Development Of An Augmented Reality-Based Android Educational Game For Learning Computer Networking Materials For Class X Vocational School Students

Moh Dani, Ariesta Kartika Sari, Luluk Mauli Diana, Yudha Dwi Putra Negara

Abstract


This research was motivated by the low level of students' motivation and understanding of Computer Network materials, as well as the limited use of interactive learning media at SMK Al-Baisuny. The objectives of this study were to develop an Android-based educational game equipped with Augmented Reality (AR) technology and the Fisher-Yates Shuffle algorithm, and to determine its feasibility, students' learning motivation, and students' understanding after using the developed media. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. Data were collected through expert validation sheets, student response questionnaires, learning motivation questionnaires, and pre-test and post-test instruments. The results showed that the developed media obtained validation scores of 96% from material experts, 96% from test blueprint experts, and 98% from media experts, with an overall average of 96.67%, categorized as highly valid. The trial results indicated student response percentages of 86% in the individual trial, 92% in the small-group trial, and 90% in the large-group trial. Students' learning motivation percentages were 88%, 84%, and 88%, respectively, which were categorized as high. Furthermore, students' understanding based on N-Gain scores reached 92%, 75%, and 59%, indicating that the developed media was able to improve students' understanding. Based on these findings, the Android-based educational game incorporating Augmented Reality technology and the Fisher-Yates Shuffle algorithm is considered feasible for use and can serve as an alternative learning media for Computer Network subjects.


Keywords


educational game; augmented reality; fisher-yates shuffle; learning motivation, students' understanding

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References


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DOI: https://doi.org/10.21107/edutic.v13i2.35366

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