Teacher and Student Responses to Educational Games Based on the Fisher-Yates Shuffle Algorithm in Learning Advertising Texts, Slogans, and Posters
DOI:
https://doi.org/10.22219/kembara.v10i1.29715Keywords:
fisher-yates shuffle algorithm, Indonesian language, learning media, educational games, responseAbstract
The suitability of games as an effective learning medium provides deep insight into the interactions between teachers and students in innovative learning contexts. The purpose of this research is to (1) describe students' active responses to the “TISTER” application as an Android-based learning media and (2) describe teachers' responses to the “TISTER” application as an Android-based learning media. Qualitative descriptive method with a case study model. The research subjects in this study were VIIIC students and Indonesian language teachers at SMP Negeri 2 Jatisrono. The research object includes student and teacher responses to educational games. Research data is information and facts. Primary data sources are direct observations, interviews, and questionnaire instruments. Data was collected through in-depth interviews with teachers, classroom observations when the application was used, and questionnaire analysis of class VIIIC student responses. Testing the validity of this data was carried out using source triangulation techniques. Data analysis method by Miles and Huberman. The results of research on student responses showed that there was an increase in activity of 87%, while 13% felt that they had not experienced an increase in activity. The results of the research on teacher responses were the suitability of the aspects assessed (material content, learning objectives, targets, completeness, and relevance of the content). The percentage of assessments from teacher 1's responses to indicators 1-5 (V1-V5), namely 80%, 82%, 80%, 86% and 82%. Teacher responses in terms of material and media aspects in educational games were reviewed by two teachers each against five performance indicators (V1-V5).
Downloads
References
Agustin, E. C., Kusumajanto, D. D., Wahyudi, H. D., & Hidayat, R. (2021). Pengembangan E‐Modul Berbantuan Aplikasi Flip Builder pada Mata Pelajaran Marketing (Studi Pada Kelas X Bisnis Daring dan Pemasaran SMKN 1 Turen). Jurnal Ekonomi, Bisnis dan Pendidikan, 1(5), 470–478. https://doi.org/10.17977/um066v1i52021p470-478
Aliyah, V. N., Chamalah, E., & Arsanti, M. (2018). Keterampilan Menulis Poster dengan Model Pembelajaran Kontekstual dan Media Gambar Bertema Iklan Layanan Masyarakat. KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya, 4(1), 94–106. https://doi.org/10.22219/kembara.v4i1.5484
Andayani, R. (2021). Google Meet Meningkatkan Belajar Kelas 8 Materi Teks Iklan Slogan dan Poster Siswa SMP Negeri 52 Surabaya. Syntax Idea, 3(11), 2490–2504. https://doi.org/10.46799/syntax-idea.v3i11.1574
Anita, A., & Astuti, S. I. (2022). Digitalisasi dan Ketimpangan Pendidikan: Studi Kasus terhadap Guru Sekolah Dasar di Kecamatan Baraka. Jurnal Pendidikan dan Kebudayaan, 7(1), 1–12. https://doi.org/10.24832/jpnk.v7i1.2509
Artanti, Y., Nuryadi, N., & Marhaeni, N. H. (2022). Respon Siswa terhadap Aplikasi Tepytha sebagai Media Pembelajaran Interaktif Berbasis Android. Laplace : Jurnal Pendidikan Matematika, 5(1), 50–60. https://doi.org/10.31537/laplace.v5i1.671
Bella, A. D. A. M., Yuliana, J. N., & Wulandari, S. R. (2021). Media Poster pada Materi Teks Iklan, Slogan, dan Poster Kelas VIII Bahasa Indonesia. Jurnal Genre: Bahasa, Sastra, dan Pembelajarannya, 3(1), 18–23. https://doi.org/10.26555/jg.v3i1.2866
Budiarti, W. N., & Riwanto, M. A. (2021). Pengembangan Modul Elektronik (E Modul) Keterampilan Berbahasa dan Sastra Indonesia SD untuk Meningkatkan Keterampilan Menyimak Mahasiswa PGSD. Elementary School 8, 8(1), 97 – 104.
Chen, Y. F., Luo, Y. Z., Fang, X., & Shieh, C. J. (2018). Effects of the Application of Computer Multimedia Teaching to Automobile Vocational Education on Students’ Learning Satisfaction and Learning Outcome. Eurasia: Journal of Mathematics, Science and Technology Education, 14(7), 3293–3300. https://doi.org/10.29333/ejmste/91245
Damayanti, F. G., Rahmawati, L. E., Prayitno, H. J., & Sulistyono, Y. (2023). Implicit Functions in Digital Comic Strip Discourse and its Implications in Learning Anecdotal Texts of Indonesian Subjects in High School. Advances in Social Science, Education, and Humanities Research, 757, 761–778. https://doi.org/10.2991/978-2-38476-086-2_66
Dipani, M. A. (2023). Inovasi Metode Pembelajaran Menggunakan Game-Based Learning (GBL) untuk Memotivasi Pelajar. SAINTEK: Sains dan Teknologi, 2(1), 197–204.
Farhan, M., Ijlal, M., Aditama, D., & Chotijah, U. (2022). Color Recognition Educational Game Using Fisher-Yates for Early Childhood Potential Development. Jurnal Inovtek Polbeng - Seri Informatika, 7(2), 279–289. https://doi.org/10.35314/isi.v7i2.2866
Handican, R., Darwata, S. R., Arnawa, I. M., Fuazan, A., & Asmar, A. (2023). Pemanfaatan Game Edukatif dalam Pembelajaran Matematika: Bagaimana Persepsi Siswa? RANGE: Jurnal Pendidikan Matematika, 5(1), 77–92. https://doi.org/10.32938/jpm.v5i1.4691
Hidayatullah, M. J., & Haryadi, H. (2018). Efektivitas Media Permainan Simulasi dan Media Gambar Peristiwa terhadap Prestasi Belajar Materi Teks Diskusi. Diksi, 26(1), 29–39. https://doi.org/10.21831/diksi.v26i1.16013
Ida Kholida, S., Suprianto, & Ketut Mahardika, I. (2020). Development of Work Sheet Students in Guided Inquiry Based on the Game Education Using Macromedia Flash. Journal of Physics: Conference Series, 1569(2), 1–8. https://doi.org/10.1088/1742-6596/1569/2/022006
Inderasari, E., Arum Hapsari, D., Yufarlina Rosita, F., & Ulya, C. (2021). Analysis of The Language Use Style in Public Service Advertisement “Being Wise In Social Media” on Radios in Surakarta. KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya, 7(2), 508–528. https://doi.org/10.22219/kembara.v7i2.17893
Irfan, M., Ramdhania, D. R., Nita, I. S., Priatna, T., & Atmadja, A. R. (2020). Design and Build an Early Childhood Puzzle Educational Game Using the Fisher-Yates Shuffle Algorithm as an Android-Based Scrambler For Snippets. Proceedings - 2020 6th International Conference on Wireless and Telematics, ICWT 2020, 58(December), 1–6.
Kartini, K. S., & Putra, I. N. T. A. (2020). Respon Siswa terhadap Pengembangan Media Pembelajaran Interaktif Berbasis Android. Jurnal Pendidikan Kimia Indonesia, 4(1), 12–19. https://doi.org/10.23887/jpk.v4i1.24981
Khusna, W. L., & Hardjatno, N. J. M. T. (2022). The Ideational Meaning of Covid-19 Health Promotion Posters: Multimodal Discourse. Diksi, 30(1), 57–65. https://doi.org/10.21831/diksi.v30i1.47248
Kotiash, I., Shevchuk, I., Borysonok, M., Matviienko, I., Popov, M., Terekhov, V., & Kuchai, O. (2022). Possibilities of Using Multimedia Technologies In Education. IJCSNS: International Journal of Computer Science and Network Security, 22(6), 727–732. https://doi.org/10.22937/IJCSNS.2022.22.6.91
Latifah, U., Busri, H., & Badrih, M. (2023). The Aesthetic Rhetoric of The Language of Online Advertising in Ramadan 2022: A Functional Study of The Prague School. KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya, 9(1), 285–299. https://doi.org/10.22219/kembara.v9i1.22546
Latifah, U., & Damayanti, M. I. (2022). Pengembangan Alat Evaluasi Pembelajaran Menggunakan Platform Wordwall.Net untuk Siswa Kelas II Sekolah Dasar. JPGSD: Jurnal PGSD, 10(6), 1415–1424.
Mana, L. H. A. (2021). Respon Siswa terhadap Aplikasi Tiktok sebagai Media Pembelajaran Bahasa Indonesia. JIRA: Jurnal Inovasi dan Riset Akademik, 2(4), 418–429. https://doi.org/10.47387/jira.v2i4.107
Marhaeni, N. H., Melvinasari, M., & Amirin, I. (2023). Respons Siswa SMK terhadap Media Pembelajaran Berbantuan Software MIT App Inventor 2 pada Materi Logika Matematika. Journal on Education, 5(2), 2297–2304. https://doi.org/10.31004/joe.v5i2.884
Marisda, D. H., Handayani, Y., & Rahmawati, R. (2020). The Combination of Interactive Conceptual Learning Models And Multimedia Interactive to Minimize Misconceptions on The Science Content. Journal of Physics: Conference Series, 1572(1), 1–7. https://doi.org/10.1088/1742-6596/1572/1/012069
Martinez-Alier, J. (2021). Mapping Ecological Distribution Conflicts: The Ejatlas. Extractive Industries and Society, 8(4), 1–16. https://doi.org/10.1016/j.exis.2021.02.003
Mega, R., Mirandani, M., & Indihadi, D. (2022). Keterampilan Menulis Slogan Berbasis Pengalaman Membaca Teks Narasi Peserta Didik SD Kelas V. Edu Cendikia: Jurnal Ilmiah Kependidikan, 2(2), 267–274.
Montiel-Ruiz, F. J., Sánchez-Vera, M. D. M., & Solano-Fernández, I. M. (2023). Social Networks and Gamification in Physical Education: A Case Study. Contemporary Educational Technology, 15(1), 1–15. https://doi.org/10.30935/cedtech/12660
Muji, A. P., Ambiyar, A., Aziz, I., & Hidayat, H. (2021). The Implementation of Quizizz-Based Online Evaluation in Higher Education: An Exciting Alternative For Evaluation. International Journal of Research in Counseling and Education, 5(2), 149–157. https://doi.org/10.24036/00478za0002
Nasher, F., & Ferdiansyah, M. I. (2021). Game Edukasi Mengenal Huruf Hijaiyah untuk Anak Usia Dini Berbasis Mobile (Studi Kasus: DTA Nurul Muttaqien). MJI: Media Jurnal Informatika, 13(2), 92–100. https://doi.org/10.35194/mji.v13i2.1917
Nopiani, R., Made Suarjana, I., & Sumantri, M. (2021). Emodul Interaktif pada Pembelajaran Tematik Tema 6 Subtema 2 Hebatnya Cita-Citaku. MIMBAR PGSD Undiksha, 9(2), 276-289. https://doi.org/10.23887/jjpgsd.v9i2.36058
Nurhayati, E. (2020). Meningkatkan Keaktifan Siswa dalam Pembelajaran Daring Melalui Media Game Edukasi Quiziz pada Masa Pencegahan Penyebaran Covid-19. Jurnal Paedagogy: Jurnal Penelitian dan Pengembangan Pendidikan, 7(3), 145–150. https://doi.org/10.33394/jp.v7i3.2645
Papautsky, E. L., Crandall, B., Grome, A., & Greenberg, J. M. (2015). A Case Study of Source Triangulation: Using Artifacts as Knowledge Elicitation Tools in Healthcare Space Design. Journal of Cognitive Engineering and Decision Making, 9(4), 347–358. https://doi.org/10.1177/1555343415613720
Prasetyo, A. D., & Abduh, M. (2021). Peningkatan Keaktifan Belajar Siswa Melalui Model Discovery Learning di Sekolah Dasar. Jurnal Basicedu: Research & Learning in Elementary Education, 5(4), 1717–1724. https://doi.org/10.31004/basicedu.v5i4.991
Purbawati, C., Rahmawati, L. E., Hidayah, L. N., & Wardani, L. S. P. (2020). Tingkat Partisipasi Siswa Sekolah Menengah Pertama dalam Pembelajaran Daring di Masa Pandemi Covid-19. Refleksi Edukatika: Jurnal Ilmiah Kependidikan, 11(1), 102–108. https://doi.org/10.24176/re.v11i1.4919
Putikadyanto, A. P. A., Rahmawati, F., & Setiadi, A. (2022). The Acknowledgments in Student Theses: Eastern and Western Ideology. OKARA: Jurnal Bahasa dan Sastra, 16(2), 245–265. https://doi.org/10.19105/ojbs.v16i2.5999
Rahayu, S. P. (2015). Analisis Wacana Iklan Perawatan Kulit Wajah pada Majalah Femme Actuelle (Pendekatan Mikrostruktural dan Makrostruktural). Diksi, 23(1), 67–76. https://doi.org/10.21831/diksi.v23i1.6626
Rahmiati, R., Melyanti, R., Suryani, D., & Ambiyar, A. (2021). Mobile Game Education About Using Capitals Hiragana and Katakana Fisher-Yates Shuffle Algorithm and Fuzzy Tsukamoto. IJMH: International Journal of Management and Humanities, 5(9), 30–34.
Revano, T. F., Garcia, M. B., Habal, B. G. M., Contreras, J. O., & Enriquez, J. B. R. (2019). Logical Guessing Riddle Mobile Gaming Application Utilizing Fisher-Yates Algorithm. IEEE 10th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management, HNICEM 2018, March(14), 1–4.
Riangsari, A., & Sufanti, M. (2013). Jenis dan Tema Teks dalam Buku Siswa Bahasa Indonesia Ekspresi Diri dan Akademik SMA Kelas X Serta Relevansinya dengan Kompetensi Kurikulum 2013. Kajian Linguistik dan Sastra, 27(1), 15–27.
Sabrina, A., Iskandarsyah Siregar, S., & Sosrohadi, S. (2021). Lingual Dominance and Symbolic Power in the Discourse of Using the Pedulilindungi Application as a Digital Payment Tool. IJLS: International Journal of Linguistics Studies, 1(1), 52–59. https://doi.org/10.32996/ijls.2021.1.2.8
Sadzili, M. H., Adham, M. J. I., & Triyadi, S. (2021). Analisis Gaya Bahasa dan Pola Sintaksis pada Slogan Iklan Makanan di Televisi. Jurnal Educatio FKIP UNMA, 7(3), 1289–1297. https://doi.org/10.31949/educatio.v7i3.1456
Setiawan, T., Nur Hasanah, F., & Nasrudin, F. W. (2021). Penggunaan Chromebook Bermuatan Game Edukasi untuk Meningkatkan Aktivitas dan Prestasi Belajar Matematika Siswa SD di Kabupaten Boyolali. Indonesian Journal of Islamic Elementary Education, 1(1), 75–86. https://doi.org/10.28918/ijiee.v1i1.3921
Shute, V., Rahimi, S., Smith, G., Ke, F., Almond, R., Dai, C.-P., Kamikabeya, R., Liu, Z., Yang, X., & Sun, C. (2021). Maximizing Learning Without Sacrificing the Fun: Stealth Assessment, Adaptivity and Learning Supports In Educational Games. Journal of Computer Assisted Learning, 37(1), 127–141. https://doi.org/10.1111/jcal.12473
Sukarno, S., Nurdianto, A., & Setiari, A. D. (2021). Strategi dan Teknik Persuasi Perekrutan Calon Anggota Baru (Studi Kasus Kebahasaan pada Bisnis Multi Level Marketing Bodong). KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya, 7(2), 406–423. https://doi.org/10.22219/kembara.v7i2.17202
Supriharyanti, D., Usodo, B., & Slamet, I. (2020). Effectiveness of Macromedia Flash Digital Module. Journal of Physics: Conference Series, 1469(1), 1–7. https://doi.org/10.1088/1742-6596/1469/1/012083
Suryana, O. A., Supriadi, K. I., & Kasmui, K. (2018). Desain Media Permainan Edukasi Berorientasi Chemo-Edutainment pada Pembelajaran Kimia SMA. CIE: Chemistry in Education, 7(2), 46–53.
Wasgito, M. A., & Setiadarma, W. (2014). Pengembangan Media Permainan Edukatif Teka-Teki Silang (TTS) dalam Proses Pembelajaran Siswa Kelas VII SMP Negeri 2 Kalianget. Jurnal Pendidikan Seni Rupa, 2(3), 36–43.
Wayan Mertha, I., & Mahfud, M. (2022). History Learning Based on Wordwall Applications to Improve Student Learning Results Class X IPS in MA As’Adiyah Ketapang. IJERLAS: International Journal of Educational Review, Law And Social Sciences, 2(5), 507–612. https://doi.org/10.54443/ijerlas.v2i5.369
Widodo, A. Y. P., Yennita, Y., Azhar, A., & Islami, N. (2019). Development of physics learning media on rotational materials based on interactive multimedia. Journal of Physics: Conference Series, 1351(1). https://doi.org/10.1088/1742-6596/1351/1/012057
Yulika, N. L. E. C., Budiarta, I. W., & Susanthi, I. G. A. A. D. (2022). Analisis Makna, Pesan, dan Retorika dalam Iklan Kitabisa.com. KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya, 8(2), 472–491. https://doi.org/10.22219/kembara.v8i2.21340
Downloads
Published
How to Cite
Issue
Section
License
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with The KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya (e-Journal) agree to the following terms:
Articles are published under the Creative Commons Attribution 3.0 Unported License (CC-BY 3.0).
Under the CC-BY license, authors retain ownership of the copyright for their article, but authors grant others permission to use the content of publications in KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya (e-Journal) in whole or in part provided that the original work is properly cited. Users (redistributors) of KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya are required to cite the original source, including the author's names, KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya (e-Journal) as the initial source of publication, year of publication, volume number and DOI (if available).
Authors may publish the manuscript in any other journal or medium but any such subsequent publication must include a notice that the manuscript was initially published by KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya (e-Journal).
Authors grant KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya (e-Journal) the right of first publication. Although authors remain the copyright owner, they grant the journal the irrevocable, nonexclusive rights to publish, reproduce, publicly distribute and display, and transmit their article or portions thereof in any manner.