E-DIMAS.V11I3.5146

Gagne amd Briggs, L.J. (1979). Principles of instructional design. Holt Rinehart and Winston.

Dirgantara, H. B., Prabowo, Y. D., & Jermia, M. M. (2019). Development of android-based quiz video game: Mathventure. 2019 International Joint Conference on Information, Media and Engineering (IJCIME), 450–454. doi: 10.1109/IJCIME49369.2019.00097

Hamdani. (2011). Strategi belajar mengajar. Pustaka Setia.

Harjono, H. S., Hariyadi, B., & Yugo, P. (2023). Cik Upik application as learning media to identify and describe the hikayat values. Journal of Education Technology, 7(2). doi: 10.23887/jet.v7i2.57254

Haryanti, A. S., Hufad, A., & Leksono, S. M. (2022). The strengthening of character education based on local wisdom through hikayat Nyimas Gamparan. PEDAGOGIK: Jurnal Pendidikan, 9(1), 15–27. doi: 10.33650/pjp.v9i1.3495

Hasminur, H., Charlina, C., & Sinaga, M. (2024). Efektivitas penggunaan video stop motion dalam menentukan nilai sebagai implementasi pembelajaran teks hikayat. Cetta: Jurnal Ilmu Pendidikan, 7(1), 112–125. doi: 10.37329/cetta.v7i1.3111

Herlina, D., Adlina, A., Bachtiar, P. H., & Murti, F. N. (2019). Portraying hikayat learning for senior high school in 4.0 era. Pancaran Pendidikan, 8(1). doi: 10.25037/pancaran.v8i1.218

Ilham, M. C., Nurfajriani, N., & Yusuf, M. (2023). Development of interactive multimedia with android based gamification concepts in chemistry class X SMA/MA even semester. Proceedings of the 8th Annual International Seminar on Transformative Education and Educational Leadership, AISTEEL. doi: 10.4108/eai.19-9-2023.2340573

Imbar, K., Nuari, D., Ariani, D., Widyaningrum, R., & Kustandi, C. (2023). Development of android-based gamification learning media for multiplication material for grade iii elementary school students. JTP-Jurnal Teknologi Pendidikan, 25(2), 323–333. doi: 10.21009/jtp.v25i2.34717

Kirana, P., Chaeruman, U. A., & Nursetyo, K. I. (2022). Pengembangan “Supermath” sebagai multimedia pembelajaran berbasis gamifikasi untuk matematika kelas 2. Jurnal Pembelajaran Inovatif, 5(1), 24–29. doi: 10.21009/JPI.051.03

Kuswanto, J., & Radiansah, F. (2018). Media pembelajaran berbasis android pada mata pelajaran sistem operasi jaringan kelas XI. Jurnal Media Infotama, 14(1). doi: 10.37676/JMI.V14I1.467

Mukarromah, T. T., & Agustina, P. (2021). Gamifikasi berbasis aplikasi dan pembelajaran anak usia dini. Edukids: Jurnal Pertumbuhan, Perkembangan, dan Pendidikan Anak Usia Dini, 18(1), 18–27. doi: 17509/EDUKIDS.V18I1.33338

Mustikasari, A. A., Yusuf, M., & Rejekiningsih, T. (2023). Gamification based on android to improve comprehension civics for deaf student. International Journal of Elementary Education, 7(1), 8–18. doi: 10.23887/ijee.v7i1.58383

Nurdin, S., & Andriantoni. (2019). Kurikulum dan pembelajaran. Raja Grafindo Persada.

Octafiani, P., Tejawati, A., & Pohny, P. (2017). Aplikasi pembelajaran matematika dengan konsep gamifikasi berbasis android. Jurnal Rekayasa Teknologi Informasi (JURTI), 1(2), 90. doi: 10.30872/JURTI.V1I2.907

Oktaviana, D., & Diana, P. Z. (2023). Development of android-based gamification media design for personal letters and formal letters material in grade VII. International Proceedings of Nusantara Raya, 2, 122–133. https://proceedings.uinsaizu.ac.id/index.php/nuraicon/article/view/391

Permata, C. A. M., & Kristanto, Y. D. (2020). Desain pembelajaran matematika berbasis gamifikasi untuk meningkatkan minat belajar siswa. JNPM (Jurnal Nasional Pendidikan Matematika), 4(2), 279. doi: 10.33603/JNPM.V4I2.3877

Prasetyo, S. (2017). Pengembangan media pembelajaran IPA berbasis android untuk siswa SD/MI. JMIE (Journal of Madrasah Ibtidaiyah Education), 1(1). doi: 10.32934/JMIE.V1I1.29

Qohar, A., Nasution, S. H., & Wahyuningsih, S. (2021). Development of android-based mathematics learning game on the topic of congruence and similarity. International Journal of Interactive Mobile Technologies, 15(9). doi: 10.3991/ijim.v15i09.20723

Rahmi, U., Ramadhan, S., & Asri, Y. (2020). Development of electronic module hikayat text based on project based learning (PJBL) class x students of high schools. Eighth International Conference on Languages and Arts (ICLA-2019), 32–37. doi: 10.2991/assehr.k.200819.007

Sagirani, T., Sunarto, M. J. D., Hariadi, B., Amelia, T., & Lemantara, J. (2018). Prototype of mobile learning application (MoLearn) by utilizing the gamification concept. 2018 IEEE 6th International Conference on MOOCs, Innovation and Technology in Education (MITE), 1–5. doi: 10.1109/MITE.2018.8747089

Setiana, H., & Hansun, S. (2017). Gamified android based academic information system. International Journal of Evaluation and Research in Education, 6(2), 164–173. doi: 10.11591/ijere.v6i2.7595

Shaliha, M. A., & Fakhzikril, M. R. (2022). Pengembangan konsep belajar dengan gamifikasi. Inovasi Kurikulum, 19(1), 79–86. doi: 10.17509/JIK.V19I1.43608

Setyawan, A., Syarifudin, A. S., & Akrom, R. A. (2021). Pengembangan media pembelajaran teks hikayat berbasis ispring untuk siswa kelas X SMA. Linguista: Jurnal Ilmiah Bahasa, Sastra, Dan Pembelajarannya, 5(2), 142–159. doi: 10.25273/linguista.v5i2.11428

Siregar, R., Gafari, M. O., & Adisaputra, A. (2023). Development of Folklore text teaching materials (hikayat) in the form of interactive digital multimedia in high schools (SMA). Proceedings of the 8th Annual International Seminar on Transformative Education and Educational Leadership, AISTEEL 2023, 19 September 2023, Medan, North Sumatera Province, Indonesia. doi: 10.4108/eai.19-9-2023.2340507

Sudana, I. B. K. M., Suyasa, P. W. A., & Agustini, K. (2021). Efektivitas media pembelajaran berkonsep gamifikasi pengenalan tata surya mata pelajaran IPA terpadu kelas VII di SMP Negeri 2 Kututambahan. Jurnal Pendidikan Teknologi dan Kejuruan, 18(1), 43. doi: 10.23887/JPTK-UNDIKSHA.V18I1.25698

Sugiyono. (2019). Metode penelitian dan pengembangan (Research and Development). Alfabeta.

Suryani, N., Setiawan, A., & Putria, A. (2019). Media pembelajaran inovatif dan pengembangannya. Remaja Rosdakarya.

Talingdan, J. A., & Llanda, C. R. (2019). Assessment of the effectiveness of learning theories using gamified android app in teaching C programming. IOP Conference Series: Materials Science and Engineering, 482(1). doi: 10.1088/1757-899X/482/1/012030

Wilson, L. O. (2016). Anderson and krathwohl bloom’s taxonomy revised understanding the new version of bloom’s taxonomy. The Second Principle, 1–8. https://quincycollege.edu/content

Yaniaja, A. K., Wahyudrajat, H., & Devana, V. T. (2021). Pengenalan model gamifikasi ke dalam e-learning pada perguruan tinggi. ADI Pengabdian Kepada Masyarakat, 1(1), 22–30. doi: 10.34306/ADIMAS.V1I1.235

Yaumi, M. (2019). Media dan teknologi pembelajaran. Prenada Media Group.

Yunita, N.P., & Indrajit, R.E. (2022). Gamification membuat belajar seasyik bermain game. Penerbit Andi.

Downloads

Published

2024-04-29

Issue

Section

Articles