Development of “Wibisana” Using the Scratch Application for Grade VI Students in Primary School

Authors

  • Sri Mujiwanti Faculty of Education and Teacher Training, Universitas Muria Kudus, Kudus, Central Java, INDONESIA
  • Nur Fajrie Faculty of Education and Teacher Training, Universitas Muria Kudus, Kudus, Central Java, INDONESIA
  • Ahmad Hariyadi Faculty of Education and Teacher Training, Universitas Muria Kudus, Kudus, Central Java, INDONESIA
  • Wawan Shokib Rondli Faculty of Education and Teacher Training, Universitas Muria Kudus, Kudus, Central Java, INDONESIA
  • Hendri Pratama Faculty Technical and Vocational, Sultan Idris Education University, 35900 Tanjong Malim, Perak, MALAYSIA

DOI:

https://doi.org/10.53797/anp.jssh.v5i1.7.2024

Keywords:

Learning media, Wibisana, Game based learning, Scratch

Abstract

The aim of this research was to develop a game-based learning media product called Wibisana which is feasible and practical to use. The development of this media uses an application Scratch.  This research is development research (R&D) which uses a research design using the ADDIE development model. The development stage includes (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. Interviews were conducted with three experts who have expertise in technology of art, and electrical engineering, and game-based learning. The findings reveal that Wibisana is a game whose content is appropriate to the learning objectives, has an attractive design, and is easy to use. The Wibisana game also has great potential to be used on an international scale, especially for people who are interested in Indonesian culture.

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Published

2024-06-24

How to Cite

Mujiwanti, S., Fajrie, N., Hariyadi, A., Rondli, W. S., & Pratama, H. (2024). Development of “Wibisana” Using the Scratch Application for Grade VI Students in Primary School. ANP Journal of Social Science and Humanities , 5(1), 57-62. https://doi.org/10.53797/anp.jssh.v5i1.7.2024

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