Studi Literatur Penerapan Mobile Game Edukasi Untuk Mengetahui Performa Belajar Siswa disekolah
Literature Study of Application of Educational Mobile Games to Determine Student Learning Performance in School
Penerapan proses pembelajaran memiliki beberapa cara masing-masing, beberapa penerapan pembelajaran dikatakan sulit untuk diterapkan seperti penerapan media mobile game ke dalam proses pembelajaran. Studi Literatur ini bertujuan untuk 1) mengetahui kualitas kelayakan dari media pembelajaran berbasis mobile game jika digunakan dalam kegiatan pembelajaran di sekolah 2) mengetahui perbedaan penigkatan performa belajar siswa setelah menggunakan media pembelajaran berbasis mobile game. Didapatkan hasil bahwa 1) kelayakan mobile game edukasi saat digunakan oleh lima peneliti berdasarkan literatur jurnal nasional semuanya mendapat predikat layak untuk diterapkan disekolah dengan total nilai keseluruhan sebesar 85,79%. Respon penggunaan media pembelajaran berbasis mobile game edukasi dikatakan sangat positif atau sangat layak untuk diterapkan kepada siswa disekolah sebagai media pembelajaran. 2) Untuk perbedaan peningkatan performa belajar siswa diketahui bahwa penerapan model media pembelajaran berbasis mobile game pada siswa disekolah dinilai sangat baik, hal tersebut dapat dilihat dari performa belajar siswa yang mengungkapkan bahwa penerapan media pembelajaran berbasis mobile game dapat meningkatkan hasil belajar dari 47,78% sampai 82,79% pada acuan jurnal nasional dengan peningkatan yang signifikan sebesar 35,01% begitupula dengan isi didalam jurnal internasional, mengatakan bahwa penerapan media pembelajaran berbasis mobile game sangat layak dan berkontribusi dalam meningkatkan belajar siswa dari 50,76% sampai 77,59% dengan peningkatan 26,83 %.
The application of the learning process has several ways each, some learning applications are said to be difficult to implement such as the application of mobile game media into the learning process. This Literature Study aims to 1. determine the quality of feasibility mobile game-based learning media if used in learning activities at school 2. find out the differences in the improvement of student learning performance after using mobile game-based learning media. The results show that 1. the feasibility of educational mobile games when used by five researchers based on the national journal literature all received a predicate worthy of being applied at school with a total overall value of 85.79%. The response to the use of educational media based on educational mobile games is said to be very positive or very feasible to be applied to students in schools as learning media. 2. For the difference in the improvement of student learning performance it is known that the application of the mobile game-based learning media model in school students is considered very good, it can be seen from the student's learning performance which reveals that the application of the mobile game-based learning media can improve learning outcomes of 47.78% up to 82.79% in the national journal reference with a significant increase of 35.01% as well as the contents in international journals, said that the application of learning media based on mobile games is very feasible and contributes in increasing student learning from 50.76% to 77.59 % with an increase of 26.83%.