Perancangan Game RPG (Role Playing Game) “Nusantara Darkness Rises”

2021 ◽  
Vol 2 (4) ◽  
pp. 235-246
Author(s):  
Roberto Kaban ◽  
Fandy Syahputra ◽  
Fajrillah Fajrillah

Games are generally used for entertainment, so by playing games the players will feel happy. Games can also be used as learning media with the concept of learning while playing. Each game has a set of logical functions and rules that guide the course of the game, as well as targets that must be achieved in each level. Each game has different logic and target functions. RPG(Role Playing Game) is one of the most popular game genres. In RPG games, it allows players to take on the roles of multiple imaginary characters and collaborate to complete in-game challenges. This study aims to create a game with the RPG genre with the theme of Indonesian culture and history. The tools used for designing this game are RPG Maker Mv, which is a special software for creating RPG genre games. In the design stage, the author uses the ADDIE method with stages consisting of Analysis, Design, Development, Implementation, and Evaluation. The result of this research is an RPG game entitled "Nusantara Darkness Risess". It is hoped that with this game, it can attract people's interest to study Indonesian history and culture

2021 ◽  
Vol 5 (1) ◽  
pp. 1-13
Author(s):  
Muhammad Ikhsan Faiz ◽  
Teguh Wibowo ◽  
Bambang Priyo Darminto

This research aims to establish a valid, practical, and effective media in the form of a game called Baret Argeo for students interest in learning at Senior High School 6 of Purworejo during online learning. This research is a development study that employs the ADDIE method (analysis, design, development, implementation, evaluation).A required analysis is carried out according to pandemic conditions during the analysis stage. The Baret Argeo design and components were produced during the design stage. Validation was carried out by content experts with a value of 3.93 (valid) and media experts with a value of 4.46 at the production level (very valid).which was then put to the test on 18 students in a practicality test with a score of 4.03 (very practical). Then the implementation of the 18 students used the Argeo Beret which was compared with the other 18 students who used the Student Worksheet (LKS) using the t test comparative analysis. The result is   with 4.4881> 2.0322 then  is rejected or it can be said that students' interest in learning using Beret Argeo is better than students using LKS. At the evaluation stage, the Argeo Beret is reserved to be used in a wider range of mathematics learning. This research has implications for students' interest in learning in the middle of distance learning.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


2020 ◽  
Vol 8 (2) ◽  
pp. 158
Author(s):  
Moch Ridho Alfikri Limandika Putra ◽  
Galang Prihadi Mahardhika ◽  
Hanson Prihantoro Putro

Problem solving adalah salah satu kemampuan untuk memecahkan sebuah masalah. Baik itu permasalahan komputasi maupun permasalahan sehari-hari. Kemampuan ini dapat memberikan penggunanya untuk menyelesaikan masalah dalam bentuk apapun. Karena pentingnya kemampuan tersebut, maka harus diterapkan sedari dini saat masih dalam usia sekolah. Kemampuan problem solving jika ditanamkan sejak dini, akan sangat membantu siswa-siswi dalam hal menyelesaikan tugas-tugas yang diberikan. Namun tidak semudah yang dibayangkan, masih banyak siswa-siswi yang kurang menaruh perhatian lebih kepada kemampuan problem solving ini. Penyebabnya tidak lain adalah teknik pengajaran yang masih dianggap membosankan, ini menyebabkan rasa malas untuk mempelajari apalagi mendalami tentang problem solving. Salah satu pendekatan yang bisa digunakan untuk melatih kemampuan ini adalah pendekatan Computational Thinking. Pada penelitian ini penulis membuat sebuah game edukasi Computational Thinking berbasis Role Playing Game. Game ini dibuat dengan menggunanakan beberapa rancangan yaitu Game Design Document dan Hierarchy plus Input Process Output. Serta metode yang digunakan adalah metode Analyze, Design, Development, Implementation, Evaluation. Dalam penelitian ini penulis mengujikan langsung kepada para murid dan mendapatkan hasil yang sangat memuaskan. Game yang dibuat dapat membuat para murid menjadi lebih termotivasi untuk belajar mengenai kemampuan problem solving. Ini berdasarkan data yang di dapat melalui pembuatan kuisioner. Metode yang digunakan dalam pembuatan kuisioner adalah skala likert. Game yang dibuat mendapatkan respon yang sangat positif dari para murid dalam berbagai aspek. Sehingga menghasilkan kesimpulan bahwa game Role Playing Game ini telah layak untuk dijadikan sebagai media untuk memotivasi para murid dalam hal mempelajari serta menanamkan kemampuan problem solving yang baik sejak dini.


2018 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Surya Amami Pramuditya ◽  
Muchamad Subali Noto ◽  
Rian Nazaruddin Azhar

AbstractThis research is motivated by students' learning difficulties exponent material, and lack of media in the learning process. One solution to overcome this problem is by developing a valid media and practical learning. The purpose of this research is to develop the Android application as a mathematics computer-assisted instruction Role- Playing Game (RPG) on practical and valid exponent material. The research is the R & D (Research and Development) and a method used in developing the media is a simplified method becomes ADD from ADDIE (Analysis, Design, Development). Data used in this research is quantitative. The instruments used interview guides and questionnaires. Data collection technique was an interview, validation sheets, and sheets practicalities. Research results obtained instructional media on the exponent material. Based on the results of the validation performed by five expert validation, obtained by 96.83% with very valid criteria. While the results of the practicalities by nine students obtained 84.32% with very practical criteria. This shows that the media instruction as a learning medium can be used in the learning process exponent material.Keywords: Media Instruction, Android Apps, ADDIE, Exponent.


2018 ◽  
Vol 6 (2) ◽  
Author(s):  
Laili Rahmi

This study aims to determine and test the feasibility of a teaching materials module based on Contextual Learning in Vertebrate Zoology courses in the learning process in Biology Education Study Program Faculty of Teacher Training and Education University of Islam Riau Year 2015-2016. This research uses ADDIE model as research design consisting of five stages; Analysis, Design, Development, Implementation and Evaluation. But the research design only test on the feasibility of the module so that this research only through three stages of Analysis, Design, Development. The selection of subjects is determined from the total of students who take the Vertebrate Zoology course as many as 195 people then selected by Random Sampling of 45 people. This is because the subject and the subject character are the same. The instrument used in this study is a questionnaire. The results of the research show at the Analysis stage; there needs to be a more interesting learning innovation, so that students are more active in constructing their knowledge through more relevant learning resources. Next at Design stage; the requirements of the design stage are adjusted to the steps already described in the RPS (Semester Course Plan). At Development stage; the results of the validation of materials experts by 80% with the criteria module feasible to use, the material expert judgment of 82% with the criteria module feasible to use, and student ratings states the module appeals to students with 90% percentage (very worthy to use). So it can be concluded that the learning process associated with constructing the pemahan students is not only limited to the exposure of the material, but also reflects the activities and learning activities that must be done. so students can explore the source of learning by building their knowledge through direct interaction with the experience and environment.Keywords: Development Module, Contextual Learning, Vertebrate Zoology.


2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mıhcı Türker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.Keywords: Music education, haptic glove, piano education, passive haptic learning.*


2019 ◽  
Vol 17 (2) ◽  
pp. 183
Author(s):  
Ridho Dedy Arief Budiman ◽  
Nurbani Nurbani

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p class="abstrak">Tujuan penelitian untuk mengembangkan media pembelajaran berbasis Android dengan tahapan <em>analysis, design, development, implementation, </em>dan <em>evaluation. </em>Subjek penelitian yaitu mahasiswa semester IV Pendidikan TIK IKIP PGRI Pontianak. Metode penelitian menggunakan <em>research and development</em> dengan pendekatan ADDIE. Instumen penelitian menggunakan angket. Teknik analisis data menggunakan deskriptif kuantitatif. Hasil penelitian yaitu: (1) Media pembelajaran yang dikembangkan dapat diterapkan berdasarkan hasil pada tahapan <em>analysis</em>; (2) Media pembelajaran berhasil dirancang pada tahapan <em>design</em>; (3) Media pembelajaran yang telah divalidasi dilakukan perbaikan sesuai saran dari validator pada tahapan <em>development</em>; (4) Media pembelajaran berhasil diterapkan ke subjek penelitian pada tahapan <em>implementation</em>; dan (5) Subjek penelitian menyatakan “Setuju”  dan “Lebih Efektif” penggunaan media pembelajaran yang dikembangkan dalam proses pembelajaran.</p><p class="abstrak"> </p><p class="abstrak">  </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p class="abstrak"><em>The research objective </em><em>was</em><em> to develop an Android-based learning media with stages of analysis, design, development, implementation, and evaluation. The subjects of the </em><em>research</em><em> were the fourth</em><em>-</em><em>semester students of ICT Education at IKIP PGRI Pontianak. The research method use</em><em>d</em><em> research and development with the ADDIE approach. The research instrument used a questionnaire. Data analysis techniques using descriptive</em><em>-</em><em>quantitative. The results of the </em><em>research</em><em>: (1) The developed learning media can be applied based on the results at the analysis stage; (2) Learning media successfully designed at the design stage; (3) The validated learning media is improved according to the suggestions from the validator</em><em>s</em><em> at the development stage; (4) Learning media successfully applied to respondents at the implementation stage; and (5) Respondents stated "Agree" and "More Effective" </em><em>in </em><em>the use of instructional media developed in the learning process.</em></p><p class="abstrak"> </p>


2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mihci Turker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.  


2021 ◽  
Vol 9 (1) ◽  
pp. 57
Author(s):  
Muhamad Afandi ◽  
Sari Yustiana ◽  
Nofita Puji Kesuma

<p align="center"><strong>Abstract</strong></p><p><em>The Development of Pop-Up Book learning media in Pancasila Material Based on Local Wisdom at second grade of Elementary Schools was conducted to find out its feasibility, practicality and effectiveness. This study used the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. At the Analysis stage, interviews, material analysis and student needs are carried out. Then, at the design stage, namely the selection of product formats and images are conducted. The development stage is carried out by validating the expert validator. Furthermore, the Implementation stage was tested on students and the Evaluation stage was carried out by pretest and posttest to determine the effectiveness of students. Based on these five stages, the development of Pop-Up Book Learning media resulted in the feasibility of learning media with a score of 0.90 which was obtained by four validators, then the practicality of the Pop-Up Book learning media got a value of 90.8%. The effectiveness of using the Gain Test was 0.45. and get the "moderate" criteria. Based on these results, the Pop-Up Book learning media is declared feasible, practical and effective in learning</em>.</p>


2021 ◽  
Vol 15 (1) ◽  
pp. 64-78
Author(s):  
Wahyu Djoko Sulistyo ◽  
Hendika Wicaksana ◽  
Najib Jauhari

Efforts to increase knowledge of local history by using digital-based media are very important, so that the objectives of learning local history can be realized properly. The current industrial era 4.0 is known for its extraordinary technological developments, it is time for the development of information technology to be applied in the world of education, especially in learning media. Learning media has a very important position in the learning process, one which is for learning local history. Development of media is carried out using development research methods with ADDIE stages (analysis, design, development, implementation, and evaluation), but in this research at the design stage of the media. Local history is rarely taught and known in the classroom, this can be seen when distributing questionnaires to 150 students at SMA Negeri 02 Batu resulting in 70,9% of students rarely understanding the potential of local history and 13,2% students not understanding at all. In addition, based on the questionnaire that has been distributed, 72.2% students are interested in the media that is used to facilitate the learning of local history based on 360° photos, especially the material on historic springs in Batu City.


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