Rancang Bangun Game Edukasi “Simbio Kids” Simbiosis Hewan dan Tumbuhan Berbasis Android
DOI:
https://doi.org/10.55606/juisik.v6i3.2737Keywords:
ADDIE, Educational Game, N-Gain, R&D, Simbio Kids, SymbiosisAbstract
This study resulted in the development of "Simbio Kids," an Android-based educational game designed to support the learning of Natural and Social Sciences (IPAS)—specifically the topic of symbiosis between animals and plants—and to analyze learning outcomes using pretest and posttest scores via the Normalized Gain (N-Gain) formula. The study employed the Research and Development (R&D) method using the ADDIE development model. The research subjects consisted of 13 third-grade students from SDN 1 Sambiroto, Nganjuk Regency. Data collection involved assessments by subject matter and media experts, as well as pretest and posttest results. A key feature of Simbio Kids is the integration of illustrated content with drag-and-drop activities that require users to identify types of symbiosis based on the images provided. The results indicate that the Simbio Kids educational game achieved a feasibility rating of 92% from subject matter experts and 97.33% from media experts, both of which fall into the "highly feasible" category. Pretest and posttest results showed an increase in the average score from 61.5 to 80, with an N-Gain value of 0.48, placing it in the "medium" category. Based on these findings, Simbio Kids meets the feasibility criteria for instructional media and can serve as a supplementary learning tool for the topic of symbiosis in elementary schools.
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