The Effect of Android-Based Educational Games on Students' Cognitive Learning Outcomes in the Electrical Engineering Fundamentals Subject

Selpi Amanda Fadillah, Siswo Wardoyo, Suhendar Suhendar

Abstract


The purpose of this study was to ascertain how using educational games based on Android affected students' learning results in the Electrical Engineering Fundamentals course, particularly with regard to fundamental cable connection procedures. This study included a nonequivalent control group design, a quasi-experimental method, and a quantitative methodology. 62 10th graders enrolled in a Vocational High School in Banten, Indonesia's Electrical Power Installation Engineering (TITL) program served as the subjects; 30 of them were in the control group and 32 were in the experimental group. Tests (pretest and posttest) and questionnaires were utilized as data collection methods. The research tool was tested for validity and reliability, and the results showed that it was suitable for usage. The average pretest and posttest scores rose from 55.00 to 74.00 in the control class and from 47.19 to 77.50 in the experimental class, according to the data. With a significance threshold of 0.000 <0.05, the paired sample t-test revealed a calculated t-value of -14.827 for the control class and -18.735 for the experimental class, showing a substantial improvement in learning outcomes following the treatment. An average score of 0.89, classified as appropriate, was obtained through validation by media and material specialists. Therefore, it can be concluded that the use of Android-based educational games is effective and has a significant impact on improving student learning outcomes compared to conventional learning methods.


Keywords


Educational games; Android; Learning outcomes; Electricity; Quasi-experiment

Full Text:

PDF

References


Afidah, N., & Subekti, F. E. (2024). Efektivitas penggunaan game edukasi digital terhadap hasil belajar matematika siswa. Jurnal Basicedu, 8(3), 1944–1952. https://doi.org/10.31004/basicedu.v8i3.7564

Ahmad, M. S., Sebu, R. U., & Tefa, M. (2025). Inovasi media pembelajaran interaktif berbasis rangkaian digital untuk meningkatkan pemahaman konsep fisika listrik. Haumeni Journal of Education, 5(2), 98–106. https://doi.org/10.35508/haumeni.v5i2.24089

Arikunto, S. (2021). Dasar-dasar evaluasi pendidikan (Edisi revisi). Bumi Aksara.

Azwar, S. (2021). Reliabilitas dan validitas (Edisi ke-5). Pustaka Pelajar.

Chusna, I. F., Aini, I. N., Putri, K. A., & Elisa, M. C. (2024). Literatur review: Urgensi keterampilan abad 21 pada peserta didik. Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan, 4(4). https://doi.org/10.17977/um065.v4.i4.2024.1

Crawford, R. (2026). Exploring technology supporting explicit teaching and learning of educator skills and knowledge: An IPA study. Australian Journal of Teacher Education, 51(1). https://doi.org/10.14221/1835-517X.6815

Damari, N. (2025). Peran game edukatif dalam mengoptimalkan pembelajaran IPA di sekolah dasar. Intelektual: Jurnal Ilmiah Multidisiplin Mahasiswa dan Akademisi, 1(1), 36–48.

Edriati, S., Husnita, L., Amri, E., Samudra, A. A., & Kamil, N. (2021). Penggunaan MIT App Inventor untuk merancang aplikasi pembelajaran berbasis Android. E-DIMAS: Jurnal Pengabdian kepada Masyarakat, 12(4), 652–657.

Endrayani, I., Efendi, A., & Yamtinah, S. (2023). The need for interactive media for electrical learning in vocational high schools: Fact from the classroom activities. Advances in Social Science, Education and Humanities Research, 2605–2612.

Ernawati, I., & Sukardiyomo, T. (2017). Uji kelayakan media pembelajaran interaktif pada mata pelajaran administrasi server. ELINVO (Electronics, Informatics, and Vocational Education), 2(2), 204–210.

Faiza, N. N., & Wardhani, I. S. (2024). Media pembelajaran abad 21: Membangun generasi digital yang adaptif. Jurnal Media Akademik (JMA), 2(12).

Gunartha, I. W., Widiasri, D. A., & Ekasriadi, I. A. A. (2024). Asesmen dan pembelajaran Bahasa Indonesia berbasis HOTS: Upaya peningkatan kemampuan berpikir kritis siswa di era digital abad ke-21. SANDIBASA II (Seminar Nasional Pendidikan Bahasa dan Sastra Indonesia), 2(1).

Kurnia, U. I., Lathifah, A., Rizki, F., Larasati, B. S., Puspitasari, S., & Fatiha, S. A. (2024). Penerapan media pembelajaran berbasis mobile learning di SMP Negeri 4 Abung Barat. Jurnal Pengabdian Kepada Masyarakat Ungu (ABDI KE UNGU), 6(1).

Kurniawati, R., Haifaturrahmah, H., & Sari, N. (2025). Pemanfaatan game edukasi sebagai media pembelajaran yang menarik bagi siswa sekolah dasar. Didaktik: Jurnal Ilmiah PGSD FKIP Universitas Mandiri, 11(4), 261–285.

Liao, C.-W., Tseng, Y.-J., Liao, Y.-H., Chen, B.-S., Ho, W.-S., Wang, I.-C., Lin, H.-I., & Chen, I.-M. (2023). A practical curriculum design and learning effectiveness evaluation of competence-oriented instruction strategy integration: A case study of Taiwan skills-based senior high school. Behavioral Sciences, 13, 43.

Maulana, A. (2022). Analisis validitas, reliabilitas, dan kelayakan instrumen penilaian rasa percaya diri siswa. Jurnal Kualita Pendidikan, 3(3), 133–139.

Nawawi, M. I., Nu’man, M., Maulana, M. F., & Syaifullah, M. D. (2026). Android-based learning media as an innovation in digital learning in the era of modern education. Jurnal Pendidikan Bahasa Arab L-DHAD, 5(1), 27–34.

Purnomo, T. H., Sugiyanto, & Akhlis, I. (2011). Educational computer game materi listrik dinamis sebagai media pembelajaran fisika untuk siswa SMA. Jurnal Pendidikan Fisika Indonesia, 7(2), 121–127.

Puspita, D., Antara, P. A., & Bayu, G. W. (2024). BATUMBUH: Game edukasi interaktif berbasis pendekatan kontekstual pada materi bagian tubuh tumbuhan. Jurnal Media dan Teknologi Pendidikan, 4(3), 327–337. https://doi.org/10.23887/jmt.v4i3.77315

Putri, L. A. I., & Trisnawati, N. (2024). Pengaruh media pembelajaran berbasis Educandy game terhadap motivasi dan hasil belajar siswa SMK. Edukatif: Jurnal Ilmu Pendidikan, 6(4), 3059–3070. https://doi.org/10.31004/edukatif.v6i4.7204

Rahmawati, N. A., Laila, A., & Dalalah, N. R. (2025). Efektivitas game edukatif sebagai media pembelajaran untuk meningkatkan literasi budaya dan numerasi siswa sekolah dasar. Journal Scientific of Mandalika (JSM), 6(12).

Sapitri, S., & Suriani, A. (2025). Efektivitas media pembelajaran interaktif dalam meningkatkan minat belajar siswa SD. Pragmatik: Jurnal Rumpun Ilmu Bahasa dan Pendidikan, 3(3), 282–292. https://doi.org/10.61132/pragmatik.v3i3.1829

Sugiyono. (2022). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.

Tsai, C.-C., Chung, C.-C., Cheng, Y.-M., & Lou, S.-J. (2022). Deep learning course development and evaluation of artificial intelligence in vocational senior high schools. Frontiers in Psychology, 13.

Widiyantara, I. G. R., Gading, I. K., & Bayu, G. W. (2023). Media game edukasi berbasis web untuk meningkatkan aktivitas dan hasil belajar siswa pada materi IPAS kelas IV sekolah dasar. International Journal of Natural Science and Engineering, 7(3), 182–195. https://doi.org/10.23887/ijnse.v7i3.75330




DOI: https://doi.org/10.53889/ijses.v6i2.673

Article Metrics

Abstract view : 27 times
PDF - 9 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Selpi Amanda Fadillah, Siswo Wardoyo, Suhendar Suhendar

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

 Creative Commons License

International Journal of STEM Education for Sustainability is licensed under a Creative Commons Attribution 4.0 International License