Pelatihan Pembuatan Game Edukasi Berbasis Android Berbantuan RPG Maker bagi Siswa SMA Islam Al-Azhar 5 Cirebon
Abstract
Almost everyone has a smartphone, including students. The potential for open application development on Android and the increasing number of people using smartphones allow them to use technology to support activities in the world of education, one of which is mobile learning. Educational games are a part of mobile learning. The purpose of the Community Service (PKM) activity is to improve students' abilities in utilizing technology through training in Android-based educational games assisted by RPG Maker. Through the making of this educational game, students can develop an interest in IT and learn mathematics. Participants in the PKM activities were students of Al-Azhar 5 Islamic High School Cirebon City who became the KIR community members. This service method consisted of three stages, namely preparation, implementation of training, and evaluation. The indicators of this activity's achievement include students being able to make maps, prologues, bring up avatars, create questions, create dialogues, battle, move one character from one map to another, and deploy games successfully controlled by participants. During the training, the participants were very enthusiastic in listening to the material and were active in making educational games.
(Hampir setiap orang memiliki smartphone termasuk pelajar. Potensi pengembangan aplikasi yang terbuka pada Android dan semakin banyaknya masyarakat yang menggunakan smartphone, membuka peluang teknologi ini dapat digunakan untuk mendukung aktivitas dalam dunia pendidikan salah satunya adalah mobile learning. Game edukasi merupakan salah satu bagian dari mobile learning. Tujuan dari kegiatan Pengabdian Kepada Masyarat (PKM) adalah untuk meningkatkan kemampuan siswa dalam memanfaatkan teknologi melalui pelatihan game edukasi berbasis Android berbantuan RPG Maker. Melalui pembuatan game edukasi ini, siswa dapat mengembangkan minat di bidang IT sekaligus belajar matematika. Peserta dalam kegiatan PKM adalah siswa SMA Islam Al-Azhar 5 Kota Cirebon yang tergabung dalam komunitas KIR. Metode dalam pengabdian ini terdiri dari tiga tahap yaitu persiapan, pelaksanaan pelatihan, dan evaluasi. Indikator ketercapaian kegiatan ini diantaranya siswa mampu membuat map, prolog, memunculkan avatar, membuat soal, membuat dialog, battle, memindahkan satu tokoh dari map satu ke map yang lain, serta mendeploy game berhasil dikuasai oleh peserta. Selama pelatihan berlangsung, peserta sangat antusias dalam menyimak materi dan aktif dalam pembuatan game edukasi).
Downloads
References
Kristanti, D. (2014). Upaya Meningkatkan Prestasi Belajar Matematika Materi Bangun Datar melalui Media Tangram pada Siswakelas VII SMP Negeri 25 Surabaya. Jurnal Pendidikan Kota Surabaya, 4, 1–12.
Narmada, I. N., Darmawiguna, I. G. M., & Sunarya, I. M. G. (2015). Pengembangan Game Edukasi Tradisional Pupuh Berbasis Android. KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika), 4(5), 508–516. doi: 10.23887/karmapati.v4i5.6622
Novaliendry, D. (2013). Aplikasi Game Geografi Berbasis Multimedia Interaktif (Studi Kasus Siswa Kelas IX SMPN 1 Rao). Jurnal Teknologi Informasi & Pendidikan, 6(2), 106–118.
Pramuditya, S. A., Noto, M. S., & Purwono, H. (2018). Desain Game Edukasi Berbasis Android pada Materi Logika Matematika. JNPM (Jurnal Nasional Pendidikan Matematika), 2(2), 165–179. doi: 10.33603/jnpm.v2i2.919
Pramuditya, S. A., Noto, M. S., & Syaefullah, D. (2017). Game Edukasi RPG Matematika. Eduma : Mathematics Education Learning and Teaching, 6(1), 77–84. doi: 10.24235/eduma.v6i1.1701
Pramuditya, S., Noto, M., & Syaefullah, D. (2018). The Educational Game Design on Relation and Functionmaterials. Journal of Physics: Conference Series, 1013(1), 1–8. doi: 10.1088/1742-6596/1013/1/012138
Widiastuti, N. I., & Setiawan, I. (2013). Membangun Game Edukasi Sejarah Walisongo. Komputa: Jurnal Ilmiah Komputer Dan Informatika, 1(2), 1–8.
Yunus, M., Astuti, I. F., & Khairina, D. M. (2015). Game Edukasi Matematika Untuk Sekolah Dasar. Informatika Mulawarman : Jurnal Ilmiah Ilmu Komputer, 10(2), 59–64. doi: 10.30872/jim.v10i2.192
Copyright (c) 2020 PERDIKAN (Journal of Community Engagement)
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
In order for PERDIKAN to publish and disseminate research articles, we need publishing rights. This is determined by a publishing agreement between the author and PERDIKAN. This agreement deals with the transfer or license of the copyright to PERDIKAN and authors retain significant rights to use and share their own published articles. For both subscription and open access articles, published in proprietary titles, PERDIKAN is granted the following rights:
- The right to provide the article in all forms and media so the article can be used on the latest technology even after publication.
- The authority to enforce the rights in the article, on behalf of an author, against third parties, for example in the case of plagiarism or copyright infringement.
Copyright aims to protect the specific way the article has been written to describe an experiment and the results. PERDIKAN is committed to its authors to protect and defend their work and their reputation and takes allegations of infringement, plagiarism, ethic disputes and fraud very seriously.
If an author becomes aware of a possible plagiarism, fraud or infringement we recommend contacting their PERDIKAN publishing contact who can then liaise with our in-house legal department. Note that certain open access user licenses may permit