Development of Indonesian History Educational Media Based on Educational Games for 7th Grade Students at Al-Hafizh Rajeg Islamic Junior High School

Authors

  • Fiqih Hana Saputri Institut Teknologi dan Bisnis Bina Sarana Global, Indonesia
  • Gharifa Al Ikhsan Ananda Putra Institut Teknologi dan Bisnis Bina Sarana Global, Indonesia

DOI:

https://doi.org/10.33379/gtech.v8i1.3448

Keywords:

Educational Game, History, Learning

Abstract

MTs Al-Hafizh Rajeg is a school located in Tangerang. The lack of knowledge among students about Indonesian history is a current issue. Therefore, a mobile-based Indonesian history learning media was developed to facilitate students' history learning. The research objective is to create an educational game about Indonesian history that enhances the interest and understanding of MTs Al-Hafizh Rajeg students in the subject of Civic Education. The Waterfall Method was used in this study. Construct 2 was employed to create engaging, interactive, and user-friendly learning media. Based on the satisfaction survey results with 10 respondents, it can be concluded that the Indonesian History learning media has achieved a high level of satisfaction, with a 95% satisfaction rate. Overall, the development of this Indonesian history educational game has great potential to improve the interest and understanding of MTs Al-Hafizh Rajeg students in the subject of Civic Education.

References

Chamida, M. A., Susanto, A., & Latubessy, A. (2021). Analisa User Acceptance Testing Terhadap Sistem Informasi Pengelolaan Bedah Rumah Di Dinas Perumahan Rakyat Dan Kawasan Permukiman Kabupaten Jepara. Indonesian Journal of Technology, Informatics and Science (IJTIS), 3(1), 36–41. https://doi.org/10.24176/ijtis.v3i1.7531

Damopolii, V., Bito, N., & Resmawan, R. (2020). Efektivitas Media Pembelajaran Berbasis Multimedia Pada Materi Segiempat. ALGORITMA: Journal of Mathematics Education, 1(2), 74–85. https://doi.org/10.15408/ajme.v1i2.14069

Driyani, D. (2018). Perancangan Media Pembelajaran Sekolah Dasar Berbasis Android Menggunakan Metode Rekayasa Perangkat Lunak Air Terjun ( Waterfall ). STRING (Satuan Tulisan Riset Dan Inovasi Teknologi), 3(1), 35. https://doi.org/10.30998/string.v3i1.2725

Hidayati, N. (2019). Penggunaan Metode Waterfall Dalam Rancang Bangun Sistem Informasi Penjualan. Generation Journal, 3(1), 1–10. https://ojs.unpkediri.ac.id/index.php/gj/article/view/12642

Khulsum, U., Hudiyono, Y., & Sulistyowati, E. D. (2018). Pengembangan Bahan Ajar Menulis Cerpen Dengan Media Storyboard Pada Siswa Kelas X Sma. DIGLOSIA : Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 1(1), 1–12. https://doi.org/10.30872/diglosia.v1i1.pp1-12

Masturi, H., Hasanawi, A., & Hasanawi, A. (2021). Jurnal Inovasi Penelitian ISSN 2722-9467 (Online) PERANCANGAN MEDIA GAME EDUKASI UNTUK MATA PELAJARAN FISIKA DENGAN MENGGUNAKAN MODEL WATERFALL DI SMK NEGERI 2 KOTA SERANG. Jurnal Inovasi Penelitian, 1(10), 1–208.

Purnomo, I. I. (2020). Aplikasi Game Edukasi Lingkungan Agen P Vs Sampah Berbasis Android Mengunakan Construct 2. Technologia: Jurnal Ilmiah, 11(2), 86. https://doi.org/10.31602/tji.v11i2.2784

Putra, D. W. T., & Andriani, R. (2019). Unified Modelling Language (UML) dalam Perancangan Sistem Informasi Permohonan Pembayaran Restitusi SPPD. Jurnal TeknoIf, 7(1), 32. https://doi.org/10.21063/jtif.2019.v7.1.32-39

Rachman, A., Eko Prasetyo, B., Arief, R., Anandi Ferdiansyah, M., Surabaya, T., & Sistem Informasi -Institut Teknologi Adhi Tama Surabaya, J. (2019). Pengembangan Aplikasi Game Pembelajaran Matematika “Momon Math Run” Berbasis Desktop Menggunakan Model Waterfall. Seminar Nasional Sains Dan Teknologi Terapan, 433.

Sintaro, S. (2020). Rancang Bangun Game Edukasi Tempat Bersejarah Di Indonesia. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 1(1), 51–57. https://doi.org/10.33365/jatika.v1i1.153

Tristanti, L. B., Akbar, S., & Rahayu, W. A. (2021). Pengaruh Media Pembelajaran Game Edukasi Berbasis Construct terhadap Kemampuan Pemecahan Masalah dan Hasil Belajar Siswa. Mosharafa: Jurnal Pendidikan Matematika, 10(1), 129–140. https://doi.org/10.31980/mosharafa.v10i1.873

Wahid A. (2018). Pentingnya Media Pembelajaran dalam Meningkatkan Prestasi Belajar. Istiqra, 5(2), 1–11.

Wahid Abdul, A. (2020). Analisis Metode Waterfall Untuk Pengembangan Sistem Informasi. Jurnal Ilmu-Ilmu Informatika Dan Manajemen STMIK, November, 1–5.

Yeremia, L., Pangau, D., Tangkawarouw, S., Kaunang, G., & Lumenta, A. S. M. (2019). Game Based Education : Pengenalan Peristiwa Sejarah Permesta di Minahasa. Jurnal Teknik Informatika, 14(2), 203–208. https://ejournal.unsrat.ac.id/v3/index.php/informatika/article/view/23995

Zaluchu, S. E. (2020). STRATEGI PENELITIAN KUALITATIF DAN KUANTITATIF DI DALAM PENELITIAN AGAMA. Jurnal, 4, 28–38.

Published

2023-12-20

How to Cite

Development of Indonesian History Educational Media Based on Educational Games for 7th Grade Students at Al-Hafizh Rajeg Islamic Junior High School. (2023). G-Tech: Jurnal Teknologi Terapan, 8(1), 16-25. https://doi.org/10.33379/gtech.v8i1.3448

Most read articles by the same author(s)