Rancang Bangun Game Edukasi Visual Novel Kisah Pangeran Diponegoro dan Pengaruhnya Terhadap Minat Belajar Siswa

  • Anly Suryadana Program Studi Sistem Informasi, Fakultas Ilmu Komputer, Universitas Internasional Batam
  • Deli Deli Program Studi Sistem Informasi, Fakultas Ilmu Komputer, Universitas Internasional Batam
Keywords: Educational Game, Visual Novel, Learning Intention, ADDIE

Abstract

This research was conducted to develop a visual novel learning media titled "Kisah Pangeran Diponegoro" using the ADDIE development approach. This study is used to analyze the influence of using the visual novel learning media on students' learning interest through quantitative research methods. Data on students' learning interest after playing the game will be collected through questionnaires and analyzed. Afterwards, it can be proven that Performance Expectancy (PE) and Hedonic Motivation (HM) did not have impact on students’ Behavior Intention (BI) because the sig value (2-tailed) is greater than the significance level, i.e., 0.950 > 0.05. On the other hand, Students' Innovativeness, Learning Value,  Effort Expectancy, Facilitating Conditions and Social Influence have a significant impact on students’ Behavior Intention (BI) because the sig value (2-tailed) is lower than the significance level, i.e., 0.001 < 0.05.

Downloads

Download data is not yet available.

References

W. Novayani, “Learning Impact Role Playing Game Edukasi Terhadap Motivasi Belajar Sejarah Siswa,” J. Komput. Terap., vol. 8, no. 1, pp. 94–102, 2022.

E. Hernadi, “Upaya Meningkatkan Minat dan Prestasi Belajar Sejarah Pada Siswa Kelas XII IPS 1 SMAN 1 Cikijing melalui Pembelajaran Kontekstual Berbasis Masalah,” J. Pendidik. Sej. dan Ilmu Sej., vol. 4, no. 1, pp. 1–12, 2021.

E. Tri Nuraeni, Y. Soepriyanto, and A. Husna, “Role Playing Game Periodisasi Zaman Praaksara Sebagai Multimedia Pembelajaran Sejarah Untuk Siswa Sekolah Menengah Pertama,” J. Kaji. Teknol. Pendidik., vol. 3, no. 3, pp. 340–349, 2020, doi: 10.17977/um038v3i32020p340.

R. Capuno, H. Revalde, J. O. Etcuban, M. Aventuna, G. Medio, and R. A. Demeterio, “Facilitating Learning Mathematics Through the Use of Instructional Media,” Int. Electron. J. Math. Educ., vol. 15, no. 1, pp. 677–688, 2019, doi: 10.29333/iejme/5785.

R. Kusnadi, “Peranan Tokoh Nasionalis Jambi Dalam Perjuangan Nasional Bangsa Sebagai Sumber Belajar Sejarah Indonesia Bermuatan Lokal Di Jambi,” Krinok J. Pendidik. Sej. dan Sej., vol. 1, no. 3, pp. 156–172, 2022, doi: 10.22437/krinok.v1i3.21517.

F. Almeida and J. Simoes, “The role of serious games, gamification and industry 4.0 tools in the education 4.0 paradigm,” Contemp. Educ. Technol., vol. 10, no. 2, pp. 120–136, 2019, doi: 10.30935/cet.554469.

C. Brom, V. Dobrovolný, F. Děchtěrenko, T. Stárková, and E. Bromová, “It’s better to enjoy learning than playing: Motivational effects of an educational live action role-playing game,” Front. Learn. Res., vol. 7, no. 3, pp. 64–90, 2019, doi: 10.14786/flr.v7i3.459.

A. Fairuzabadi and A. A. Supianto, “An Overview Of Learning Support Factors On Mathematic Games,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 2, pp. 169–178, 2019, doi: 10.22219/kinetik.v4i2.761.

M. Bower, D. DeWitt, and J. W. M. Lai, “Reasons associated with preservice teachers’ intention to use immersive virtual reality in education,” Br. J. Educ. Technol., vol. 51, no. 6, pp. 2214–2232, 2020, doi: 10.1111/bjet.13009.

P. Y. Chen and G. J. Hwang, “An empirical examination of the effect of self-regulation and the Unified Theory of Acceptance and Use of Technology (UTAUT) factors on the online learning behavioural intention of college students,” Asia Pacific J. Educ., vol. 39, no. 1, pp. 79–95, 2019, doi: 10.1080/02188791.2019.1575184.

F. K. S. Dewi and B. Natalia, “Identifying the Factors of Online Game Acceptance Using Technology Acceptance Model,” Indones. J. Inf. Syst., vol. 4, no. 1, pp. 87–98, 2021, doi: 10.24002/ijis.v4i1.4727.

M. H. Suryasputri and D. Prasetyo, “Perancangan Visual Novel dengan Mengadaptasi Legenda Roro Jonggrang,” J. Sains dan Seni ITS, vol. 11, no. 3, 2023, doi: 10.12962/j23373520.v11i3.75443.

A. Lalujan, V. Tulenan, and Y. Rindengan, “Rancang Bangun Game Edukasi Berbasis Role Playing Game (RPG) Tuanku Imam Bonjol,” pp. 1–7, 2022, [Online]. Available: http://repo.unsrat.ac.id/3870/%0Ahttp://repo.unsrat.ac.id/3870/1/Andrew Lalujan_Jurnal.pdf

D. Dajani and A. S. Abu Hegleh, “Behavior Intention of Animation Usage Among University Students,” Heliyon, vol. 5, no. 10, p. e02536, 2019, doi: 10.1016/j.heliyon.2019.e02536.

T. Wibowo and Felnando, “Perancangan Game RPG untuk Pembelajaran Bahasa Inggris dengan Metode ADDIE,” Sci. TECH J. Ilmu Pengetah. dan Teknol., vol. 8, no. 28/02/2022, pp. 74–88, 2022.

P. A. Muslimah and I. Rahmawati, “Pengembangan Media Game Edukasi Si Putar Berbasis Android Materi Perkalian Sebagai Media Belajar Di Sekolah Dasar,” Jpgsd, vol. 8, no. 3, pp. 528–538, 2020.

I. G. E. Saputra, “Pengaruh Game Edukasi Adventure Berbantuan Online Hots Test Terhadap Keterampilan Berpikir Kritis Siswa,” J. Didakt. Pendidik. Dasar, vol. 5, no. 3, pp. 715–736, 2021, doi: 10.26811/didaktika.v5i3.301.

M. Syani and A. Hartanto, “Aplikasi Multimedia Pembelajaran Bahasa Indonesia Berbasis Mobile (Studi Kasus Slbn-a Citeureup Cimahi),” J. Teknol. Dan Sist. Inf. Bisnis, vol. 3, no. 1, pp. 190–200, 2021, doi: 10.47233/jteksis.v3i1.202.

P. Carey, Takdir — Riwayat Pangeran Diponegoro 1785-1855. Jakarta: Penerbit Buku Kompas, 2023.

Wardiman Djojonegoro, Sejarah Ringkas Pengeran Diponegoro. Jakarta: Kepustakaan Populer Gramedia, 2019.

A. Ramadhanu, R. Husna Arsyah, N. S. Wahyuni Nengsi, and N. Nurhaliza, “Rancang Bangun Aplikasi Mobile Edukasi Mengenai Parenting Skills Bagi Orang Tua Berbasis Android Dengan Menggunakan Bahasa Pemrograman Java Android,” J. Teknol. Dan Sist. Inf. Bisnis, vol. 1, no. 1, pp. 58–66, 2019, doi: 10.47233/jteksis.v1i1.23.

L. Doli, H. Nasrul, and S. Firamon, “Media Pembelajaran Animasi 3D Sistem Tata Surya,” J. Teknol. dan Sist. Inf. Bisnis, vol. 5, no. 4, pp. 528–533, 2023, doi: https://doi.org/10.47233/jteksis.v5i4.1037.

A. Rukajat, Pendekatan Penelitian Kuantitatif: Quantitative Research Approach. 2018.

V. Herlina, Panduan Praktis Mengolah Data Kuesioner Menggunakan SPSS. PT. Elex Media Komputindo, 2019.

Published
2024-01-01
How to Cite
Suryadana, A., & Deli, D. (2024). Rancang Bangun Game Edukasi Visual Novel Kisah Pangeran Diponegoro dan Pengaruhnya Terhadap Minat Belajar Siswa. Jurnal Teknologi Dan Sistem Informasi Bisnis, 6(1), 29-42. https://doi.org/10.47233/jteksis.v6i1.1096
Section
Articles