Pengembangan Multimedia Interaktif Berbasis Game Edukasi Baamboozle pada Materi Pancaindra untuk Siswa Kelas 4 Sekolah Dasar

Renata Eka Sayuti, Novi Nitya Santi, Widi Wulansari

Abstract


This study aims to develop interactive multimedia based on the Baamboozle educational game on the five senses material for fourth-grade elementary school students. The study used the Research and Development (R&D) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of 24 fourth-grade students at SDN K. The product was developed using PowerPoint combined with the Baamboozle platform to produce interactive and interesting learning multimedia. The feasibility of the product was assessed through validation by media experts, material experts, and question experts. The validation results showed that the developed multimedia was in the valid to very valid category. The results of the practicality test based on teacher and student responses showed a very practical category. Meanwhile, the results of the N-Gain analysis showed that interactive multimedia was in the quite effective category in improving student learning outcomes. The use of interactive multimedia based on Baamboozle can increase student engagement, motivation, and understanding of the five senses material through the presentation of material equipped with images, videos, animations, and educational games. Thus, interactive multimedia based on Baamboozle can be an alternative science learning media that is interesting and fun for elementary school students.


Keywords


Interactive Multimedia; Baamboozle; Human Senses.

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DOI: https://doi.org/10.56842/jp-ipa.v7i03.1236

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