Pengembangan Game Edukasi Petualangan Dika Berbasis Android Menggunakan Construct 2 untuk Menanamkan Nilai Pendidikan Karakter kepada Remaja
Main Article Content
Abstract
This research was conducted as a solution for teens who like to play games so that the games played have positive values. Dika adventure educational game is designed to instill the value of character education to game users. The content developed contains the values of character education based on the Ministry of National Education which consists of 18 values, namely: religious, honest, tolerance, discipline, hard work, creative, independent, democratic, curiosity, national spirit, love of the motherland, respect for achievement, friendship / communicative, love peace, love to read, care about the environment, care about social, and responsibility. But in this case the researchers limit the character values that researchers display in the development of educational games. The character values in this educational game are religious, honest, disciplined, care about the environment, care about social, and responsibility.
The goal achieved in this study is to determine the feasibility and practicality of the educational game. This type of research is Research and Development (R&D). The Development Model used in this study is a 4-D (Four D) development model (Define, Design, Development, and Dissemination). This research was conducted in the city of Padang with the subject of one material expert and two media experts, namely lecturers majoring in KIP FIP UNP, 20 practicality testers, namely 10 teenagers at junior high school and 10 teenagers at senior high school/vocational school. The instruments used in this study are documentation and assessment sheets.
The product validity test results indicate that the product is suitable for use, for the material / content aspect it is concluded that the educational game is "Eligible Trial". For aspects of the media are in the category "Very Eligible" as seen from the character value, completeness of the program, and additional features. The practicality questionnaire distributed to teenagers concluded that the educational game was "Very Practical"