Sep 2026· International journal of multidisciplinary research and analysis· Vol 09· 0 citations
TL;DR
The research resulted in Android-based educational game software that can serve as a supplementary learning tool, specifically for the Informatics subject, and developed and produced valid and practical educational game learning media.
Abstract
The learning process for the Informatics subject at SMK PGRI 3 Padang has not been optimal due to several issues: 1) limited availability of learning media (textbooks), 2) a lack of student learning motivation, and 3) a lack of understanding of the learning material. These conditions have resulted in low student grades; observations indicate that the student mastery rate for the Informatics subject stands at 46.15%. The objective of this study is to develop and produce valid and practical educational game learning media. The research method employed is Research and Development (R&D) using the ADDIE model. This model comprises five stages: analysis, design, development, implementation, and evaluation. The study involved 13 Grade X students participating in Informatics classes. The research resulted in Android-based educational game software that can serve as a supplementary learning tool, specifically for the Informatics subject. The learning media underwent validity and practicality testing. Validity testing regarding the media aspect was conducted by three validators, yielding an average score of 91.59%, while the material aspect was assessed by three validators with an average score of 88.52%. Meanwhile, practicality testing was conducted by one validator and the 13 students, resulting in an average practicality score of 90.18%.
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