GEMSHiDa Apps: Explore Hindu-Buddha History Materials with an Android Game for Social Studies Students in Junior High School
Abstract
One potential learning tool for engaging students in play while providing comprehensive information on Hindu-Buddhist content is an educational game. This study focuses on developing the GEMSHiDa app, an educational game centered on Hindu-Buddhist history for Android devices, intended for social studies students in Junior Hight School. Following a research and development (R&D) approach using the ADDIE model, validation from two experts rated the app's teaching material as "Very Good." Additionally, feedback on the app's design and accessibility was deemed "Good" by other validators. Furthermore, classroom testing of the GEMSHiDa app yielded a "Very Good" rating, indicating its suitability for social studies instruction in middle schools.
Keywords
Full Text:
PDFReferences
Afrida, A. (2022). Improving the Process and Student Learning Outcomes of The Reaction Rate Material with Discovery Learning Model Assisted by Virtual Laboratory. Jurnal Pendidikan Kimia Indonesia, 6(1), 30-37.
Amin, M. (2020). Stages in Historical Research. Jambi.
Arikunto, S. 2018. Research Procedures: A Practical Approach. Jakarta: Rineka Cipta. 2018.
Arsyad, A. (2016). Learning media, revised edition revised edition. Jakarta: Rajagrafindom Persada.
Azwal, R. A., & Sari, M. (2019). Development of learning media on websites without a network for students' independent learning. Natural Science, 5(1), 700-711.
Bahri, Syaiful, et al. 2021. Strengthening Character Education Values Through Icando Educational Games in Elementary Schools. Journal of Basic Education Nusantara, Vol. 6, No.2, pp: 23-41.
BSNP. (2014). Buletin BSNP. Jakarta Selatan: Badan Standar Nasional Pendidikan.
Dewa Made Alit, Ni Luh Putu Tejawati. (2023). Smart Classroom: Digital Learning Generation Z and Alpha. National Seminar (PROSPEK II).
Enjelita, E., Oktaviana, D., & Ardiawan, Y. (2023). Development of Android-based Mathematics Educational Games Using Construct 2 Software on Mathematical Comprehension Skills. JagoMIPA Journal of Mathematics and Science Education, 3(1), 1-12. https://doi.org/10.53299/jagomipa.v3i1.257
Fauziah, R. (2021). Development of Android-based Educational Games Learning Media on Plant Tissue Concepts (Bachelor's thesis, Jakarta: FITK UIN Syarif Hidayatullah Jakarta).
Gumilar, C. B. S., & Effendi, K. N. S. (2022). Needs analysis of Google-Sites Web-based learning media for Statistics material in high school mathematics learning. JP3M (Journal of Research on Mathematics Education and Teaching), 8(1), 9-18.
Habsari, S. U. H. (2020). Semiotic application & psychological effects of color display in minimalist homes. Journal of Riptek, 4(1), 37-44.
Indroyono, J. M. (2017). DEVELOPMENT OF EDUCATIONAL GAMES "STUDENTS EXPLORE" TO INCREASE STUDENT LEARNING MOTIVATION ON THE MATERIAL OF RELICS AND HISTORICAL FIGURES OF THE HINDU-BUDDHIST PERIOD CLASS V AT MI AL-KHAERIYAH SEMARANG CITY. http://lib.unnes.ac.id/31053/
Ismail, A. (2009). Education Games. Yogyakarta: Pro-U Media.
Kuraesin, P. P. S., Fahira, N., Afdillah, A. K., Fatmah, F., & Jariyah, I. A. (2022). Analysis of Offline and Online Learning Activities for 9th Grade Students of Mtsn 4 Bojonegoro in the Era of the Covid-19 Pandemic. Prima Magistra, 3(2), 159-169. https://doi.org/10.37478/jpm.v3i2.1521
Lestari, S. (2018). The role of technology in education in the era of globalization. EDURELIGIA: Journal of Islamic Religious Education, 2(2), 94-100.
Maha, F. A. (2018). The Importance of Understanding Learner Development in Increasing Student Interest in SD IT Ummi Darussalam Bandar Setia, Percut Sei Tuan District, Deli Serdang Regency in the 2017/2018 Academic Year (Doctoral dissertation, State Islamic University of North Sumatra Medan).
Muhammad, F. (2017). Development Of Efi System Learning Media In The Subject Of Light Vehicle Electrical Maintenance (Pkkr). E-Journal of Automotive Engineering Education-S1, 20(2).
Development of Efi System Learning Media in Light Vehicle Electrical Maintenance (Pkkr) Class Xii Light Vehicle Engineering Department (Tkr) at Smk Negeri 1 Seyegan Sleman.
Nahla, Z., Setiawan, B., & Ulandari, T. (2024). Lack of Student Interest in Social Studies Subjects at the Junior High School Level. JOURNAL OF EDUCATION AND SOCIAL SCIENCE (JUPENDIS), 2(1), 88-101.
Novia, N., Permanasari, A., Riandi, R., & Kaniawati, I. (2020). Trends in Educational Game Research for Creativity Enhancement: A Systematic Review of the Literature. Journal of Science Education Innovation, 6(2).
Nuqisari, R., & Sudarmilah, E. (2019). Making Solar System Educational Game with Construct 2 based on Android. Emitor: Journal of Electrical Engineering, 19(2), 86-92.
Nurhalim, A. D. (2022). Factors Affecting Purchasing Decisions in Generation Z and Millennial Generation in Indonesia Toward Zara. Journal of Bina Manajemen, 10(2), 26-41.
Nurjannah, F. (2022). Development of modified stacko math learning media for learning mathematics for students of SDN Wiyoro (Doctoral dissertation, STKIP PGRI PACITAN).
Nurrita, T. (2018). Development of learning media to improve student learning outcomes. Society journal, 3(1), 171-187.
Patompo, R. A. (2020). The Development of Da'wah and All Its Challenges Through Communication Technology Media. -. https://doi.org/10.31219/osf.io/53v6s
Peranti, P., Purwanto, A., & Risdianto, E. (2019). Development of learning media for mofin (monopoly of science physics) game for grade X high school students. Journal of Physics Coils, 2(April 1), 41-48.
Premana, A., Wijaya, A. P., Yono, R. R., & Hayati, S. (2022). Game-Based Learning Media For Early Childhood Programming Language Introduction. Tekinfo (Jakarta), 23(2), 66-75. https://doi.org/10.37817/tekinfo.v23i2.2597
Purnomo, A., & Yahya, M. (2022). Introduction to Learning Models. Hamjah Diha Foundation.
Putri, F. A. S. (2021). Development of educational role playing games titled "lookout!" on the material of the kingdom of Sriwijaya for learning the history of grade XI students at SMAN 1 Boyolangu. Diploma Thesis. University of Malang
Rahman, R.A., & Tresnawati, D. 2016. Development of educational games to recognize animal names and their habitats in 3 languages as multimedia-based learning media. Algorithm Journal, 13(1), 184-190.
Rohmiyanti, W., Latif, A., Syafira, I., Wahiddatul, S., & Haryanto, A. D. (2021). The Use of Educational Game-Based Learning Media as an Effort to Increase the Learning Interest of Elementary School Students: Understanding Learning Media, Educational Game-Based Media. In SEMAI Proceedings: PGMI National Seminar (Vol. 1, pp. 809-826).
Rohmiyanti, W., Latif, A., Syafira, I., Wahiddatul, S., & Haryanto, A. D. (2021). The Use of Educational Game-Based Learning Media as an Effort to Increase Elementary School Students' Learning Interest: Understanding Learning Media, Educational Game-Based Media. In SEMAI Proceedings: PGMI National Seminar (Vol. 1, pp. 809-826).
Sadriani, A., Ahmad, M. R. S., & Arifin, I. (2023). The Role of Teachers in the Development of Educational Technology in the Digital Era. NATIONAL SEMINAR DIES NATALIS 62, 1, 32-37.
Saski, N. H., & Sudarwanto, T. (2021). Feasibility of Digital-Based Market Learning Media in Marketing Strategy Course. Journal of Commerce Education (JPTN), 9(1), 1118-1124.
Sayono, J. (2013). History Learning in Schools: From Pragmatic to Idealistic. Journal of History and Culture, 7(1), 9-17.
Setiawan, H. R., Rakhmadi, A. J., & Raisal, A. Y. (2021). ADDIE Model for the Development of Teaching Materials Based on Problem Solving Ability Assisted by 3D Pageflip. Journal of Physics Coils, 4(2), 112-119.
Setyawan, P., & Ibrahim, M. 2019. Development of Pictorial Riddle-Based Flashcard Media on Plantae Material to Increase Motivation and Concept Understanding of Class X SMA/MA Students. Biology Education Scientific Periodical (BioEdu), 8(2).
Sidiq, R., & Simamora, R. S. (2022). Educational Games: Learning Strategy and Evaluation for the 21st Century.
Sugiyono (2019). Quantitative, Qualitative, and R&D Research Methods. Bandung : Alphabet.
Sulistiyanti, N. A., Mubarok, Z., & Nawawi, M. K. (2023). The Role Of Educational Games In The Hybrid Learning Model On The Learning Outcomes Of Pai Class Vii Students At Smp Negeri 1 Bogor City. Fikrah: Journal of Islamic Education, 7(2), 161-170.
Surahman, E. (2019). Integrated mobile learning system (imoles) as an effort to realize a superior learning society in the digital era. JINOTEP (Journal of Innovation and Learning Technology) Studies and Research in Learning Technology, 5(2), 50-56.
Suryadi, A., Herasmus, H., Febrianti, E. L., & Christy, T. (2023). Thematic educational game applications for Android-based students. Journal of Information Systems Technology and Computer Systems TGD, 6(2), 290.
Tuti, H. (2022). Design of Unity-based Space Building Learning Application. Technoscientia Technology Journal, 109-120.
Umihani. (2023). Development of Economic Monopoly Game Learning Media to Increase Student Learning Interest in Class Xii Ips Sma Negeri 1 Terbanggi Besar.
Wahyuni, F. (2023). Analysis of the level of student learning concentration in learning grade IV mathematics SDN 02 Tanjuang Gadang.
Wati, W., & Istiqomah, H. 2019. Physics Educational Game Based on Android Smartphone as Physics Teaching Media. Indonesian Journal of Science and Mathematics Education. 2(2): 162–167. https://doi.org/10.24042/ijsme.v2i2.4341.
Wibawanto, Wandah. (2020). RPG (Role Playing Game) Educational Game. Semarang: LPPM UNNES.
Wicaksono, A. B. (2016). Educational Game of Hindu Buddhist and Islamic Historical Relics (Case Study: SD Negeri 3 Cihonje Education Unit of Gumelar District, Banyumas Regency in 2015/2016 Academic Year).
Widoretno, S., Setyawan, D., & Mukhlison, M. (2021). The effectiveness of educational games as a medium for children's learning. Proceedings of National Learning Transformation (Pro-Trapenas), 1(1), 287-295.
Winarni, Endang Widi. 2018. Theory and Practice of Qualitative Quantitative Research: Classroom Action Research (PTK) Research and Development (R&D). (cet.1). Jakarta: Bumi Aksara.
Windawati, R., & Koeswanti, H. D. (2021). Development of Android-Based Educational Games to Improve Student Learning Outcomes in Elementary Schools. Basicedu Journal, 5(2), 1027-1038.
Y. Uti, H., Munir, & Dahlia Said, S. (2021). The Effect of Game Media Use on Online and Offline English Learning at MTs N 1 Gorontalo. Journal of Learning Thought and Development, 3(3).
Yulia, Y., Purba, N. M. B., & Nasir, J. (2019). Android-based math education game application. Indonesian Journal of Computer Science, 8(2), 101-112.
Yulianti, A., & Ekohariadi, E. (2020). Utilization of educational game-based learning media using the construct 2 application in basic computer and network subjects. IT-Edu: Journal of Information Technology and Education, 5(01), 527-533.
Yuniarti, I., Karma, I. N., & Istiningsih, S. (2021). Development of learning modules based on local wisdom for the theme of my ideals subtheme of me and my ideals for class IV. Scientific Journal of Education Profession, 6(4), 691-697.
DOI: http://dx.doi.org/10.29300/ijsse.v6i2.4312
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Indonesian Journal of Social Science Education (IJSSE) is Dndexed by:
Indonesian Journal of Social Science Education (IJSSE) is Published by Pusat Publikasi Ilmiah UIN Fatmawati Sukarno Bengkulu. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Journal Publishing Office Location:
Pusat publikasi Ilmiah UIN Fatmawati Sukarno Bengkulu.
LPPM Universitas Islam Negeri Fatmawati Sukarno Bengkulu
Address: Jl. Raden Fatah, Pagar Dewa Kota Bengkulu 38211, Bengkulu, Sumatra Indonesia