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Pengembangan Media Pembelajaran Berbasis Aplikasi Game dalam Pembelajaran Bahasa Indonesia pada Siswa Kelas XI

Bibliographic Data

ID22213787
AuthorsMuhammad Aldyka Daniar (Mulawarman University, corresponding author), Rahmat Soe’oed (Mulawarman University, corresponding author), Rahmat Soe'oed, Asnan Hefni (Mulawarman University, corresponding author)
Year2022
Volume5
Issue1
Pages71-82
Publication date2022-02-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueDIGLOSIA Jurnal Kajian Bahasa Sastra dan Pengajarannya (JOURNAL)
Journal identifiersISSN: 2615-725X • E-ISSN: 2615-8655
PublisherUniversitas Mulawarman (PUBLISHER)
DOI10.30872/diglosia.v5i1.332
OpenAlexW4205510953
LanguageEN
Citations received2

The aims of this study are to (1) describe the development of game media in Indonesian language learning; (2) reveal the level of interest in using game media in an effective learning process requires media in Indonesian language learning; and (3) knowing the level of effectiveness of using game media in learning Indonesian. This research is development research, with data collection steps according to the development model according to Borg & Gall. The stages taken in this research are limited to seven stages, namely research and information collecting, planning, developing the preliminary form of product, preliminary field testing, main product revision, main field testing, and operational product revision. The results of the research show that: (1) the development of learning media based on Android games with the support of the Netbeans 12.4 product oracle software; (2) students have a positive attitude towards the product by 81% in the "very interesting" category; (3) the level of effectiveness of using game media in learning Indonesian is 82% or very effective. Based on the results of these studies, it can be concluded that web-based games can be used to support learning media for high school students

Indonesian · Linguistics · Mathematics education · Multimedia · Needs analysis · Oracle · Software engineering · Computer Science · Educational Methods and Media Use · Language Acquisition and Education · Mathematics · Online Learning Methods and Innovations · Psychology

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Unique citing works2
Citations per year0.5
Citation span2022 - 2024 (3)
Citation velocityrecent
Highly citedNo

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