Rancang Bangun Game Edukasi Nahwu Berbasis Android Sebagai Media Pembelajaran Menggunakan Linear Congruential
DOI:
https://doi.org/10.31980/petik.v12i1.3655Keywords:
Educational Games, Nahwu, Android, Linear Congruential Method, Learning MediaAbstract
Abstrak
Pembelajaran Nahwu dalam bahasa Arab sering dianggap sulit oleh siswa karena kompleksitas aturan tata bahasa serta metode pembelajaran yang masih konvensional. Kondisi tersebut menyebabkan rendahnya minat belajar siswa terhadap materi Nahwu. Penelitian ini bertujuan untuk merancang dan membangun game edukasi Nahwu berbasis Android sebagai media pembelajaran interaktif dengan menerapkan Linear Congruential Method (LCM) untuk pengacakan soal. Metode pengembangan sistem yang digunakan adalah Game Development Life Cycle (GDLC) yang meliputi tahap initiation, pre-production, production, testing, dan release. Studi kasus penelitian dilakukan pada siswa kelas 7 MTs. Miftahun Najah Karanglo Mojowarno Jombang sebagai pengguna aplikasi. Pengujian sistem dilakukan menggunakan metode Black Box Testing untuk menguji fungsionalitas sistem serta User Acceptance Test (UAT) menggunakan skala Likert kepada 17 siswa. Hasil pengujian menunjukkan bahwa seluruh fitur aplikasi dapat berjalan dengan baik. Evaluasi pengguna menunjukkan tingkat kelayakan aspek media sebesar 95,29%, aspek materi sebesar 88,19%, dan aspek pengguna sebesar 92,07%. Hasil tersebut menunjukkan bahwa game edukasi Nahwu berbasis Android yang dikembangkan sangat layak digunakan sebagai media pembelajaran interaktif bagi siswa MTs.
Kata Kunci: Game Edukasi, Nahwu, Android, Linear Congruential Method, Media Pembelajaran
Abstract
Learning Nahwu in Arabic is often considered difficult by students due to the complexity of grammar rules and conventional learning methods. This condition leads to low student interest in learning Nahwu material. This study aims to design and develop an Android-based Nahwu educational game as an interactive learning medium by applying the Linear Congruential Method (LCM) for randomizing questions. The system development method used is the Game Development Life Cycle (GDLC), which includes the stages of initiation, pre-production, production, testing, and release. The case study was conducted on 7th grade students at MTs. Miftahun Najah Karanglo Mojowarno Jombang as application users. System testing was carried out using the Black Box Testing method to test system functionality and the User Acceptance Test (UAT) using a Likert scale on 17 students. The test results showed that all application features worked well. User evaluation showed a media aspect feasibility level of 95.29%, a material aspect of 88.19%, and a user aspect of 92.07%. These results indicate that the Android-based Nahwu educational game developed is very feasible to use as an interactive learning medium for MTs students.
Keyword: Educational Games, Nahwu, Android, Linear Congruential Method, Learning Media
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