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M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Kezia Mulianto; T. Arie Setiawan Prasida; Jasson Prestiliano

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The low level of financial literacy in Indonesia, which only reached 49.68% according to the Financial Services Authority (OJK) in 2022, highlights the urgency of financial education from an early age. Children aged 11–12 are at an ideal developmental stage to understand basic financial concepts such as income, expenses, saving, and delayed gratification. This study aims to introduce financial literacy through an interactive learning medium in the form of a board game. Board games are chosen because they enhance children's engagement in learning while playing and serve as an alternative to excessive gadget use. Through gameplay, children practice financial decision-making by simulating buying and selling activities, managing expenses, and choosing to save. This approach also supports the development of children's self-efficacy, which refers to their belief in their ability to manage financial tasks. By applying this method, children are expected not only to understand the value of money but also to implement basic financial management skills in daily life. Educational board games offer an effective tool for instilling healthy financial habits from an early age.

sitorus, yunita; sitorus, yunita; Teguh Khristianto

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Kemajuan teknologi telah menciptakan peluang baru dalam bidang pendidikan, terutama bagi anak usia dini. Penelitian ini mengembangkan sebuah game edukatif berbasis Android yang ditujukan untuk anak berusia 4 hingga 6 tahun, dengan materi pengenalan huruf, angka, buah, dan hewan. Pengembangan aplikasi ini menggunakan model Waterfall yang mencakup analisis kebutuhan, perancangan, implementasi, pengujian, serta pemeliharaan. Game dirancang menggunakan Flutter dan bahasa Dart untuk menghasilkan tampilan yang interaktif dan responsif, serta dilengkapi dengan fitur audio-visual yang menarik. Berdasarkan hasil pengujian Blackbox dan User Acceptance Testing (UAT), sebanyak 87% anak menunjukkan ketertarikan terhadap game ini, dan 82% mampu mengingat materi yang disampaikan. Para guru juga memberikan respon positif, menilai permainan ini efektif sebagai media pembelajaran. Meski demikian, masih diperlukan penambahan variasi soal serta peningkatan kinerja aplikasi guna meningkatkan pengalaman pengguna secara keseluruhan.

Nur Oktavia, Bella; Sutoyo, Sutoyo; Trisiana, Anita

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

Tujuan penelitian ini: 1) Untuk menganalisis game edukasi "KARISMA" dalam pembentukan karakter Merdeka Belajar pada siswa kelas VIII SMP Negeri 18 Surakarta tahun ajaran 2024 / 2025. 2)  Untuk mendeskripsikan persepsi siswa kelas VIII SMP Negeri 18 Surakarta dalam penggunaan game edukasi "KARISMA" dalam pembelajaran pada tahun ajaran  tahun ajaran 2024 / 2025. Bentuk  penelitian ini menggunakan metode penelitian deskripsi kualitatif. Subjek penelitian ini melibatkan guru PPKn kelas VIII dan siswa kelas VIII. Sumber data yang digunakan sumber primer dan sumber data sekunder. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dokumentasi. Uji keabsahan dilakukan dengan triangulasi sumber dan triangulasi metode. Data dalam penelitian ini dianalisis menggunakan teknik deskripsif kualitatif dengan model analisis interaktif. Hasil penelitian ini dapat disimpulkan: 1) Game edukasi "KARISMA" memiliki kontribusi positif terhadap pembentukan karakter Merdeka Belajar pada siswa kelas VIII SMP Negeri 18 Surakarta tahun ajaran 2024/2025. Game ini dirancang untuk menerapkan nilai-nilai karakter sesuai dengan Profil Pelajar Pancasila yang sejalan dengan prinsip-prinsip Kurikulum Merdeka Belajar. 2)  Persepsi siswa kelas VIII SMP Negeri 18 Surakarta terhadap penggunaan game edukasi "KARISMA" dalam pembelajaran cenderung positif. Persepsi siswa pada game ini sebagai media pembelajaran yang inovatif, menarik, dan relevan dengan kebutuhan siswa. Game "KARISMA" tidak hanya meningkatkan pemahaman siswa terhadap materi pembelajaran, tetapi juga memotivasi mereka untuk lebih aktif, kreatif, dan mandiri dalam belajar. Kata Kunci : Persepsi, Game Edukasi, “KARISMA”     The objectives of this study were: 1) To analyze the educational game "KARISMA" in the developing Merdeka Belajar characters in class VIII students of SMP Negeri 18 Surakarta in the 2024/2025 academic year. 2) To describe the perceptions of class VIII students of SMP Negeri 18 Surakarta in the use of the educational game "KARISMA" in the 2024/2025 academic year. This research method is qualitative descriptive. The subjects of this study were civics teachers in grade and students in grade VIII. The data sources used are primary sources and secondary data sources. Data collection techniques used were through observation, interviews, documentation. Data validity testing was carried out using source triangulation and methods triangulation. The data in this study were analyzed using qualitative descriptive techniques with an interactive analysis model. The results of this study  could be e concluded: 1) The educational game "KARISMA" has a positive contribution to the development of the Merdeka Belajar character in students in class VIII students of SMP Negeri 18 Surakarta in the 2024/2025 academic year. This game is designed to apply  character values ​​in accordance with the Profil Pelajar Pancasila which was in accordance  with the principles of the Merdeka Belajar Curriculum. 2) The perception of students in class VIII towards the use of the educational game "KARISMA" in tended to be positive. The Students' perceptions of this game as an innovative, interesting, and relevant learning media to students' needs. The "KARISMA" game not only improves students' understanding of the learning material, but also motivates them to be more active, creative, and independent in learning. Keywords: Perception, Educational Game, "KARISMA"

Kanaya Bintang Aulia S; Aris Sutejo; Diana Aqidatun Nisa

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Abstract. Indonesia is an archipelagic country with a rich and diverse cultural heritage, reflected in its traditional clothing from various regions. However, with the advancement of time and the rapid flow of globalization, the younger generation's attention to traditional clothing has declined. A survey of youth aged 19–22 years found that most of them do not fully recognize the types, names, and origins of Indonesian traditional clothing, although they acknowledge the importance of preserving cultural heritage. To address this issue, an educational media in the form of an interactive board game was designed to reintroduce traditional clothing to young people in an engaging way. This study employed qualitative and quantitative methods, including questionnaires, interviews, observations, and focus group discussions. The board game features character pawns representing traditional attire from six major regions of Indonesia, highlighting each area's distinctive visual traits. Through this game, it is expected that youth will gain knowledge and foster a sense of love and pride in the nation's cultural heritage.

Muhammad Fadhil; Fera Damayanti; Sarudin, Sarudin

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Understanding history is often hindered by various constraints, including limited engaging learning media and insufficient attention to the culture of the Kluet tribe. To overcome these obstacles, efforts such as developing engaging learning media, promoting cultural understanding programs, and creating special educational games to introduce the Kluet tribe are necessary. Educational games for history introduction serve as an interesting alternative to introduce the Kluet tribe interactively. The use of technology in education, especially educational games, has attracted attention as an effective means in the learning process. This research will explain the use of the Game Development Life Cycle (GDLC) method in developing an educational game for introducing the history of the Kluet tribe. Based on the questionnaire results provided to users, 85% of respondents stated that this educational game on the history of the Kluet tribe is engaging and interactive.

Faridahtul Jannah; Shofia Hattarina

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Training on the Use of Code.org-based Educational Games in Delivering Material in Schools is a community service activity which aims to improve teachers' skills in using video-based learning media. This activity was carried out at SDN Kedungdalem II, attended by 12 teachers. This abstract explains the reasons for choosing this topic, namely to overcome challenges in delivering material in schools and utilizing the potential of technology in the learning process. The method used is interactive training and direct practice in creating and editing educational games for learning. During the training, teachers were provided with knowledge about code.org-based educational game concepts and technical skills to create interesting and effective educational games. The results of the training show an increase in teacher skills in using code.org-based educational games and more active student participation in learning. Teachers report increased student learning motivation and better understanding of concepts after implementing code.org-based educational games in the classroom. The conclusion from this activity is that this training succeeded in providing significant benefits for teachers and students. Using educational games based on code.org can improve the quality of learning and produce a more interactive learning environment

Elsie Naresvari; Wahyono, Teguh

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2023 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Abstrak – Pengetahuan dasar tentang pengenalan Tuhan sangat penting dalam pertumbuhan anak-anak yang beragama Kristen, karena firman Tuhan menjadi kebutuhan pokok bagi mereka. Kegiatan Sekolah Minggu telah disediakan untuk memfasilitasi pengetahuan anak-anak tentang pengenalan Tuhan. Namun, dalam proses pembelajaran, seringkali terdapat kendala seperti kurangnya media peraga dan kurangnya variasi kegiatan, yang dapat menghambat minat anak-anak dalam Sekolah Minggu. Game edukasi merupakan salah satu bentuk media digital yang dapat membantu kegiatan Sekolah Minggu dalam proses belajar dan mengajar. Game ini dapat menarik perhatian anak-anak dengan menggabungkan konsep belajar dan bermain. Penelitian ini bertujuan untuk merancang aplikasi game edukasi yang dapat memudahkan pengajar Sekolah Minggu dalam menyampaikan materi dengan baik, serta membantu pengajar untuk mengevaluasi pemahaman anak-anak tentang materi yang telah disampaikan. Aplikasi game ini dirancang dan dikembangkan menggunakan Adobe Animate dengan Action Script 3.0 dan metode prototyping. Hasil penelitian ini adalah aplikasi game Sekolah Minggu berbasis Android yang diberi judul "Sunday Fun-Day", yang dapat membantu pengajar Sekolah Minggu dalam memberikan gambaran langsung tentang materi yang disampaikan.

Dewi Yohana Br Ginting; Raheliya Br Ginting; Meiliyani Br Ginting; Asprina Br Surbakti

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Community service activities are carried out at Bintang Timur Kindergarten in Pematang Siantar in order to help children at an early age understand android educational games that are suitable for consumption by the child himself. Educational games as a support for children's cognitive development so that parents must understand various types of educational game applications, how to choose the right educational games, and how to install on cellphones. The implementation method used is presentation, demonstration, practice, brainstorming, and sharing about educational games to the Principal at Bintang Timur Kindergarten, Pematang Siantar.  This activity was carried out through three stages, namely 1) socialization, 2) mentoring, 3) monitoring and evaluation. The results of the implementation of this activity are:  1) understanding of android educational games as a support for children's cognitive development in the very good category.  This is indicated by the percentage of indicators of achievement of recognizing educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) obtained a positive response as seen from the attendance indicator of participants reaching 93% of the target and enthusiastic participants during the activity from the beginning to the end of the activity. The ultimate goal of introducing educational games is that parents are IT literate so that they are able to monitor their children in using cellphones, especially when playing games.

Sisca Wendi Harisa; Riri Okra; Hari Antoni Musril; Sarwo Derta

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.

Ahmad Zainudin; Priyadi, Agus; Dewi Prehantini Wahyuningtyas

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.  

Herlina Herlina; Astri Riance; Sinta Sinta

Jurnal Pengabdian Kepada Masyarakat 2022 Pusat Riset dan Inovasi Nasional

Memasuki zaman era digital, bahasa Inggris merupakan kebutuhan yang sangat penting di Indonesia. Terbukti dalam perkembangan sistem pendidikan saat ini, bahasa Inggris telah digunakan sebagai salah satu bahasa pengantar pembukaan dalam perkuliahan. Oleh karena itu, sangatlah penting bagi pengajar dan mahasiswa untuk menguasai bahasa Inggris. Penguasaan bahasa Inggris menjadi tuntutan yang harus dipenuhi oleh mahasiswa baik secara lisan maupun tertulis. Berdasarkan observasi pada perkuliahan di perguruan tinggi Universitas Bina Insan, mahasiswa belum terbiasa berkomunikasi sehari-hari pada kegiatan kampus dengan menggunakan bahasa Inggris. Kebiasaan tersebut tentunya terkendala karena mahasiswa yang belum mampu membangun sebuah kemampuan untuk mempraktikkannya. Salah satu faktor penyebab dari permasalahan mahasiswa tersebut adalah kurangnya termotivasi latihan dan praktik yang efektif sehingga belum terbiasa untuk berkomunikasi dengan berbahasa Inggris. Berdasarkan hasil kegiatan pengabdian menunjukkan bahwa mahasiswa semester satu prodi perikanan telah terinspirasi dan termotivasi tentang pentingnya belajar bahasa Inggris melalui game edukasi sebagai upaya dapat memotivasi untuk lebih meningkatkan kemampuan agar dapat membiasakan latihan sehingga dapat terbiasa dengan mudah berkomunikasi sehari-hari pada kegiatan kampus dengan menggunakan bahasa Inggris. Selain itu juga, dengan kegiatan ini mahasiswa dapat menjadi lebih berani. Dengan demikian dapat disimpulkan bahwa pada program pengabdian ini mahasiswa telah terpancing minat belajarnya untuk memiliki keterampilan dan pengalaman dalam berbahasa Inggris secara efektif dan pada akhirnya mahasiswa dapat mengembangkan kemampuan bahasa Inggris lebih lanjut lagi.

Tri Hendriani; Yadi Ardiawan; Dwi Oktaviana

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

Penelitian ini bertujuan untuk mengembangkan Filter Game Edukasi Berbasis Instagram untuk siswa kelas VII SMP Negeri 2 Ketapang yang mencapai tingkat kevalidan, kepraktisan, dan keefektifan. Penelitian dengan model rancangan pengembangan ADDIE, yang terdiri atas lima tahapan pokok, yaitu analisys (analisis), design (perancangan), development (pengembangan), implementation (penerapan), dan evaluation (evaluasi). Subjek dalam penelitian ini terdiri dari ahli (validator) yaitu validator materi dan validator media. Serta subjek uji coba penelitian ini adalah siswa kelas VII SMP sebanyak 16 orang.Cara pemilihan sampel menggunakan Sampling Purposive. Tingkat kevalidan filter game edukasi berbasis Instagram mencapai kriteria sangat valid dengan kevalidan materi mencapai 87,62% dan kevalidan media mencapai 86,11%. Tingkat kepraktisan filter game edukasi berbasis Instagram mencapai kriteria sangat praktis melalui angketrespon guru yang mecapai 85% dan angket respon siswa mencapai 86%. Selanjutnya tingkat keefektifan filter game edukasi berbasis Instagram melalui validasi empiris dengan kriteria tergolong tinggi dan sangat tinggi, indeks kesukaran dengan kriteria tergolong sedang, daya pembeda dengan kriteria tergolong baik dan sangat baik, dan reliabilitas mencapai 0,84 kriteria tergolong sangat tinggi.    

Nugraha, Nur Budi

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The solar system is one of the natural science lessons taught in grade 6 elementary school. This material is abstract because in studying it children cannot directly observe the phenomena of celestial bodies in the solar system. So far, only using books or 2D images as media. This study aims to create an educational game about the introduction of the solar system. 2D animation is made with icons and audio so that it can attract students' interest in learning and remembering solar system material. The result of the research is an educational game as an effective means of entertainment and learning. Students become interested in learning because of the application of the dissertation with attractive images and audio that helps increase enthusiasm for learning about the solar system. In testing the respondents as many as 22 people, the calculation results obtained as much as 59.1% strongly agree with this educational game

Rosa Yuliana; Muhamad Firdaus; Dwi Oktaviana

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

The research method used in this research is Research and Development. The subjects in this study consisted of validation subjects consisting of material and media validators and test subjects consisting of 23 grade VII junior high school students. The research was conducted at SMP Negeri 10 Sungai Kakap. The instruments used in the study consisted of expert validation sheets, respondent questionnaires, and tests of mathematical understanding abilities. The purpose of this study was to determine the process of developing an Android-based math educational game using software construct 2 on mathematical abilities. The results of the study are as follows: The level of feasibility of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.66% with very feasible criteria. The level of attractiveness of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.19% with very interesting criteria. Improved mathematical understanding skills after the application of Android-based math education games. There is an increase From the calculation results obtained tcount> ttable = 8.85987> 1.71714, thus Ho is rejected Ha accepted.

Novi Hartanto; Fitro Nur Hakim

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

The low standard of values ​​for natural science shows that Indonesia is still lagging behind other countries. This can be seen from the data from the results of the PISA survey conducted by the OECD in 2003 which states that the standard for Natural Sciences in Indonesia is 360.16, while the standard for Natural Sciences (IPA) in the world is 484.84. This data shows that the average score of Natural Sciences subjects is still very low. There are many factors that underlie the low value of IPA in Indonesia. one of them is the assumption that this subject is difficult. In addition, students also find this subject boring and uninteresting. Therefore, this study intends to develop alternative media for fifth grade students to help them learn science, namely in the form of an RPG game that can be played via a computer.

Suwadi Suwadi; Mars Caroline Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

The author designed the application "Electronic component recognition game" as a learning media or educational game for class X students majoring in Audio Video Engineering SMK N 2 Pati. The author chooses Grade X Audio Video Engineering students as the target user because it considers theoretically the initial difficulty of the students of Audio Video Engineering about the understanding of electronic components specifically and the learning methods that are still practically conventional. With educational games, it is expected to create an interactive and fun learning process that is expected to overcome existing problems.This application will provide an understanding of the initial introduction of electronic component materials simply and easily. Through the introduction of electronic component games can be the beginning to create interactive educational games for students to give and build positive imagination to students and teachers. This application is designed by considering graphic concepts, education game criteria and user requirements. This research was implemented using the Action script programming language and Adobe Flash CS3 software. This application is very interactive and can be used as a teaching aid in learning electronic component materials at school or independently by the user. This application can also be improved to improve the quality of the application in the future.