Pemanfaatan Media Pembelajaran Game Edukasi Untuk Siswa SMP Berbasis Construct

  • Syamsul Bahri Universitas Tanjungpura
  • Dwi Marisa Midyanti Universitas Tanjungpura
  • Uray Ristian Universitas Tanjungpura
  • Kartika Sari Universitas Tanjungpura
Keywords: Construct, Game edukasi, Efektivitas proses pembelajaran, Kurikulum 2013

Abstract

Educational game learning media has an important role in increasing the effectiveness and efficiency of the learning process, especially for children. Currently, learning methods for children are quite effective, but some children are starting to feel bored with methods that only rely on reading and memorizing. To overcome this feeling of boredom, learning media in the form of educational games can be a good solution, considering that information and communication technology have developed rapidly and children are used to using gadgets and computers in everyday life. This construct-based educational game application can make the learning process more effective because it displays visualizations of the lessons being taught so that learning becomes more fun and has an attractive appearance. In the context of education in Indonesia, the use of educational game learning media also receives support from the government through the implementation of the 2013 Curriculum. This curriculum emphasizes competency-based learning and integrating technology in the learning process. Thus, Construct-based educational games can be an effective means to support the implementation of the 2013 Curriculum as a whole. Educational game learning media has a strong background in increasing the effectiveness and efficiency of the learning process, as well as making it more interesting and fun for children.

Downloads

Download data is not yet available.

References

Agung Saputro, T., Kriswandani, K., & Ratu, N. (2018). Pengembangan Media Pembelajaran Mengunakan Aplikasi Construct 2 Pada Materi Aljabar Kelas VII. JTAM | Jurnal Teori Dan Aplikasi Matematika, 2(1), 1. https://doi.org/10.31764/jtam.v2i1.219

Dedi, Sutarman, Budiman, A., & Labib, M. K. (2015). Perancangan Aplikasi Pembelajaran Bahasa Inggris Untuk Anak-Anak Berbasis Flash. JURNAL SISFOTEK GLOBAL, 5(1), 1–4. https://media.neliti.com/media/publications/297730-perancangan-aplikasi-pembelajaran-bahasa-ba024411.pdf

Hasan, M., Milawati, Darodjat, Khairani, H., & Tahrim, T. (2021). Media Pembelajaran. In Tahta Media Group.

Nugraha, S. D., & Al Irsyadi, F. Y. (2021). Game Edukasi Bahasa Inggris Untuk Anak Kelas 1 Sekolah Dasar Menggunakan Construct 2 [Universitas Muhammadiyah Surakarta]. https://eprints.ums.ac.id/93092/1/Naskah Publikasi.pdf

Putri, F. A., & Harahap, N. S. (2018). Rancang Bangun Aplikasi Pembelajaran Bahasa Inggris Pada Platform Android (Studi Kasus : Sekolah Menangah Atas). Jurnal CoreIT: Jurnal Hasil Penelitian Ilmu Komputer Dan Teknologi Informasi, 3(1), 41. https://doi.org/10.24014/coreit.v3i1.4400

Riska, S. Y., & Rahayu, W. A. (2018). Perancangan Game IDO untuk Pembelajaran Kosa Kata Bahasa Inggris Menggunakan Construct 2. Jurnal Desain Komunikasi Visual Asia, 2(1), 20–36. https://doi.org/10.32815/jeskovsia.v2i1.315

Published
2024-12-30
How to Cite
Syamsul Bahri, Dwi Marisa Midyanti, Uray Ristian, & Kartika Sari. (2024). Pemanfaatan Media Pembelajaran Game Edukasi Untuk Siswa SMP Berbasis Construct . Darma Abdi Karya, 3(2), 121 - 128. https://doi.org/10.38204/darmaabdikarya.v3i2.2092