Designing Puzzle Game as Learning Media for Junior High School Student

 
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Designing Puzzle Game as Learning Media for Junior High School Student
http://snastep.com/proceeding/index.php/snastep/index
        Pemberdayaan Teknologi Pembelajaran dalam Tatanan Multidisipliner di Era 4.0

 Designing Puzzle Game as Learning Media for Junior High School
                            Student

          Yuyun Bahtiar1, Harizahayu2, Jasiah3, Laelatun Naajichiyyah4
                 1, 4 Universitas KH. A. Wahab Hasbullah Jombang,
                  2 Politeknik Negeri Medan, 3 IAIN Palangkaraya

           Email: 1yuyunbahtiar@unwaha.ac.id, 2harizahayu@polmed.ac.id,
           3jasiah@iain-palangkaraya.ac.id, 4annaajichiyyah97@gmail.com

                                               ABSTRAK
Penelitian ini bertujuan untuk merancang Puzzle Game sebagai media pembelajaran untuk siswa
SMP. Metode penelitian yang digunakan adalah metode Research and Development (R&D) dengan
proses pengembangan menggunakan model ADDIE yaitu: Analysis, Design, Development,
Implementation, dan Evaluate. Penelitian ini dilaksanakan di kelas 7 MTs Al-Ihsan Kalijaring
Tembelang Jombang dengan subjek penelitian sebanyak 21 siswa. Untuk menganalisis data
penelitian menggunakan analisis deskripsi kualitatif, sedangkan validasi kelayakan menggunakan
validasi ahli materi dan validasi ahli media. Instrumen pengumpulan data menggunakan angket dan
wawancara. Analisis dalam penelitian ini menggunakan analisis deskriptif berdasarkan persentase
dengan skala Likert. Hasil validasi media diperoleh skor 86% dengan kategori sangat baik. Hasil
skor validasi isi adalah 80% dengan kategori baik. Peneliti melakukan uji coba terhadap 21 siswa
dan hasil angket respon siswa diperoleh skor 84% dengan kategori sangat baik. Jadi oleh karena
itu, dapat dikatakan bahwa “permainan puzzle” bagus untuk digunakan.

Kata Kunci: Puzzle Game, R&D, Model ADDIE, Keterampilan Menulis

                                            ABSTRACT
This study aims for designing Puzzle Game as learning media for junior high school student. The
research method used is the Research and Development (R&D) method with the development process
using the ADDIE model, namely: Analysis, Design, Development, Implementation, and Evaluate. The
research was conducted in grade 7 MTs Al-Ihsan Kalijaring Tembelang Jombang with 21 students as
subjects. To analyze the research data using qualitative description analysis, while the feasibility
validation uses material expert validation and media expert validation. The data collection instrument
use questionnaires and interviews. The analysis in this study uses descriptive analysis based on the
percentage by Likert scale. The result of media validation a score was 86% by category is very good.
The result of content validation score was 80% by category is good. The researcher conducted tried
out on 21 students and the result of response students’ questionnaire obtained was a score 84% by
category is very good. So therefore, it could be said that “puzzle game” was good for using.

Keywords: Puzzle Game, R&D, ADDIE Model, Writing Skill.

INTRODUCTION
     English is one of the tools for communication used by many people in the
world because English is an international language that is widely used in several

Prosiding Seminar Nasional Teknologi Pembelajaran
Universitas Negeri Malang Tahun 2021
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countries in the world. Indonesia is one of the countries that use English. not only
for communication but also used in the world of education for student knowledge
starting at the elementary school level and even up to college. There are four
language skills, namely writing, speaking, listening and reading. Of the four skills,
the most difficult is writing. because there is a lot of writing that needs to be
improved, so the researchers focus on writing skills for grade 7 junior high school.
      Writing skills are very difficult to learn because they have to look at various
aspects such as having to understand punctuation, writing, language composition,
and vocabulary. different from speaking skill because speaking skill is easier,
during conference if both or more understand it is enough. (Huy, 2015) states that
Writing is a complex metacognitive activity that refers to individual knowledge,
basic skills, strategies, and the ability to coordinate multiple processes. In writing
English, English vocabulary must be considered in writing for development. Many
people can't communicate either spoken or written confused because they don't
have a lot of vocabulary. when they have vocabulary then after that they must be
able to make sentences and then paragraphs.
      The researcher examined the English skills of first grade junior high school
from how to write the correct word. during a pandemic like this, they complain
and have difficulty understanding English material, especially when they study
online. when asking the teacher that the students' difficulties in English is how to
write words correctly.
      Based on the analysis above, the researcher designed an android application
learning media puzzle game so that students can be helped in understanding,
learning and working on writing words in English. The puzzle game application
hopes that teachers and students can help in overcoming difficulties in
understanding English. Based on the background above, the researcher is
interested to design puzzle game as learning media for junior high school students.
The product can be used to make students fun and relax to learn English.

RESEARCH METHOD
      The type of research used in this study is Research and Development (R&D).
Research and development methods or in English, Research, and Development
(R&D) is a research method used to produce certain products and test the
effectiveness of these products. (Sugiyono, 2012: 297). And Research and
Development (R&D), according to Sugiyono (2012: 407) research and
development is a research method used to produce certain products and test the
effectiveness of these products. Researchers conducted research and development
on English subjects. This learning media development model used the ADDIE
development model. According to (Sugiyono, 2015: 200) explains that the ADDIE
development model consists of five stages which include analysis, design,
development, implementation, and evaluation.

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A. Research Procedure
     The ADDIE model is a model commonly used in developing instructional
design, but can substantially be used in the development of instructional media
(Hendikawati et al., 2019). An approach using this model can help design learning
systems, develop learning content for teachers to make efficient and effective
teaching designs by applying the ADDIE model process to various learning
products (Aldoobie, 2015). From the definition above, the researcher concludes
that research and development are related to a certain product because this
product refines the product in model technology. The product of this research is a
puzzle game application using technology augmented reality development. The
ADDIE model has a focus or emphasis on iteration and reflection, so that
continuous improvement can be made that focuses on feedback (Harjanta and
Herlambang, 2018). The ADDIE model has 5 stages, including Analysis, Design,
Development, Implementation, and Evaluation. (Widyastuti & Susiana, 2019).

                      Picture 1. R&D Procedure of Model ADDIE
      The development of puzzle learning media is adjusted to the ADDIE model
which consists of five stages, namely: 1) Analysis 2) design 3) development 4)
implementation, 5) evaluation.
1. Analysis Phase
      The researcher conducted need analysis to determine the need and
difficulties of student. This analysis has been carried out to determine the learning
needs of students by using the puzzle game. For collecting data, the researcher
designed a product. For collecting data, the instruments were questioner for
student and interview student and teacher.
a. Questionnaire
      Questionnaire that has been used to collect data that contains questions to
find out the responses of students to get their responses. The first questionnaire
was given through a printout given by the researcher to the students to get the
students' needs. and the second questionnaire given to researchers to material
expert validators and media experts to assess android application learning media.
b. Interview
      The researcher asked to the English teacher and some of students about of
problem of the learning English specially in writing skill when they learn about

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English lesson and what the teacher wanted to make the students easier to learn
English.

2. Design Phase
      The researcher was designed android application based on data from
interview and questioner. The design of the android application suggests learning
puzzle game media based on the android application using PPT and Hyperlink. The
media design currently being developed will use a variety of colors to make it more
innovative and able to attract students to learn. And to make the puzzle game, use
the puzzle maker website that has been provided for making IT-based puzzle
media. Then published using I-Spring suite 10 and finally using the website to APK.
As the result stage, it becomes an application. then the application is sent to
students to download on their respective androids.
      Furthermore, the second stage is designing puzzle game learning media
products with improved formats equipped with an opening intro section
consisting of 2 contents. The first content is a cover containing the words "Puzzle
Game Application Based on Android". While the second content contains a menu
consisting of KD, Materials, Evaluation, puzzle games, Reference, and Development
Biodata. Furthermore, improvements to the content format by adding images.
Then fix the color in terms of coloring: a mixed color of green and brown as the
background, the red color on the menu button, and light blue color as a column
where the text. And improving techniques for the design process using hyperlink
techniques, making puzzle game learning media involves the puzzle maker website
as a puzzle making. This media is made in the form of electronic media with the
format: landscape and font: Cooper Black and this media are made in the non-
printed form.

3. Development Phase
      The development of the ADDIE model is the realization of a product puzzle
game application that is ready to be used in the learning process. At this stage, the
researcher needs to carry out a product validation test by material experts and
media experts for feasibility in implementation. And the trial includes 2 aspects of
material and media. Products are revised based on any feedback given by the
validators.
                          Table 1. Aspect Validation Media
                   No                 Aspect               Grain
                   1      Text                                4
                   2      Compatible and design            1,2,3,5
                   3      Software                           6,7
                   4      Benefits                         8,9,10

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                             Table 2. Aspect Validation Content
                  No                     Aspect                    Grain
                  1       Content                                   1,2,3
                  2       Design of learning                         5,7
                  3       Benefits                                 8,9,10
                  4       Compatible                                 4,6

                The formula was calculated in using the feasibility percentage, that
is:

               Table 3. Feasibility Percentage by Likert Scale (Sugiyono)
               No                Category                    Percentage
               1                Very Good                   81% - 100%
               2                  Good                       61% - 80%
               3                   Fair                     41% – 60%
               4                   Poor                     21% – 40%
               5                Very Poor                    0% – 20%

4. Implementation Phase
      Android application "puzzle game" after revising some aspects such as the
material and media of the application itself. researchers apply puzzle game
products in grade 7 through face-to-face or offline. the population is 43 students
and the sample is 21 students in grade 7A. The researcher presented the product
to the students and then they answered the exercise in the game.
                       Table 4. Aspect Assessment Response
               No                 Aspect                        Grain
               1       Content                                  10, 15
               2       Visual communication                1,2,3,5,6,7,9,11
               3       Software                             4,8,12,13,14

5. Evaluation Phase
      Evaluation is carried out to evaluate the features and appearance of the
learning media and the content of the material is following the material taught in
the first grade. The results of the evaluation were redesigned to be a better
learning media.

RESULT AND DISCUSSION
A. The Result of Analysis
      The researcher conducted a field study and analysis at MTs. Al-Ihsan
Kalijaring Tembelang Jombang in 7th grades. For analysis, the researcher used a
questionnaire and interview student. Based on the need analysis, it was found that
Students had problems in understanding English learning in for writing skill and
vocabulary, and they need some learning media to develop their English. From the
results of the questionnaire and interview, the researchers concluded that some
students found it difficult to improve their vocabulary.

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B. The Result of Design Phase
      The result of the need analysis whose the data had been collected then
concluded and used as a reference for designing. The design of the android
application “puzzle game” used the puzzle maker website, PPT, and hyperlinks, I-
Spring suite 10, and the website to apply. The design “puzzle game” product was
following:

                              Picture 2. Design “Puzzle Game”

                             Picture 3. Puzzle Maker
     Puzzle maker was a puzzle generation tool for teachers, students, and
parents. Create and print customized word search, crisscross, math puzzles, and
more using your own word lists.

                            Picture 4. Power Point
      PowerPoint was a powerful slide show presentation program.

                                     Picture 5. Hyperlink

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     The hyperlink was an element in an HTML document that linked to either
another portion of the document or to another document altogether.

                           Picture 5. I-Spring Suite 10
     I-Spring Suite 10 was supercharged for developing content for onboarding,
product training, assessment, and more.

                                Picture 6. Website to APK
      Website 2 APK was a reliable program that allowed you to easily create an
offline website browsing application for an Android system.

C. The Result of Development
      The result of product development storyboard after being developed and
designed by the researcher. At this development stage, the researcher used the
puzzle maker website, Power point, and hyperlinks, I-Spring suite 10, and the
website to APK builder pro and make a exercise on I spring suite 10. The stages of
product development and application of the design according to the product
storyboard were as follows:
1. Layout design
      The layout design was on a simple and cute application. The lay out is “puzzle
game application based on android”. And the main background of the forest image,
as the base color was yellow.

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                                  Picture 7. Layout Design
2. Author profile
     The button of profile author was directed to a page that contained the name
and origin of the author instance.

                                  Picture 9. Author Profile
3. How to play
     How to play button was directed to a page that contained how to use “Puzzle
Game” android application.

                                   Picture 10. Main Menu
4. Learn
      The Learn button was directed to a page that contained vocabularies,
phrases, and example of sentences that had been adapted to the first-grade senior
high school English subject matter.

1) Words and phrase
     The words and Phrases buttons were directed to pages contained first grade
junior high school English lesson materials.
➢ Material
     The materials of words and phrases buttons were directed to pages that
contained descriptive text, definition, purpose, generic structure, language feature

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an example of sentences that had been adapted to the first-grade junior high
school English subject matter.

                          Picture 11. Material of Descriptive Text
a. Exercise
      In the exercise there is a button to fill in the name and class after which the
student presses the next button. Directly slide numbers 1 to 10. For each number,
students answer each question using multiple choices, when they answer
correctly, a green justification will appear, but if they answer incorrectly, a red
color will appear. Everything can still be continued until number 10. By answering
all the numbers, the student score will appear and you can review the results of the
student’s answers.

                                         Picture 12. Exercise
b. Exit
     On the exit button was directed to the exit page by touching the check button
to next and exit.
1. The Result of Expert Validation
     Validation experts tested to find out about products from material experts
and media experts. Validation experts were in product development from one
material expert and one media expert. The results of the validation were in the
form of comments and suggestions that would be corrected in the learning media
before they were tested on students.
a. Result of Media Validation
     This assessment focused on the media aspect of the puzzle game application.
Validator Media expert was Mrs. Badriyatul Mu’awanah, S.Kom. laboratory staff of
the staff KH. A. Wahab Hasbulloh University Laboratory. This assessment was
taken on the questionnaire. The results of the validation would be corrected by the
researcher.

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                          Table 5. The Result of Media Validation
                                         Score                                  100
         Expert                                                         Total
                    1    2    3    4    5    6     7       8   9   10            %
         Media      4    5    4    4    4    4     4       5   5    4    43     86%

     Based on the result of the media expert’s assessment, the total score obtained
was 50, then calculated using the formula describe in the data technique to
determine the feasibility of learning media. The calculate was as follow:

            P = 43x100= 4300: 50 = 86%
      So, from the results of validation of media by the validator, with a total
calculation of 86%, it was very good category. These meant that the results of the
puzzle game application media validation deserved to be tried out with revisions
according to suggestions.
b. Result of Content Validation
      This assessment focused on the material aspects of the puzzle game
application. The content expert validator was Mrs. Iin Baroroh, M.Pd. a lecture KH.
A. Wahab Hasbullah University. This assessment was taken on the questionnaire.
The results of the validation would be corrected by the researcher.
                       Table 6. The result of Content Validation
                                          Score
          Expert                                                        Total   100%
                     1    2    3    4    5    6     7      8   9   10
         Content     4    4    5    4    4    4     3      4   4   4      40    80%

                             P = 40 x 100 = 4000 : 50 = 80%
      So, from the results of validation of content by the validator, with a total
calculation of 80%, it was good category. These meant that the results of the puzzle
game application media validation deserved to be tried out with revisions
according to suggestions.

2. The Result of Product Revision
     In this discussion, the researcher discussed the purpose of product revision
before the product was implemented for learning English. With that, the product
was ready for use in learning. Based on the results of the validation, this media still
used many improvements or revisions, especially in software. After analyzing
comments, suggestions, opinions from validators and users, the researcher
changed several revisions to this product. What would be shown in the layout
before and after the revision:

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                  Picture 13. Before-After Additional Descriptive Text

                  Picture 14. Before-After Explain Borobudur Temple

             Picture 15. Before-After Instructions on Translate to English

                       Picture 16. Before Main Menu Used English

                            Picture 17. After Added Back Sound

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      Among the comments and suggestions from these experts, this application
needed some improvements as follow:
1. We recommend that if you pressed 1 menu it should only appear that menu
   when you clicked the next button, did not get into another menu page
2. You could add a home button to return to the menu.
3. For the puzzle, the picture should be changed a little when the answer in the
   puzzle was correct then the answer goes to the puzzle column and then until it's
   finished so students knew what the answer to the previous question was.
      Among the comments and suggestions from these experts, this application
needed some improvements as follow:
1. Added back sound
2. Additional descriptive text examples were added
3. Explained Borobudur temple into 2 slides
4. Instructions on the command were clarified again such as please translate to
   English
5. Slide 1 was for writing the title without a school because it could be used for the
   public not only for that school
6. Slide 2 if the main menu used English for the contents of the main menu, it was
   also English.

3. Final Product
      The initial product had been revised according to suggestions and input from
experts, the initial product was the final product now. These final products were a
product that would be implemented to the first-grade students of MTs. Al-Ihsan
Kalijaring.

4. The Result of Implementation
      At this stage the learning media has been developed and implemented for 7th
grade students of MTs. Al-Ihsan Kalijaring. This implementation was carried out on
May 3, 2021. The researcher presented the learning media product in front of the
class, then students were given a link by the researcher to download the
application.
      The results of the implementation are in the form of an assessment of student
work and suggestions from the "puzzle game" learning media in the form of a
response questionnaire from researchers from the media they have operated.
      The result questionnaire of respondent with a total calculation of 84%, it was
good category.

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                       Picture 18. Result of Implementation Phase

5. The Result of Evaluation
      The purpose of the evaluation was to see the results of the "Puzzle game”
application as a learning media and could be used as reference material for similar
research in the future. Based on the data obtained from the implementation phase,
it could be concluded that the “Puzzle game” application could be said to be
feasible to use as a learning English media at MTs. Al-Ihsan Kalijaring.

CONCLUSION
A. Conclusion
      Based on the results of the research and development, it can be concluded
that this Research and Development program is designed to help students in the
7th grade of MTs Al-Ihsan Kalijaring puzzle game. The research method used is the
ADDIE theory (2014) after which the researcher collects information by providing
a questionnaire on student needs. The puzzle game is designed using the puzzle
maker website, Power point, and hyperlinks, I-Spring suite 10, and the website to
APK builder pro and make a exercise on I-spring suite 10. There are three main
features in the puzzle game button, namely; materials, puzzle games and exercise.
      Based on the result of media validation, the result of media validation a score
was 86% by category is very good. The result of content validation score was 80%
by category is good. The researcher conducted tried out on 21 students and the
result of response students’ questionnaire obtained was a score 84% by category
is very good. So therefore, it could be said that “puzzle game” was good for using.

B. Suggestion
      Based on the research process that was implemented, the researcher would
like the following suggestion concluded that Learning media puzzle games were
compatible with alternative learning media which was used at the moment in
junior high school at school or elsewhere. The puzzle game was a new innovation.
This media can use by learners in the home or other places. To the English teacher
or parents, it can be used as student motivation or child in learning media. For the

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researcher, it can be used as a reference for the development of augmented reality
in education.

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