DEVELOPMENT OF AN EDUCATIONAL GAME USING CONSTRUCT 2 FOR THE SUBJECT OF BASIC COMPUTER AND TELECOMMUNICATION NETWORK ENGINEERING AT SMK TERPADU AL ANWAR DURENAN TRENGGALEK ACADEMIC YEAR 2024/2025

Authors

  • Mochamad Yusuf Bhinneka PGRI University Author
  • Abdul Haris Indrakusuma Bhinneka PGRI University Author

DOI:

https://doi.org/10.29100/bicone.v1i1.55

Abstract

This study aims to develop interactive learning media in the form of a desktop-based educational game using Construct 2 software for the subject of Basic Computer and Telecommunication Network Engineering at SMK Terpadu Al Anwar Durenan Trenggalek. The background of this research stems from monotonous and less engaging learning methods, especially in Islamic boarding school environments where mobile device usage is restricted. Therefore, a desktop game was developed to be accessed via the school's computer laboratory. The game adopts the puzzle genre and presents material on Occupational Health, Safety, and Environmental Protection (K3LH) and industrial work culture in a gradual and interactive manner. The research method used is Research and Development (R&D) with the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The final product features effective navigation, curriculum-aligned content, built-in exercises for evaluation, and appealing visual design. Validation was carried out by two media experts and one content expert, followed by testing involving both small and large student groups. The validation results show that the game is categorized as "highly feasible" with a score of 83.39%. Effectiveness testing also revealed very positive student responses to the use of the game in learning activities. Therefore, this educational game is considered effective in enhancing students’ motivation, understanding, and engagement in the learning process. This study is also expected to serve as a reference for the development of other contextual and technology-based learning media, particularly in educational settings with limited access to mobile devices

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Published

2025-09-24