Development of an Educational Game ‘Petualangan Ryna’ as a Learning Media for Geometric Transformations in Junior High School
DOI:
https://doi.org/10.35194/jp.v14i2.5673Keywords:
educational media, educational game, geometric transformationsAbstract
The teaching of geometric transformations in junior high school continues to face several challenges, especially regarding the topics of translation and reflection, which require a strong understanding of visual and spatial concepts. This issue was identified at a junior high school in Pasuruan Regency, where diagnostic tests and classroom observations revealed low student comprehension and a lack of interactive instructional media. In response, this study aimed to develop an educational game titled Petualangan Ryna di Desa yang Hilang using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The goal was to produce a valid, practical, and effective learning tool. The research involved seventh-grade students as participants, with data collected through expert validation, post-tests, and student response questionnaires. The results indicated that the developed game and assessment instruments were valid, the game was practical to use, and it effectively improved students’ understanding of geometric transformations. Therefore, Petualangan Ryna di Desa yang Hilang is suitable for classroom use as an innovative learning media that enhances engagement and conceptual understanding through contextual and visual exploration.References
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Hobri. (2009). Metodologi Penelitian Pengembangan (2021st ed.).
Kalmpourtzis, G., & Romero, M. (2022). An affordance-based framework for the design and analysis of learning activities in playful educational robotics contexts. 1–14.
Lestari, A., Septian, A., Inayah, S., & Suryakancana, U. (2024). The Influence of Learning Motivation and Numeracy on High School Students. PRISMA, 13(1), 81–89. https://doi.org/10.35194/jp.v13i1.4140
Noemí, P. M., & Máximo, S. H. (2014). Educational Games for Learning. Universal Journal of Educational Research, 2(3), 230–238. https://doi.org/10.13189/ujer.2014.020305
Rahmi, D. F., Satrio, M. T. J., Azmy, D. S., & Septian, A. (2023). Penerapan Model ICARE Berbasis Media Powtoon untuk Meningkatkan Kemampuan Berpikir Kritis Matematis Siswa. PRISMA, 12(2), 486–493. https://doi.org/10.35194/jp.v12i2.3758
Sarmawati, S., Nursyam, A., & Trisnowali, A. (2024). Model Pembelajaran Project Based Learning dengan Pemanfaatan Alat Peraga dalam Meningkatkan Kemampuan Pemahaman Konsep Matematis Siswa. Intellectual Mathematics Education (IME), 2(1), 8–16. https://doi.org/10.59108/ime.v2i1.45
Septian, A., Fahrisyal, M. L., & Jusniani, N. (2022). Pengembangan GeoGebra Classroom Pada Materi Transformasi Geometri. PRISMA, 11(2), 504–514. https://doi.org/10.35194/jp.v11i2.2483
Septian, A., & Gustiana, M. (2022). Pengembangan Lembar Kerja Siswa pada Materi Sistem Persamaan Linear Dua Variabel Berbasis E-Learning. UNION?: Jurnal Ilmiah Pendidikan Matematika, 10(1), 81–92.
Septian, A., & Rahayu, S. (2021). Peningkatan Kemampuan Pemecahan Masalah Matematis Siswa melalui Pendekatan Problem Posing dengan Edmodo. PRISMA, 10(2), 170–181. https://doi.org/10.35194/jp.v10i2.1813
Swasto, W., Suanto, E., & Saragih, S. (2024). Analysis of Computational Thinking Ability of High School Students in Solving Statistics problems. PRISMA, 13(2), 269–277. https://doi.org/10.35194/jp.v13i2.4373
Tegeh, I. M., Jampel, I. N., & Pudjawan, K. (2014). Model Penelitian Pengembangan (1st ed.). Graha Ilmu.
Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically,
effectively, and enjoyably: A review of educational games. In Human Behavior and Emerging Technologies (Vol. 2, Issue 2, pp. 186–195). https://doi.org/10.1002/hbe2.188
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Published
2025-12-07
How to Cite
Ardiansyah, I., Sisworo, S., & Purwanto, P. (2025). Development of an Educational Game ‘Petualangan Ryna’ as a Learning Media for Geometric Transformations in Junior High School. PRISMA, 14(2), 306–314. https://doi.org/10.35194/jp.v14i2.5673
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