Development of Educandy Game-Based Interactive Learning Media in the Merdeka Curriculum for Elementary School

Anisa Nurlaila Larasati, R. Asmarani, Claudya Zahrani Susilo
{"title":"Development of Educandy Game-Based Interactive Learning Media in the Merdeka Curriculum for Elementary School","authors":"Anisa Nurlaila Larasati, R. Asmarani, Claudya Zahrani Susilo","doi":"10.33752/ijpse.v4i2.4185","DOIUrl":null,"url":null,"abstract":"This development research was conducted with the aim of evaluating the feasibility of the Educandy game-based learning media implemented in the Merdeka curriculum, with a focus on supporting students in developing attitudes as Pancasila learners, including religious, diversity, cooperation, independence, critical thinking, and creativity. This study was conducted due to the difference in students' interests between games and the learning process.The researcher developed the Educandy game-based learning media in the form of a web-based application, aiming to serve as an interactive learning media to enhance the learning enthusiasm of fourth-grade students at SDN Kepanjen 1, Jombang. The main objective of developing this learning media was to produce appropriate and suitable learning media according to the learning needs.The development process of the Educandy game-based learning media adopted the Research and Development (R&D) method by applying the ADDIE model. The ADDIE model consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The results of media validation, material validation, and questionnaires given to the students indicated that the Educandy game-based interactive learning media achieved a percentage of 91.5% with a highly valid category and can be used without revisions. Furthermore, the implementation results of the media among students and teachers showed an average percentage of 93% with a highly interesting category.","PeriodicalId":513303,"journal":{"name":"IJPSE Indonesian Journal of Primary Science Education","volume":"38 21","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IJPSE Indonesian Journal of Primary Science Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33752/ijpse.v4i2.4185","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

This development research was conducted with the aim of evaluating the feasibility of the Educandy game-based learning media implemented in the Merdeka curriculum, with a focus on supporting students in developing attitudes as Pancasila learners, including religious, diversity, cooperation, independence, critical thinking, and creativity. This study was conducted due to the difference in students' interests between games and the learning process.The researcher developed the Educandy game-based learning media in the form of a web-based application, aiming to serve as an interactive learning media to enhance the learning enthusiasm of fourth-grade students at SDN Kepanjen 1, Jombang. The main objective of developing this learning media was to produce appropriate and suitable learning media according to the learning needs.The development process of the Educandy game-based learning media adopted the Research and Development (R&D) method by applying the ADDIE model. The ADDIE model consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The results of media validation, material validation, and questionnaires given to the students indicated that the Educandy game-based interactive learning media achieved a percentage of 91.5% with a highly valid category and can be used without revisions. Furthermore, the implementation results of the media among students and teachers showed an average percentage of 93% with a highly interesting category.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
在小学默迪卡课程中开发基于教育游戏的互动学习媒体
这项开发研究旨在评估在默迪卡(Merdeka)课程中实施基于游戏的教育学习媒体的可行性,重点是支持学生培养作为潘查希拉(Pancasila)学习者的态度,包括宗教、多样性、合作、独立、批判性思维和创造力。这项研究的开展是由于学生对游戏和学习过程的兴趣不同。研究人员以网络应用程序的形式开发了Educandy游戏式学习媒体,旨在作为一种互动学习媒体,提高Jombang市SDN Kepanjen 1小学四年级学生的学习热情。开发该学习媒体的主要目的是根据学习需求制作合适的学习媒体。Educandy游戏式学习媒体的开发过程采用了研发(R&D)方法,应用了ADDIE模型。ADDIE 模型包括五个阶段:ADDIE 模型包括五个阶段:分析、设计、开发、实施和评估。媒体验证、材料验证和学生问卷调查的结果表明,Educandy 游戏互动学习媒体的有效率达到 91.5%,属于高度有效类别,无需修改即可使用。此外,该媒体在学生和教师中的实施结果显示,平均实施率为 93%,属于高度有趣类。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Implementing the Pancasila Student Profile Strengthening Project to Cultivate Students’ Character at SDN Jombatan 6 Jombang Implementing The Project To Strengthen The Profile Of Pancasila Students On The Theme Of Wisdom Class lll At SD Plus Al Anwar Islamic Boarding School Pacul Gowang Development of Educandy Game-Based Interactive Learning Media in the Merdeka Curriculum for Elementary School Pengembangan Media Diorama Koca (Kotak Kaca) Materi Perubahan Cuaca Kualitas Media Kelas III Pengaruh Model Pembelajaran Think Pair Share Terhadap Perkembangan Keterampilan Sosial Siswa Kelas IV Pada Pembelajaran IPS
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1