Effectiveness of Reading for Islamic Education: Design of Multi-Platform Educational Game as Instructional Media

  • Yusniarsi Primasari Universitas Islam Balitar, Blitar, East Java, Indonesia
  • Sri Lestanti Universitas Islam Balitar, Blitar, East Java, Indonesia
  • Riska Dhenabayu Universitas Islam Balitar, Blitar, East Java, Indonesia

Abstract

The purpose of this research is a solution by designing a modern learning media namely windows and android-based multi-platform educational game for Islamic education students that is inserted with reading materials based on the curriculum of english in Islamic educational institution subject for grade 7 students of tsanawiyah school (MTs). This game was designed by utilizing construct 2 software. This research produces a multi-platform educational game namely the Adventure of Timun Mas. Material and media validations were performed by some experts who are competent in their fields. Material validation was done by english teachers of Junior High School and english education lecturers. Meanwhile, media validation was performed by practitioners, game developer, and Informatics Engineering lecturers. From the result of both material and media validation, each validator was summed, and then divided by the overall score and multiplied by 100%. The final result of product validation was 82.95%, indicating that The Adventure of Timun Mas game is valid to use.

Downloads

Download data is not yet available.

References

[1] Abdelraheem, A. Y., & Al-Rabane, A. H. (2005). Utilition and benefits of instructional media in teaching social studies courses as perceived by omani students. Malaysian Online Journal of Instructional Technology, 2(1), 8.
[2] Arsyad, A. (2011). Media Pembelajaran. cetakan ke-15. Jakarta: Rajawalli Pers.
[3] Azar, A. (2011). Media pembelajaran. Evaluasi Pembelajaran, Dsb), Dan.
[4] Diamond, J. (2005). Collapse: How societies choose to fail or succeed. Penguin.
[5] Ikhwan, A. (2012). The Meanings of Teachers Professions in Islamic Educational Management. In IACiem (International Annual Conference on Islamic Educational Management). Malang: IIUM Malaysia & Postgraduate UIN Malang Indonesia.
[6] Ikhwan, A. (2018). Sistem Kepemimpinan Islami: Instrumen Inti Pengambil Keputusan pada Lembaga Pendidikan Islam. Istawa: Jurnal Pendidikan Islam, 3(2), 111–154. https://doi.org/10.24269/ijpi.v3i2.1503
[7] Jaelani, D. I. (2018). Manajemen Public Relations (Humans) Pendidikan Islam: Kajian Tematik Al Quran dan Hadits. Istawa: Jurnal Pendidikan Islam, 3(2), 57–96. https://doi.org/10.24269/ijpi.v3i2.1511
[8] Kelchner, G. D. (2013). Dreams in Old Norse literature and their affinities in folklore. Cambridge University Press.
[9] Papadakis, S., Kalogiannakis, M., & Zaranis, N. (2018). Educational Apps from the Android Google Play for Greek preschoolers: A systematic review. Computers & Education, 116, 139–160.
[10] Pratiwi, W. R. (2019). Demotivational Factors of Non-English Major Students in Learning English. ELS Journal on Interdisciplinary Studies in Humanities, 2(2), 193–205.
[11] Ramansyah, W. (2015). Pengembangan education game (EDUGAME) berbasis android pada mata pelajaran bahasa inggris untuk peserta didik sekolah dasar. Jurnal Ilmiah Edutic, 2(1), 1–9.
[12] Safitri, N. D., & Adi, R. M. T. (2018). Pengembangan Game Edukasi Role Play Cerita Rakyat Indonesia Timun Emas Berbasis Android. JURNAL STT STIKMA INTERNASIONAL, 8(1), 15–22.
[13] Setyawan, W. (2017). T-Mobile Learning Android Model-Based to Improve Students’ Listening Capability. In Proceedings of the 1st International Conference on Education Innovation (ICEI 2017) (pp. 360–364). https://doi.org/doi:10.2991/icei-17.2018.96
[14] Setyawan, W. H., Budiman, A., Wihara, D. S., Setyarini, T., Rahim, R., & Wajdi, M. B. N. (2019). The effect of an android-based application on T-Mobile learning model to improve students’ listening competence. In Journal of Physics: Conference Series (Vol. 1175, p. 12217). IOP Publishing.
[15] Setyawan, W., Rusijono, M., & Jannah, M. (2018). T-Mobile Learning Android Model-Based to Improve Students’ Listening Capability. In 1st International Conference on Education Innovation (ICEI 2017). Atlantis Press.
[16] Wahid, S. N. (2017). Rancang Bangun Permainan Ular Tangga untuk Media Belajar Fisika. Jurnal Qua Teknika, 7(2), 43–53.
[17] Williams, J. L. (2012). Learning html5 game programming: A hands-on guide to building online games using Canvas, SVG, and WebGL. Addison-Wesley Professional.
Published
2019-12-13
How to Cite
PRIMASARI, Yusniarsi; LESTANTI, Sri; DHENABAYU, Riska. Effectiveness of Reading for Islamic Education: Design of Multi-Platform Educational Game as Instructional Media. Al-Hayat: Journal of Islamic Education, [S.l.], v. 3, n. 2, p. 140-148, dec. 2019. ISSN 2599-3046. Available at: <https://alhayat.or.id/index.php/alhayat/article/view/77>. Date accessed: 29 mar. 2024. doi: https://doi.org/10.35723/ajie.v3i2.77.