ABSTRACT
This study aims to determine the design and specifications of the product and determine the feasibility of an Android-based educational game. The background of this research comes from technological developments regarding cellphones and the learning difficulties of fifth-graders at SD Negeri Banyubiru 2 in studying Indonesian history material. This research is an ADDIE model development research. This method has five stages, namely: 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation, 5) Evaluation Stage. The data that has been collected will be analyzed using quantitative data analysis techniques with data collection techniques in the form of giving questionnaires and post-tests to students. Android-based educational games are designed using the Construct Game 2 software. The results of the material validation show an average rating of 78, 41%, and media validation showed an average rating of 83.75%. The results of the main field trials got an average rating of 4.2 (good category) and the results of the operational field trials got an average rating of 4.7 (very good category). The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school. The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school.
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