DESIGN AND IMPLEMENTATION OF SIMPRAG (SIMULASI PRAKTIKUM GAME) IN VOCATIONAL HIGH SCHOOL: ANALYSIS IN USING THE PLAYABILITY HEURISTIC FOR EDUCATIONAL GAME (PHEG) METHOD

Distance learning (usually called PJJ) in Vocational High Schools (SMK) is a challenge for productive teachers in the electrical engineering subject to work on practicums. One of the practicums that cannot be done during distance learning is the Electrical Lighting Installation (usually called...

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Bibliographic Details
Main Author: Juhana, Agus
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/58033
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:Distance learning (usually called PJJ) in Vocational High Schools (SMK) is a challenge for productive teachers in the electrical engineering subject to work on practicums. One of the practicums that cannot be done during distance learning is the Electrical Lighting Installation (usually called IPL) practicum since it should be done face-to-face with electrical equipment in the classroom/laboratory. The learning media used in the IPL practicum such as the installation trainer board cannot be applied because students are in their homes. Therefore, in the online learning process, the teacher can only explain the theory and simulation of electrical installations by video-based media. In this study, the authors aim to create alternative learning media to help the practicum learning process continue even though there is no face-to-face meeting. By creating a learning game based on computer applications and a website called Simulasi Praktikum Game (SIMPRAG), students are expected to be able to virtually work on basic IPL practicum with similar components as the actual practicum in the classroom/laboratory. The SIMPRAG game duplicates the components and working ways of the IPL trainer board learning media at the Electronics Vocational School. This game has 4 stages/scenarios, each stage has a different plot and challenges, namely tutorial-game as a game introduction stage for users, pre-game as a stage to recognize students' level of understanding, experiment-game as a stage of reflection and practice from the previous stage, and post-game as an evaluation stage. All these stages are included in every job available in the SIMPRAG game based on the IPL job sheet used in Vocational Schools. This study uses a development research procedure with the Analysis, Design, Development & Implementation, and Evaluation (ADDIE) model which starts from collecting information and data in preliminary studies, analyzing game and website needs, designing games and websites, to the user testing and evaluation. The evaluation method used in this SIMPRAG game uses the Playability Heuristic for Educational Game (PHEG) to evaluate the feasibility based on the interface (IN), educational element (ED), content (CN), and playability (PL) in the game with two measurement techniques, namely by looking at the level of feasibility based on student and teacher responses with a scale of 0 - 5 (strongly disagree - strongly agree) and by looking at the level of critical usability problems to determine the value of Usability of Educational Computer Game (UsaECG) which is assessed by teachers with a severity rating of 0 - 4 (no problem – very problematic, high priority). The SIMPRAG game trial was conducted in 2 vocational schools, namely SMK Negeri 1 Katapang, Bandung Regency and SMK Auto Matsuda Kuningan involving 18 students and 2 productive teachers. Based on the data processing results of the SIMPRAG game trial, the average feasibility value using the first PHEG measurement technique from the overall heuristic score was 84.5% for students and 89.6% for teachers. Then the average feasibility value using the second PHEG measurement technique obtained from the results of the critical usability problem calculation, 13.7% of the total heuristics were found, meaning that the feasibility level for the entire heuristic through this calculation was 86.3% and the UsaECG teacher questionnaire value was 85%. If all the percentages of eligibility are averaged, a feasibility value of 86.35 % is obtained, meaning that the SIMPRAG game can be said to be feasible to use as an alternative practicum for students and teachers during distance learning or actual practicum preparation. The results of the study also showed that students and teachers found it to be helpful and they wanted to reuse the SIMPRAG game in the IPL practicum learning process