PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GAME VISUAL NOVEL PADA MATA PELAJARAN PENDIDIKAN PANCASILA DI SMA NEGERI 20 SURABAYA

  • Dhinendra Choirum Min Alfi Syach Universitas Negeri Surabaya
  • Listyaningsih Listyaningsih Universitas Negeri Surabaya

Abstract

The current learning system necessitates instructional media that can meet the needs of learners. The existence of technology facilitates teachers in designing and creating instructional media that is most suitable for students, one of which is the use of games. This Research and Development (R&D) study aims to develop a game-based instructional media with a Visual Novel genre, expected to facilitate students in comprehending the material, particularly in the Senior High School Phase F, which is the Implementation of Pancasila in Daily Life. Additionally, the study seeks to assess the feasibility and the response of students towards the developed instructional media. The development process is carried out using the ADDIE model (Analyze, Design, Develop, Implementation, Evaluation), grounded in the cone of experience theory by Edgar Dale. Validation is conducted by media and subject matter experts, and for limited trial subjects, students from the 11th grade of SMAN 20 Surabaya are selected due to their high interest in learning with technology, as observed during the PLP implementation. Based on the validation results, the developed instructional media received an average score of 4.1 in the highly feasible category for media and 4.3 for the subject matter. The limited trial conducted by 30 students from the 11th grade yielded a score of 4. The results of the conducted tests lead to the conclusion that the Visual Novel game-based instructional media being developed is deemed suitable for use in the subject of Pancasila Education.

References

AECT. 1984. The Definition of Educational Technology. Washington : Association for Educational Communication and Technology
Akrim. 2022. Buku Ajar Strategi Pembelajaran. Medan : UMSU Press.
Amalo, E. A., Agusalim, I. D., & Murdaningtyas, C. D. (2017, 11 30). Developing Visual Novel Game With Speech-Recognition Interactivity To Enhance Students’ Mastery On English Expressions. Jurnal Sosial Humaniora, 10(2), 129. 10.12962/j24433527.v10i2.2865
Aurora, A., & Effendi, H. 2019. Pengaruh Penggunaan Media Pembelajaran E-learning terhadap Motivasi Belajar Mahasiswa di Universitas Negeri Padang. Pengaruh Penggunaan Media Pembelajaran E-learning terhadap Motivasi Belajar Mahasiswa di Universitas Negeri Padang, 5(2). https://doi.org/10.24036/jtev.v5i2.105133
Branch, R. M. 1979. Instructional Design: The ADDIE Approach (R. Fenn, Ed.). Springer US.
Branch, R. M. 2009. Instructional Design: The ADDIE Approach (M. Weil, C. Dellacherie, & P. A. Meyer, Eds.). Springer.
Bruno, L. P. 2017, 12 19. Interpreting/subverting the database: Character-conveyed narrative in Japanese Visual Novel PC games. Mutual Images : A Transcultural Research Journal, 3(6), 92-122. https://doi.org/10.32926/2017.3.bru.inter
Camingue, Janelynn & Carstensdottir, Elin & Melcer, Edward. 2021. What is a Visual Novel?. Proceedings of the ACM on Human-Computer Interaction. 5. 1-18. 10.1145/3474712.
Ciesla, R. 2019. Game Development with Ren'Py: Introduction to Visual Novel Games Using Ren'Py, TyranoBuilder, and Twine. Apress.
Dale, E. (1969). Audio-Visual Methods in Teaching (3rd ed., p. 108). Holt, Rinehart & Winston, New York: Dryden Press.
Doni, F. R. 2019, 7 23. Dampak Game Online Bagi Penggunanya. Indonesian Journal on Software Engineering (IJSE), 4(2), 1-5. 10.31294/ijse.v4i2.5972
Fitriana, Y. 2019. The Effect of Problem Based Learning on Mathematical Critical Thinking Skills of Junior High School Students. 10.1088/1742-6596/1397/1/012082
Lynch, S. A., & Simpson, C. G. 2010. Social Skills: Laying the Foundation for Success. Dimensions of Early Childhood, 38(2), 3-10.
Masters, K. 2013, 11. Edgar Dale's Pyramid of Learning in medical education: a literature review. Med Teach, 35(11), 84-93. 10.3109/0142159X.2013.800636.
Muhson, A. 2010, 12. Pengembangan Media Pembelajaran Berbasis Teknologi Informasi. Pengembangan Media Pembelajaran Berbasis Teknologi Informasi, 8(2). 10.21831/jpai.v8i2.949
Nashar. 2004. Peranan Motivasi dan Kemampuan Awal dalam Kegiatan Pembelajaran (Vol. 2). Delia Press.
Novaliendry, D. 2013, 9. Aplikasi Game Geografi Berbasis Multimedia Interaktif (Studi Kasus Peserta didik Kelas IX SMPN 1 RAO). Jurnal Teknologi Informasi & Pendidikan, 6(2), 106-118.
Pelawi, S. 2021, 12 27. Pengaruh Game Online Terhadap Psikologi Remaja. Sesawi: Jurnal Teologi dan Pendidikan Kristen, 3(1), 87-101. 10.53687/sjtpk.v3i1.68
Porter, B. D., & Hernacki, M. 2007. Quantum Learning : Membiasakan Belajar Nyaman dan Menyenangkan (25th ed.). PT Mizan Publika.
Purnama, S. 2007. Pascasarjana Universitas Negeri Yogyakarta. Pengembangan Multimedia Pembelajaran Berbasis Komputer Mata Pelajaran Bahasa Arab Untuk Peserta didik Madrasah Tsanawiyah.
Ramli, M. 2012. Media dan Teknologi Pembelajaran. IAIN Antasari Press.
Sari, P. 2019. Analisis Terhadap Kerucut Pengalaman Edgar Dale dan Keragaman Gaya Belajar Untuk Memilih Media yang Tepat dalam Pembelajaran Lamongan, Insud: Jurnal Manajemen Pendidikan. Volume 01 (01)
Subiyantoro, A. 2020. Pengembangan Media Pembelajaran Mobile Learning Dengan Bot API Aplikasi Telegram Pada Mata Pelajaran PPKn Di SMAN 12 Surabaya, Unesa: Kajian Moral dan Kewarganegaraan. Volume 06 (02), 856-870
Surendeleg, G., Murwa, V., Yun, H.-K., & Kim, Y. S. 2014. The Role of Gamification in Education – A Literature Review. Contemporary Engineering Sciences,, 7(29), 1609-1616. http://dx.doi.org/10.12988/ces.2014.411217
Suryani, Nunuk. Achmad Setiawan., dan Aditin Putria. 2018. Media Pembelajaran Inovatif dan Pengembangannya . Bandung: Remaja Rosdakarya.
Widoyoko, Eko. 2012. Teknik Penyusunan Instrumen Penelitian. Yogyakarta: Pustaka Pelajar.
Wijaya, R., Lukman, M., & Yadewani, D. 2020. Dampak Pandemi Covid19 Terhadap Pemanfaatan E Learning. Dampak Pandemi Covid19 Terhadap Pemanfaatan E Learning, 9(2), 307-322. 10.33373/dms.v9i2.2543
Published
2024-03-09
How to Cite
Syach, D., & Listyaningsih, L. (2024). PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GAME VISUAL NOVEL PADA MATA PELAJARAN PENDIDIKAN PANCASILA DI SMA NEGERI 20 SURABAYA. Kajian Moral Dan Kewarganegaraan, 11(4), 788 - 798. Retrieved from https://ejournal.unesa.ac.id/index.php/jurnal-pendidikan-kewarganegaraa/article/view/58887
Abstract Views: 19
PDF Downloads: 16