Proceedings of The 6th Asia-Pacific Education And Science Conference, AECon 2020, 19-20 December 2020, Purwokerto, Indonesia

Research Article

The Development of Android Educational Game “MENALAR” for Ten Grade High School Students

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  • @INPROCEEDINGS{10.4108/eai.19-12-2020.2309176,
        author={Ryan Angga Pratama and Rahayu Sri Waskitoningtyas},
        title={The Development of Android Educational Game “MENALAR” for Ten Grade High School Students },
        proceedings={Proceedings of The 6th Asia-Pacific Education And Science Conference, AECon 2020, 19-20 December 2020, Purwokerto, Indonesia},
        publisher={EAI},
        proceedings_a={AECON},
        year={2021},
        month={8},
        keywords={android adobe animation cc menalar},
        doi={10.4108/eai.19-12-2020.2309176}
    }
    
  • Ryan Angga Pratama
    Rahayu Sri Waskitoningtyas
    Year: 2021
    The Development of Android Educational Game “MENALAR” for Ten Grade High School Students
    AECON
    EAI
    DOI: 10.4108/eai.19-12-2020.2309176
Ryan Angga Pratama1,*, Rahayu Sri Waskitoningtyas1
  • 1: Universitas Balikpapan, Jl. Pupuk Raya Kelurahan Gunung Bahagia, Balikpapan, Indonesia
*Contact email: ryan.angga@uniba-bpn.ac.id

Abstract

This study aims to produce distance learning media using Adobe Animation CC, namely educational game “MENALAR” which can be played on a smartphone. The product is developed by paying attention to the aspects of validity, practicality, and effectiveness in learning mathematics in X Grade of SMA Negeri 5 Balikpapan and SMA Negeri 6 Balikpapan. The implementation uses the Multimedia Development Life Cycle (MDLC) development design which consists of: concept, design, obtaining content material, assembly, testing, and distribution. These results were obtained from media testing consisting of Alpha and Beta test. The results of the study concluded that the “MENALAR” educational game was included in the very valid category with a percentage of 87,6%, very practical with an average percentage of 83,6%; and effective with a percentage of completeness reaching 61,8%. So that overall the developed learning media can be an alternative in learning activities, especially regarding mathematical reasoning problems.