Ulfa Khaira, Indryani Indryani, Akhmad Fikri Rosyadi
{"title":"The Development of an Android-Based Educational Game “Orang Kayo Hitam” Jambi Folklore to Improve Student Motivation at Al-Falah Kindergarten Jambi","authors":"Ulfa Khaira, Indryani Indryani, Akhmad Fikri Rosyadi","doi":"10.15294/ijcet.v11i2.57486","DOIUrl":null,"url":null,"abstract":"Fairy tales based on folklore are the right media to raise awareness of moral values. However, practically, it is often found that students are not interested in this kind of learning activity. The lack of interest in participating the learning activities can be caused by the learning media used by the teacher that is not attractive enough. This study developed and tested the feasibility and the effectiveness of an Android-based Orang Kayo Hitam Jambi folklore educational game. This study used the research and development method with the 4D model consisting of defining, designing, developing, and disseminating. The result of this study shows that the product feasibility assessment score through product validation from media experts was 3.8 (very feasible) and from material experts was 3.85 (very feasible). The effectiveness of this android-based Orang Kayo Hitam Jambi folklore educational game was tested through the hypothesis. The type of experimental research method used is One-Group Pretest-Postest Design in which the experiment is carried out in one group without a comparison group. The sample of this study were 30 students at Al-Falah Kindergarten. The result of the sig.(2-tailed) effectiveness test shows that the android-based Orang Kayo Hitam Jambi folklore educational game increases students' motivation in the learning process.","PeriodicalId":30808,"journal":{"name":"Innovative Journal of Curriculum and Educational Technology","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Innovative Journal of Curriculum and Educational Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15294/ijcet.v11i2.57486","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Fairy tales based on folklore are the right media to raise awareness of moral values. However, practically, it is often found that students are not interested in this kind of learning activity. The lack of interest in participating the learning activities can be caused by the learning media used by the teacher that is not attractive enough. This study developed and tested the feasibility and the effectiveness of an Android-based Orang Kayo Hitam Jambi folklore educational game. This study used the research and development method with the 4D model consisting of defining, designing, developing, and disseminating. The result of this study shows that the product feasibility assessment score through product validation from media experts was 3.8 (very feasible) and from material experts was 3.85 (very feasible). The effectiveness of this android-based Orang Kayo Hitam Jambi folklore educational game was tested through the hypothesis. The type of experimental research method used is One-Group Pretest-Postest Design in which the experiment is carried out in one group without a comparison group. The sample of this study were 30 students at Al-Falah Kindergarten. The result of the sig.(2-tailed) effectiveness test shows that the android-based Orang Kayo Hitam Jambi folklore educational game increases students' motivation in the learning process.
以民间传说为基础的童话故事是提高道德意识的合适媒介。然而,在实践中,经常发现学生对这种学习活动不感兴趣。缺乏参与学习活动的兴趣可能是由于教师使用的学习媒体不够吸引人。本研究开发并测试了基于android的Orang Kayo Hitam Jambi民俗教育游戏的可行性和有效性。本研究采用定义、设计、开发、传播四维模型的研发方法。本研究结果显示,媒体专家对产品验证的产品可行性评估得分为3.8分(非常可行),材料专家对产品验证的产品可行性评估得分为3.85分(非常可行)。这个基于机器人的Orang Kayo Hitam Jambi民俗教育游戏的有效性通过假设进行了测试。使用的实验研究方法类型是一组前测后测设计,其中实验在一组中进行,没有对照组。本研究的样本是Al-Falah幼儿园的30名学生。双尾有效性检验结果显示,基于android的Orang Kayo Hitam Jambi民俗教育游戏提高了学生在学习过程中的动机。