Game Edukasi Bahasa Indonesia Kelas 1 Sekolah Dasar Berbasis Android Menggunakan DGBL-ID Model

Himsyari Almuafiry Emka

Abstract


Abstract. Bahasa Indonesia is one of subjects that must be mastered, but in fact the students often have difficulties in learning Bahasa Indonesia especially for first graders of elementary school. Interesting methods are needed to teach, one of the methods is game. For children, game is more interesting than reading books, especially in this era. To solve that problem, Bindo android based Bahasa Indonesia education game applying DGBL-ID Model is designed. DGBL-ID is divided into some steps, namely: Analysis, Design, Development, Quality Assure, Implementation and Evaluate. This game uses Thematic Curriculum (K13) Bahasa Indonesia of the first grade at SDNU ALMUSTANIROH, Gresik. The test result of Bahasa Indonesia education game to the teacher got usability of 84%, information quality of 72%, and interaction quality of 78%. The test result done to the students gained 84% for usability, 84% for information quality, and 86% for interaction quality. From those results, it can be said that Bahasa Indonesia education game is useful and qualified.

Keywords: Education Game, Educational Media, Android, Bahasa Indonesia, Construct 2, DGBL-ID

Abstrak. Bahasa Indonesia adalah salah satu mata pelajaran yang wajib dikuasai namun pada kenyataannya siswa sering mengeluh kesulitan dalam mempelajari Bahasa Indonesia khususnya untuk anak kelas 1 sekolah dasar. Butuh suatu metode pembelajaran yang menyenangkan, salah satunya adalah game. Game lebih disenangi anak – anak di zaman modern ini dari pada belajar dengan buku. Untuk mengatasi permasalahan tersebut, maka dibangunlah game edukasi Bahasa Indonesia berbasis android Bindo menggunakan DGBL-ID Model. DGBL-ID dibagi menjadi beberapa tahap yaitu Analysis, Design, Development, Quality Assure, Implementation dan Evaluate. Game ini menggunakan kurikulum Tematik (K13) Bahasa Indonesia kelas 1 SD di SDNU ALMUSTANIROH, Gresik. Hasil pengujian game edukasi Bahasa Indonesia pada Guru mendapatkan nilai usability rata – rata 84%, information quality mendapatkan rata – rata 72%, dan interaction quality mendapatkan rata – rata 78%. Sedangkan pada Siswa dari Usability game mendapatkan rata – rata 84%, information quality mendapatkan  rata – rata 84%, dan interaction quality mendapatkan rata – rata 86% yang berarti game edukasi Bahasa Indonesia Bindo dikatakan Berguna dan Berkualitas..

Kata Kunci : Game Edukasi, Media Pembelajaran, Android, Bahasa Indonesia, Construct 2, DGBL-ID.


Full Text:

PDF

References


Azan, K. & Seng, W., 2013, Design and Evaluation of History Digital Game Based Learning (DGBL) Software. Journal of Next Generation Information Technology (JNIT).

Forgarty, R., 1991, How to Integrated the Curricula. Palatine, Illionis:IRI/Skylight Publishing, Inc

Noviyanto, 2010. Media Pembelajaran untuk Anak. Jakarta: Rajagrafindo Persada

Rollings, A., & Adams, E., 2003, Andrew Rollings and Ernest Adams on game design. USA : New Riders.

Scirra, 2016, Construct 2 Manual. https://www.scirra.com/manual/1/construct-2 diakses pada Senin, 31 Maret 2016

Yuni, 2013, Analisis & Perancangan UML (Uniſed Modeling Language) Generated VB.6. Yogyakarta: Graha Ilmu


Refbacks

  • There are currently no refbacks.