The developed visual novel-based educational game entitled “Bola-Bola Waktu” is considered feasible to be used as an alternative Indonesian language learning medium at SMP Negeri 1 Banjarsari.
Abstract
Indonesian language learning at SMP Negeri 1 Banjarsari is still dominated by lecture methods and textbooks, which makes students easily bored and less enthusiastic. This study aims to design and develop a visual novel-based educational game entitled “Bola-Bola Waktu” as an Indonesian language learning medium, to determine its feasibility, and to determine student responses toward the product. The method used is Research and Development (R&D) with a descriptive evaluative approach, employing the Waterfall development model and the Ren'Py game engine. The population and sample consisted of 36 seventh-grade students of SMP Negeri 1 Banjarsari, determined using a saturated sampling technique. Data were collected through interviews, questionnaires, and black box testing. The results show that the game was successfully developed through the stages of requirement analysis, design, coding, and testing, with black box testing indicating that all ten tested features functioned according to the design. The material expert validation obtained a percentage of 96%, the media expert validation obtained 95%, and the student response obtained 95.24%, all falling into the Very Feasible category. Thus, the developed visual novel-based educational game is considered feasible to be used as an alternative Indonesian language learning medium at SMP Negeri 1 Banjarsari.
The conclusion of the study shows that the Educaplay game-based learning media on single sentence material meets valid criteria and is very practical so that it is worthy of being used as an alternative Indonesian language learning media to be used in the learning process.
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