Implementasi Game Puzzle berbasis Android “Rijali” pada sub materi Pengaruh Manusia terhadap Ekosistem kelas VII
DOI:
https://doi.org/10.30739/jeas.v4i1.4621Keywords:
ADDIE, AnAndroid-based Puzzle Game, learning media, N-Gain, environmental pollutionAbstract
The development of technology in education provides opportunities to create more innovative learning media. This study developed a science learning media in the form of an Android-based puzzle game called “Rijali” along with a simple practicum device for the subtopic of Human Impact on Ecosystems. The research was conducted at SMP Negeri 3 Tuntang during the first semester of the 2024/2025 academic year with seventh-grade students. The method used was Research and Development with the ADDIE model. In the Analysis stage, science teacher had never used an Android puzzle game. During the Design stage, the “Rijali” game was created, and in the Development stage, material validation reached 88.5% and media validation reached 87.75%. The Implementation stage produced an N-Gain score of 0.61. Evaluation results showed positive responses from teachers (90.2%) and students (82.4%). The Android-based puzzle game “Rijali” is therefore considered highly valid and suitable for teaching science, especially the water pollution topic, for Grade VII students.








