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Improving Students’ self-directed learning through visual novel games: its effectiveness and potential

Indonesian Journal of Curriculum and Educational Technology Studies · Vol. 12 No. 1 (2024) · hlm. 45–56

DOI
10.15294/ijcets.v12i1.15307
ISSN
2252-6447, 2527-4597
Terbit
2024-04-30
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

The Merdeka Curriculum introduces Natural and Social Science (NSP)/Ilmu Pengetahuan Alam dan Sosial (IPAS) subjects to improve science literacy among primary school students. However, in one of the public elementary schools in Semarang, teachers still dominantly use the lecture method and textbooks, causing the science understanding of class 5A students in the 2023/2024 school year to remain low, as seen from the unsatisfactory results of daily tests and STS. This study aims to develop learning media through IPAS-based visual novel educational games with a Development Research approach using the ADDIE method and a one-group pretest-posttest research design. The sample consisted of 30 students from class 5A who were selected by purposive sampling. The game media was developed using the Ren'Py application and validated by media and material experts. The validation results showed the game had a very high level of validity. The effectiveness test showed increased self-directed learning with an N-Gain value of 0.73, indicating that the game is quite effective. The visual novel game ‘Earth and Environment’ is expected to help teachers overcome the limitations of digital media in IPAS learning and improve students' self-directed learning ability.

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  • Universitas Media Nusantara Citra
  • Universitas Bhayangkara Surabaya
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Samsudi SamsudiAfiliasi tidak diketahui3
Tri SuminarAfiliasi tidak diketahui3
Tri Joko RaharjoAfiliasi tidak diketahui3
Kardoyo KardoyoAfiliasi tidak diketahui2
Rusdarti RusdartiAfiliasi tidak diketahui2
Achmad Rifai RC.Afiliasi tidak diketahui2
Joko SutartoAfiliasi tidak diketahui2
Tri Joko RaharjoAfiliasi tidak diketahui2
Arief YuliantoUniversitas Media Nusantara Citra2
Joko WidodoAfiliasi tidak diketahui2
Masrukhi MasrukhiAfiliasi tidak diketahui2
Ghanis Putra WidhanartoAfiliasi tidak diketahui2
Seftia KusumawardaniAfiliasi tidak diketahui2
Haryono HaryonoUniversitas Bhayangkara Surabaya2
Yuli UtantoAfiliasi tidak diketahui2
Heri KusdiyantoAfiliasi tidak diketahui1
Surya JayaAfiliasi tidak diketahui1
Wahyu HardyantoAfiliasi tidak diketahui1
Veronika NdapalokaAfiliasi tidak diketahui1
Pius ThaalAfiliasi tidak diketahui1
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Hartomo HartomoAfiliasi tidak diketahui1
Muhajirin MuhajirinAfiliasi tidak diketahui1
Amin YusufAfiliasi tidak diketahui1
Arif RustiantoAfiliasi tidak diketahui1
Chusnul ChotimahAfiliasi tidak diketahui1
Rina Agustina EmgiekAfiliasi tidak diketahui1
Achmad SlametAfiliasi tidak diketahui1
Amrun FaidAfiliasi tidak diketahui1
I Made SudanaAfiliasi tidak diketahui1
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S MartonoAfiliasi tidak diketahui1
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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/jktp/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 6 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Improving Students’ self-directed learning through visual novel games: its effectiveness and potential</dc:title>
	<dc:creator xml:lang="en">Prayogi,  Mochamad Danuadjie</dc:creator>
	<dc:creator xml:lang="en">Prihatin, Titi</dc:creator>
	<dc:subject xml:lang="en">Educational game</dc:subject>
	<dc:subject xml:lang="en">natural and social science subject</dc:subject>
	<dc:subject xml:lang="en">self- directed learning</dc:subject>
	<dc:subject xml:lang="en">visual novel game</dc:subject>
	<dc:description xml:lang="en">The Merdeka Curriculum introduces Natural and Social Science (NSP)/Ilmu Pengetahuan Alam dan Sosial (IPAS) subjects to improve science literacy among primary school students. However, in one of the public elementary schools in Semarang, teachers still dominantly use the lecture method and textbooks, causing the science understanding of class 5A students in the 2023/2024 school year to remain low, as seen from the unsatisfactory results of daily tests and STS. This study aims to develop learning media through IPAS-based visual novel educational games with a Development Research approach using the ADDIE method and a one-group pretest-posttest research design. The sample consisted of 30 students from class 5A who were selected by purposive sampling. The game media was developed using the Ren'Py application and validated by media and material experts. The validation results showed the game had a very high level of validity. The effectiveness test showed increased self-directed learning with an N-Gain value of 0.73, indicating that the game is quite effective. The visual novel game ‘Earth and Environment’ is expected to help teachers overcome the limitations of digital media in IPAS learning and improve students' self-directed learning ability.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2024-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/jktp/article/view/15307</dc:identifier>
	<dc:identifier>10.15294/ijcets.v12i1.15307</dc:identifier>
	<dc:source xml:lang="en">Indonesian Journal of Curriculum and Educational Technology Studies; Vol. 12 No. 1 (2024): April 2024; 45-56</dc:source>
	<dc:source>2252-6447</dc:source>
	<dc:source>2527-4597</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/jktp/article/view/15307/3101</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 Indonesian Journal of Curriculum and Educational Technology Studies</dc:rights>
</oai_dc:dc>