Main Article Content
Abstract
This research aimed to develop Puzzle-Assisted Mobile Learning, test the feasibility of Puzzle-Assisted Mobile Learning, and test the effectiveness of Puzzle-Assisted Mobile Learning on animal life cycle science material for class V students at SDN 2 Redin Purworejo. This research was conducted using a quantitative approach with the type of research, namely research and development (R&D). Research were conductedwith the ADDIE development model. The sampling technique uses purposive sampling technique. Data collection techniques use interviews, questionnaires, tests and documentation. Data analysis was carried out using feasibility tests and media effectiveness tests. Initial data analysis technique using normality test and final data analysis using paired t test and N-gain test. The results of the two dependent sample t test in the large group final test obtained a value of t_count = 16.929 and t_table = 2.093. From the calculation results, it is obtained that t_count = 16.929 > t_tabel = 2.093, so H0 is rejected and Ha is accepted or interpreted that the Mobile Learning Puzzle Game is effectively used in learning to improve science learning outcomes on animal life cycle material. The N-gain in the small and large group tests is 0.80 and 0.75 and is included in the high category. Researchers suggest that teachers can use Puzzle-Assisted Mobile Learning as a medium to improve students' ability to understand similar material.
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Copyright (c) 2024 Zulfa Nur'aini, Ali Sunarso

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References
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References
Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/j.procs.2019.09.005
Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/j.procs.2019.09.005
Beng Keat, O. Y., Wahid, N., Murli, N., & Hamid, R. A. (2018). Augmented Reality to Induce Enjoyment in Edutainment Mobile Game. JOIV : International Journal on Informatics Visualization, 2(3–2), 188. https://doi.org/10.30630/joiv.2.3-2.139
Diaz Renavitasari, I. R., & Afif Supianto, A. (2018). Educational Game For Training Spatial Ability Using Tangram Puzzle. 2018 International Conference on Sustainable Information Engineering and Technology (SIET), 174–179. https://doi.org/10.1109/SIET.2018.8693164
Gómez-Urquiza, J. L., Gómez-Salgado, J., Albendín-García, L., Correa-Rodríguez, M., González-Jiménez, E., & Cañadas-De la Fuente, G. A. (2019). The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Education Today, 72, 73–76. https://doi.org/10.1016/j.nedt.2018.10.018
Ke, G.-N., Tan, R. W. W., & Palmer, S. (2022). Brain Activity and Aggressive Behavior of Online Gamers. International Journal of Cyber Behavior, Psychology and Learning, 12(1), 1–19. https://doi.org/10.4018/IJCBPL.304903
Kristianti, N., Purnawati, N., & Suyoto, S. (2018). Virtual Education with Puzzle Games for Early Childhood – A Study of Indonesia. International Journal of Engineering Pedagogy (IJEP), 8(2), 14–22. https://doi.org/10.3991/ijep.v8i2.7943
Lu, S.-J., Liu, Y.-C., Chen, P.-J., & Hsieh, M.-R. (2020). Evaluation of AR embedded physical puzzle game on students’ learning achievement and motivation on elementary natural science. Interactive Learning Environments, 28(4), 451–463. https://doi.org/10.1080/10494820.2018.1541908
Muliyati, D., Septyaningrum, L. D., & Permana, H. (2022). “Black Journey” - The mobile apps development of physics educational game. AIP Conference Proceedings, 020031. https://doi.org/10.1063/5.0102469
Pallavicini, F., Ferrari, A., & Mantovani, F. (2018). Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology, 9. https://doi.org/10.3389/fpsyg.2018.02127
Peleg, R., Yayon, M., Katchevich, D., Moria-Shipony, M., & Blonder, R. (2019). A Lab-Based Chemical Escape Room: Educational, Mobile, and Fun! Journal of Chemical Education, 96(5), 955–960. https://doi.org/10.1021/acs.jchemed.8b00406
Petritis, S. J., Byrd, K. M., & Schneller, W. (2022). Hybridization Gamified: A Mobile App for Learning About Hybridization. Journal of Chemical Education, 99(3), 1155–1159. https://doi.org/10.1021/acs.jchemed.1c00890
Sapundzhi, F., Kitanov, A., Lazarova, M., & Georgiev, S. (2023). A Mobile App Game Based on the Development and Design of a Puzzle Created for Educational Learning. In AIP Conference Proceedings (pp. 223–230). https://doi.org/10.1007/978-3-031-42134-1_22
Tan, C. W., Ling, L., Yu, P.-D., Hang, C. N., & Wong, M. F. (2020). Mathematics Gamification in Mobile App Software for Personalized Learning at Scale. 2020 IEEE Integrated STEM Education Conference (ISEC), 1–5. https://doi.org/10.1109/ISEC49744.2020.9397846