Pengembangan Game Edukasi 2D Kosakata Dasar Bahasa Inggris untuk Siswa Kelas 2 SDN Maduretno 1
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Fakultas Ilmu Komputer
Abstract
This research was conducted based on the low mastery of basic English
vocabulary among second-grade students at SDN Maduretno 1 and the limited use
of learning media, which was still dominated by textbooks and whiteboard-based
instruction. Such conditions made students easily bored and less actively involved
in the learning process. This study aimed to develop a 2D educational game for
basic English vocabulary based on Android, determine its feasibility as a learning
medium, and examine its effectiveness in improving students’ vocabulary mastery.
The research method used was Research and Development (R&D) with the
ADDIE development model, consisting of analyze, design, development,
implementation, and evaluation stages. The product was developed using Unity and
presented vocabulary materials related to objects around students, animals, colors,
and numbers. Data were collected through observation, interviews, questionnaires,
expert validation, and pretest-posttest assessments. The results showed that the
developed educational game consisted of learning menus, playing menus, game
levels, question pop-ups, scoring systems, audio, and learning feedback. The
material expert validation obtained a score of 98% in the very feasible category,
while the media expert validation obtained a score of 90% in the very feasible
category. Student responses reached 88.93%, categorized as very positive.
The effectiveness test showed that the experimental class achieved an N
Gain score of 0.74 in the high category, while the comparison class obtained an N
Gain score of 0.49 in the medium category. Therefore, the developed Android-based
2D educational game is very feasible and more effective in helping students
understand and remember basic English vocabulary in an interactive and enjoyable
way.
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FINALISASI oleh Arif 2026 Juli 13
