DEVELOPMENT OF THE FIKSIQUEST EDUCATIONAL GAME TO IMPROVE STUDENTS' ABILITY TO ANALYZE THE INTRINSIC ELEMENTS OF FICTIONAL TEXTS IN INDONESIAN LANGUAGE LEARNING FOR EIGHTH-GRADE STUDENTS AT SMPN 32 GRESIK

DEVELOPMENT OF THE FIKSIQUEST EDUCATIONAL GAME TO IMPROVE STUDENTS' ABILITY TO ANALYZE THE INTRINSIC ELEMENTS OF FICTIONAL TEXTS IN INDONESIAN LANGUAGE LEARNING FOR EIGHTH-GRADE STUDENTS AT SMPN 32 GRESIK

Authors

  • Fairuz Adam Universitas Negeri Surabaya
  • Hirnanda Dimas Pradana

Abstract

This study aimed to develop FiksiQuest, an educational game that meets feasibility criteria and is effective
in improving eighth-grade students' ability to analyze the intrinsic elements of fictional texts at SMPN 32
Gresik. This research employed a Research and Development (R&D) approach using The 5/10 Method,
which consists of the Analyze, Design, Develop, Implement, and Evaluate stages. The effectiveness of the
product was examined using a Non-Equivalent Control Group Design involving 60 students, consisting of
30 students in the experimental class and 30 students in the control class. The research instruments included
subject matter expert, instructional design expert, and media expert validation questionnaires, student
response questionnaires, and analytical ability tests administered through pretests and posttests. Data were
analyzed using percentage analysis, validity and reliability tests, normality and homogeneity tests, an
Independent Samples t-test, and effect size analysis. The findings indicated that FiksiQuest was classified
as feasible to highly feasible, with validation results of 94% for the lesson plan, 93.3% for the educational
game, and 88.3% for the evaluation instrument by the subject matter expert; 80% for the lesson plan and
100% for the educational game by the instructional design expert; and 90.9% for the educational game
and 88.3% for the supplementary materials by the media expert. Student responses also indicated a highly
feasible category, with percentages of 93.3% in the individual trial, 89.8% in the small-group trial, and
89.4% in the large-group trial. The Independent Samples t-test showed a significance value (Sig. 2-tailed)
of < 0.001, indicating a significant difference between the experimental and control groups. Furthermore,
the Cohen's d value of 1.145 indicated a large effect size, demonstrating that FiksiQuest had a strong
positive effect on improving students' ability to analyze the intrinsic elements of fictional texts. Therefore,
FiksiQuest is considered both feasible and effective as an interactive multimedia learning medium for
improving students' analytical skills in Indonesian language learning.
Keywords: Educational Game, FiksiQuest, Interactive Multimedia, Analytical Skills, Fictional Texts, The
5/10 Method.

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Published

2026-07-22

How to Cite

Adam, F., & Hirnanda Dimas Pradana, H. D. P. (2026). DEVELOPMENT OF THE FIKSIQUEST EDUCATIONAL GAME TO IMPROVE STUDENTS’ ABILITY TO ANALYZE THE INTRINSIC ELEMENTS OF FICTIONAL TEXTS IN INDONESIAN LANGUAGE LEARNING FOR EIGHTH-GRADE STUDENTS AT SMPN 32 GRESIK: DEVELOPMENT OF THE FIKSIQUEST EDUCATIONAL GAME TO IMPROVE STUDENTS’ ABILITY TO ANALYZE THE INTRINSIC ELEMENTS OF FICTIONAL TEXTS IN INDONESIAN LANGUAGE LEARNING FOR EIGHTH-GRADE STUDENTS AT SMPN 32 GRESIK. Jurnal Mahasiswa Teknologi Pendidikan, 2(4). Retrieved from https://ejournal.unesa.ac.id/index.php/jmtp/article/view/81727
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