Multimedia educational game approach for psychological conditional

 
 
 
  • Abstract
  • Keywords
  • References
  • PDF
  • Abstract


    This study aimed to develop Multimedia-Based Educational game for junior high school students grade IX and investigate its effectiveness on student’s learning psychological condition in facing computer-based National Exam it is called UNBK in indonesia. Population of this research is junior high school students grade IX Muhammadiyah 1 Medan. Sample using in this research were two class that amount 64 students chosen randomly. The result product verified by some experts showed that the multimedia–based educational game is appropriate to use as a learning medium for students in preparing Computer-based national exam. Then, the calculation of Independent samples t-test showed that sig. (2-tailed) was 0.000. It’s lower than 0.05, it meant that there was significant effect by using multimedia-based national exam on student’s learning psychological condition in facing computer-based national exam. Student had high motivation, stronger interest, and positive attitude in facing UNBK. Students claimed they had greater motivation to challenge UNBK, motivation to continue studies to high school. In addition to motivation, they also expressed greater interest in the particular tested sub-jects, an interest in choosing majors. Student attitude also more positive with more intense when discuss, review the mate-rial that has been presented, feel challenged and focus in learning.

     

     


  • Keywords


    Multimedia Game; National Exam; Student’s Motivation; Experiment.

  • References


      [1] Republik Indonesia, Undang-undang No 19 Tahun 2005 tentang Standar Nasional Pendidikan. Indonesia, 2005.

      [2] A. S. Ahmar et al., “Lecturers ’ Understanding on Indexing Databases of SINTA , DOAJ , Google Scholar , SCOPUS , and Web of Science : A Study of Indonesians,” J. Phys. Conf. Ser., vol. 954, no. 1, p. 012026, 2018.

      [3] E. Kartikadarma, T. Listyorini, and R. Rahim, “An Android mobile RC4 simulation for education,” World Trans. Eng. Technol. Educ., vol. 16, no. 1, pp. 75–79, 2018.

      [4] T. Listyorini and R. Rahim, “A prototype fire detection implemented using the Internet of Things and fuzzy logic,” World Trans. Eng. Technol. Educ., vol. 16, no. 1, pp. 42–46, 2018.

      [5] D. Napitupulu et al., “Analysis of Student Satisfaction toward Quality of Service Facility,” J. Phys. Conf. Ser., vol. 954, no. 1, 2018.

      [6] BSNP, Pos Penyelenggaraan UN TP. 2017/2018. Indonesia, 2017.

      [7] R. Rahim, I. Zulkarnain, and H. Jaya, “A review: search visualization with Knuth Morris Pratt algorithm,” in IOP Conference Series: Materials Science and Engineering, 2017, vol. 237, no. 1, p. 012026.

      [8] R. Rahim, A. S. Ahmar, A. P. Ardyanti, and D. Nofriansyah, “Visual Approach of Searching Process using Boyer-Moore Algorithm,” J. Phys. Conf. Ser., vol. 930, no. 1, p. 012001, Dec. 2017.

      [9] D. Darmawan, Inovasi pendidikan. Bandung: PT Remaja Rosdakarya, 2012.

      [10] R. Rahim, “Man-in-the-middle-attack prevention using interlock protocol method,” ARPN J. Eng. Appl. Sci., vol. 12, no. 22, pp. 6483–6487, 2017.

      [11] H. Kassim, H. Nicholas, and W. Ng, “Using a multimedia learning tool to improve creative performance,” Think. Ski. Creat, vol. 13, pp. 9–19, 2014.

      [12] R. A. R. Gurung, D. B. Daniel, and R. E. Landrum, “A Multisite Study of Learning in Introductory Psychology Courses,” Teach. Psychol., vol. 39, no. 3, pp. 170–175, 2012.

      [13] E. Kim, F. B. Newton, R. G. Downey, and S. L. Benton, “Personal Factors Impacting College Student Success: Constructing College Learning Effectiveness Inventory (CLEI),” Coll. Stud. J., vol. 44, no. 1, pp. 112–125, 2010.

      [14] Riyanto, W and G. Gunahardi, “The Effectiveness of Interactive Multimedia in Mathematic Learning: Utilizing Power Points for Students with Learning Disability,” Int. J. Pedagog. Teach. Educ., vol. 1, no. 1, pp. 55–63, 2017.

      [15] S. Nusir, I. Alsmadi, M. Al-Kabi, and F. Sharadgah, “Studying the impact of using multimedia interactive programs on children’s ability to learn basic math skills,” E-Learning Digit. Media, vol. 10, no. 3, pp. 305–319, 2013.

      [16] G.-J. Hwang, P.-H. Wu, C.-C. Chen and N.-T. Tu, “Effects of an augmented reality-based educational game on students’ learning achievements and attitudes in real-world observations,” Interact. Learn. Environ. No. March 2016, 2015.

      [17] A. Rahman et al., “The Implementation of APIQ Creative Mathematics Game Method in the Subject Matter of Greatest Common Factor and Least Common Multiple in Elementary School,” J. Phys. Conf. Ser., vol. 954, no. 1, 2018.

      [18] A. S. Ahmar and A. Rahman, “Development of teaching material using an Android,” Glob. J. Eng. Educ., vol. 19, no. 1, 2017.

      [19] K. Jenkins, Henry & Squire, Harnessing the Power of Game in Education, 2004th ed. Insight, 2004.

      [20] J. Keengwe and D. Georgina, “Supporting Digital Natives to Learn Effectively with Technology Tools,” vol. 9, no. March, pp. 51–59, 2013.

      [21] R. Rahim, S. Nurarif, M. Ramadhan, S. Aisyah, and W. Purba, “Comparison Searching Process of Linear, Binary and Interpolation Algorithm,” J. Phys. Conf. Ser., vol. 930, no. 1, p. 012007, Dec. 2017.

      [22] R. Rahim et al., “Block Architecture Problem with Depth First Search Solution and Its Application,” J. Phys. Conf. Ser., vol. 954, no. 1, p. 012006, 2018.

      [23] R. Rahim, H. Nurdiyanto, A. S. Ahmar, D. Abdullah, D. Hartama, and D. Napitupulu, “Keylogger Application to Monitoring Users Activity with Exact String Matching Algorithm,” J. Phys. Conf. Ser., vol. 954, no. 1, 2018.

      [24] Sugiyono, Metode Penelitian Kuantitatif, kualitatif dan R & D. 2013.

      [25] S. Arikunto, Prosedur Penelitian. Jakarta: Rineka Cipta, 2012.

      [26] J. Larson-Hall, A guide to doing statistics in second language research using SPSS. New York: Routledge, 2010.

      [27] Y. T. Yang, “Building Virtual Cities, Inspiring Intelligent Citizens: Digital Games for Developing Students’ Problem Solving and Learning Motivation,” Comput. Educ., vol. 59, no. 2, pp. 365–377, 2012.


 

View

Download

Article ID: 13353
 
DOI: 10.14419/ijet.v7i2.9.13353




Copyright © 2012-2015 Science Publishing Corporation Inc. All rights reserved.