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Proceedings of the 4th International Conference of Humanities and Social Science, ICHSS 2024, 11 December 2024, Surakarta, Central Java, Indonesia

Research Article

Development of Educational Game- Based Learning Media to Increase Student Learning Motivation in Informatics Subjects

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  • @INPROCEEDINGS{10.4108/eai.11-12-2024.2360425,
        author={Luluk Mauli  Diana and Ana Yuniasti Retno  Wulandari and Alfina Kusuma  Nilasari},
        title={Development of Educational Game- Based Learning Media to Increase Student Learning Motivation in Informatics Subjects},
        proceedings={Proceedings of the 4th International Conference of Humanities and Social Science, ICHSS 2024, 11 December 2024, Surakarta, Central Java, Indonesia},
        publisher={EAI},
        proceedings_a={ICHSS},
        year={2025},
        month={12},
        keywords={development learning media educational games learning motivation},
        doi={10.4108/eai.11-12-2024.2360425}
    }
    
  • Luluk Mauli Diana
    Ana Yuniasti Retno Wulandari
    Alfina Kusuma Nilasari
    Year: 2025
    Development of Educational Game- Based Learning Media to Increase Student Learning Motivation in Informatics Subjects
    ICHSS
    EAI
    DOI: 10.4108/eai.11-12-2024.2360425
Luluk Mauli Diana1,*, Ana Yuniasti Retno Wulandari1, Alfina Kusuma Nilasari1
  • 1: Trunojoyo University of Madura, Bangkalan, Indonesia
*Contact email: luluk.diana@trunojoyo.ac.id

Abstract

The development of technology brings changes in the field of education, one of which is to improve the quality of learning. The study used the Research and Development (R&D) method with the ADDIE development model which includes five stages: analysis, design, development, implementation, and evaluation. Media expert validation obtained a result of 96.3% with the category "very good," while material expert validation obtained a result of 98.4% with the category "very good.". In individual trials, the percentage of eligibility reached 96.3% with the category "very good," small group trials reached 96.6%, and large group trials reached 91.36%. The results of student learning motivation also showed a significant increase. In individual trials, learning motivation reached 93.3%, small group trials 91.3%, and large group trials 90.1%. With these results, it can be concluded that the developed Android-based educational game is feasible to use and effective in increasing student learning motivation.

Keywords
development, learning media, educational games, learning motivation
Published
2025-12-22
Publisher
EAI
http://dx.doi.org/10.4108/eai.11-12-2024.2360425
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