Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19
The innovation in Information and Communication Technology (ICT)-based learning media is a critical learning alternative during the Covid-19 pandemic. One of the ICT-based learning media is android-based educational games. This research aims to develop android-based educational games on object-oriented programming (OOP) courses for Information Technology Education (ITE) students and to find out the feasibility of this product in online learning optimization. This research employed Research and Development (R&D) with Analysis, Design, Develop, Implement, Evaluate (ADDIE) development model. Participants of this research were the fifth-semester ITE students. Questionnaires validated by learning material and media experts were tested on limited groups before being distributed to the participants. Results show that the feasibility level on the material content aspect is 93.2%, and the language aspect is 93.3%, referring to very feasible criteria. The feasibility level on the content quality is 90%, the design and audio aspects are 95%, and interaction and feedback are 93.75%, referring to very feasible criteria. The trial results of the limited group are 96% with very feasible criteria. These findings indicate that android-based educational games are feasible and can be implemented in the learning process..
Medienart: |
E-Artikel |
---|
Erscheinungsjahr: |
2021 |
---|---|
Erschienen: |
2021 |
Enthalten in: |
Zur Gesamtaufnahme - volume:7 |
---|---|
Enthalten in: |
JINOP (Jurnal Inovasi Pembelajaran) - 7(2021), 1 |
Sprache: |
Englisch ; Indonesisch |
---|
Beteiligte Personen: |
Fitria Nur Hasanah [VerfasserIn] |
---|
Links: |
doi.org [kostenfrei] |
---|
Themen: |
COVID-19 pandemic |
---|
doi: |
10.22219/jinop.v7i1.15176 |
---|
funding: |
|
---|---|
Förderinstitution / Projekttitel: |
|
PPN (Katalog-ID): |
DOAJ000882321 |
---|
LEADER | 01000caa a22002652 4500 | ||
---|---|---|---|
001 | DOAJ000882321 | ||
003 | DE-627 | ||
005 | 20230502091444.0 | ||
007 | cr uuu---uuuuu | ||
008 | 230225s2021 xx |||||o 00| ||eng c | ||
024 | 7 | |a 10.22219/jinop.v7i1.15176 |2 doi | |
035 | |a (DE-627)DOAJ000882321 | ||
035 | |a (DE-599)DOAJ12e842ae1afb49ea99cc5a616709f835 | ||
040 | |a DE-627 |b ger |c DE-627 |e rakwb | ||
041 | |a eng |a ind | ||
050 | 0 | |a L7-991 | |
100 | 0 | |a Fitria Nur Hasanah |e verfasserin |4 aut | |
245 | 1 | 0 | |a Gim edukasi berbasis android sebagai optimasi pembelajaran daring di masa pandemi Covid 19 |
264 | 1 | |c 2021 | |
336 | |a Text |b txt |2 rdacontent | ||
337 | |a Computermedien |b c |2 rdamedia | ||
338 | |a Online-Ressource |b cr |2 rdacarrier | ||
520 | |a The innovation in Information and Communication Technology (ICT)-based learning media is a critical learning alternative during the Covid-19 pandemic. One of the ICT-based learning media is android-based educational games. This research aims to develop android-based educational games on object-oriented programming (OOP) courses for Information Technology Education (ITE) students and to find out the feasibility of this product in online learning optimization. This research employed Research and Development (R&D) with Analysis, Design, Develop, Implement, Evaluate (ADDIE) development model. Participants of this research were the fifth-semester ITE students. Questionnaires validated by learning material and media experts were tested on limited groups before being distributed to the participants. Results show that the feasibility level on the material content aspect is 93.2%, and the language aspect is 93.3%, referring to very feasible criteria. The feasibility level on the content quality is 90%, the design and audio aspects are 95%, and interaction and feedback are 93.75%, referring to very feasible criteria. The trial results of the limited group are 96% with very feasible criteria. These findings indicate that android-based educational games are feasible and can be implemented in the learning process. | ||
650 | 4 | |a Educational games | |
650 | 4 | |a media innovation | |
650 | 4 | |a COVID-19 pandemic | |
650 | 4 | |a online learning | |
653 | 0 | |a Education | |
653 | 0 | |a L | |
653 | 0 | |a Education (General) | |
700 | 0 | |a Cindy Taurusta |e verfasserin |4 aut | |
700 | 0 | |a Rahmania Sri Untari |e verfasserin |4 aut | |
700 | 0 | |a Dini Nurul Hidayah |e verfasserin |4 aut | |
700 | 0 | |a Rindiani Rindiani |e verfasserin |4 aut | |
773 | 0 | 8 | |i In |t JINOP (Jurnal Inovasi Pembelajaran) |d Universitas Muhammadiyah Malang, 2017 |g 7(2021), 1 |w (DE-627)DOAJ000056111 |x 24600873 |7 nnns |
773 | 1 | 8 | |g volume:7 |g year:2021 |g number:1 |
856 | 4 | 0 | |u https://doi.org/10.22219/jinop.v7i1.15176 |z kostenfrei |
856 | 4 | 0 | |u https://doaj.org/article/12e842ae1afb49ea99cc5a616709f835 |z kostenfrei |
856 | 4 | 0 | |u https://ejournal.umm.ac.id/index.php/jinop/article/view/15176 |z kostenfrei |
856 | 4 | 2 | |u https://doaj.org/toc/2443-1591 |y Journal toc |z kostenfrei |
856 | 4 | 2 | |u https://doaj.org/toc/2460-0873 |y Journal toc |z kostenfrei |
912 | |a GBV_USEFLAG_A | ||
912 | |a GBV_DOAJ | ||
912 | |a SSG-OLC-PHA | ||
951 | |a AR | ||
952 | |d 7 |j 2021 |e 1 |