PENGEMBANGAN GAME EDUKASI BERBASIS CULTURALLY RESPONSIVE TEACHING BUDAYA MADURA PADA MATERI BILANGAN BINER DAN DESIMAL
Abstract
Binary and decimal number systems in Informatics education are often perceived as challenging by students due to their abstract nature and the limited availability of learning media that effectively connect the content to students’ cultural backgrounds. Previous studies on educational games have primarily focused on gamification elements and cognitive learning outcomes, while the integration of Culturally Responsive Teaching (CRT), local culture, and Informatics learning remains limited. Therefore, this study offers a novel contribution by developing an educational game that integrates Culturally Responsive Teaching (CRT), Madurese culture, and computer number system concepts (binary and decimal numbers) into a single contextual and meaningful Informatics learning medium. This study employed a Research and Development (R&D) approach using the ADDIE model. The research involved media experts, content experts, and eighth-grade students of MTsN Bangkalan. The results indicated that the developed educational game achieved feasibility scores of 81.17% from media experts and 89.47% from content experts, both categorized as highly feasible. In addition, the game received a positive response from students, with an overall response rate of 84%, categorized as very good. The Mann–Whitney test yielded a significance value of 0.022 (p < 0.05), indicating a statistically significant difference in learning motivation between the experimental and control groups. Furthermore, the effect size analysis produced an r value of 0.295, indicating a small-to-moderate effect. These findings suggest that integrating Madurese culture and CRT principles into educational games can enhance student engagement and learning motivation while supporting the implementation of culturally responsive Informatics instruction.
Materi bilangan biner dan desimal pada pembelajaran Informatika sering dianggap sulit oleh siswa karena konsepnya yang abstrak serta keterbatasan media pembelajaran yang mampu menghubungkan materi dengan konteks budaya siswa. Penelitian sebelumnya mengenai game edukasi umumnya berfokus pada aspek gamifikasi dan hasil belajar kognitif, sedangkan integrasi Culturally Responsive Teaching (CRT), budaya lokal, dan pembelajaran Informatika masih terbatas. Oleh karena itu, penelitian ini menawarkan kebaruan melalui pengembangan game edukasi yang mengombinasikan prinsip Culturally Responsive Teaching (CRT), budaya Madura, dan materi sistem bilangan komputer (bilangan biner dan desimal) dalam satu media pembelajaran Informatika yang kontekstual dan bermakna. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE. Subjek penelitian melibatkan ahli media, ahli materi, serta siswa kelas VIII MTsN Bangkalan. Hasil penelitian menunjukkan bahwa game edukasi yang dikembangkan memperoleh tingkat kelayakan sebesar 81,17% dari ahli media dan 89,47% dari ahli materi dengan kategori sangat layak, serta memperoleh respon siswa sebesar 84% dengan kategori sangat baik. Hasil uji Mann–Whitney menunjukkan nilai signifikansi sebesar 0,022 (<0,05), yang menunjukkan adanya perbedaan motivasi belajar yang signifikan antara kelas eksperimen dan kelas kontrol. Analisis effect size menghasilkan nilai r sebesar 0,295 yang menunjukkan pengaruh pada kategori kecil hingga sedang. Temuan ini menunjukkan bahwa integrasi budaya Madura dan prinsip CRT dalam game edukasi mampu meningkatkan keterlibatan serta motivasi belajar siswa sekaligus mendukung implementasi pembelajaran Informatika yang responsif terhadap budaya.
Keywords
Full Text:
PDFReferences
Anggraini, A., Kurniawan, H. & Junaidi, S. (2025). PENGEMBANGAN GAME EDUKASI SISKOM ADVENTURE BERBASIS ANDROID PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 2 PADANG PANJANG. In Jurnal Mahasiswa Teknik Informatika) (Vol. 9, Issue 3).
Aprilia, N. B. L. & Inganah, S. (2025). Pengembangan Escape Game Digital Berbasis Budaya Lokal untuk Meningkatkan Motivasi dan Kesadaran Budaya Peserta Didik. Jurnal Pembelajaran Dan Matematika SIGMA (JPMS), 11(1), 156–165.
Diana, L. M., Ana Yuniasti Retno Wulandari & Alfina Kusuma Nilasari. (2025). Pengembangan Media Pembelajaran Berbasis Game Edukasi Untuk Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Informatika. Decode: Jurnal Pendidikan Teknologi Informasi, 5(1), 159–168. https://doi.org/10.51454/decode.v5i1.1071
Fauziah, R. (2021). PENGEMBANGAN MEDIA PEMBELAJARAN GAMES EDUKASI BERBASIS ANDROID PADA KONSEP JARINGAN TUMBUHAN.
Firmansyah, F. & Fauziyah, N. (2023). Dampak game online terhadap motivasi belajar siswa MTs Midanutta’lim Jombang. Dinamika Sosial: Jurnal Pendidikan Ilmu Pengetahuan Sosial, 2(4), 362–374.
Fitriyani Asiqin, G. R., Sumaryana, Y. & Hidayat, C. R. (2025). GAME EDUKASI PEMBELAJARAN BUDAYA FLORES BERBASIS ANDROID DENGAN MENGGUNAKAN METODE GAME DEVELOMENT LIFE CYLCE (GDLC). Jurnal Informatika Dan Teknik Elektro Terapan, 13(1). https://doi.org/10.23960/jitet.v13i1.5917
Gay, G. (2018). Culturally Responsive Teaching: Theory, Research, and Practice. Teachers College Press. https://books.google.co.id/books?id=1KAAywEACAAJ
Hammond, Z. (2015). Culturally Responsive Teaching and the Brain: Promoting Authentic Engagement and Rigor Among Culturally and Linguistically Diverse Students. Corwin Press.
Herlina, N., Sesmiarni, Z., Zakir, S. & Ilmi, D. (2023). Analisis Hambatan Belajar Siswa Pada Mata Pelajaran Informatika di MTsN 6 Agam. Journal of Educational Management and Strategy, 2(1), 86–103. https://doi.org/10.57255/jemast.v2i1.231
Hidayati, N. & Rezania, V. (2023). PENGEMBANGAN GAME EDUKASI EAST JAVA CULTURE PADA PEMBELAJARAN PENDIDIKAN PANCASILA DI KELAS 4 SEKOLAH DASAR. 14(3), 301–312. https://doi.org/10.31764
Hui, H. B. & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, Volume 14-2023. https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2023.1105806
Komaria, N. & Ningsih, P. R. (2024). Puzzle Game Development as an Android-Based Edugame Containing Ethnomathematics on Flat Building Materials. In Journal of Education and Informatics Research (Vol. 5, Issue 1).
Ladson-Billings, G. (1995). Toward a theory of culturally relevant pedagogy. American Educational Research Journal, 32(3), 465–491.
Mesra, R., Salem, V. E. T., Goretti, M., Polii, M., Daniel, Y., Santie, A., Made, N., Wisudariani, R., Sarwandi, R. P., Sari, R., Yulianti, A., Nasar, Y., Yenita, D., Putu, N. & Santiari, L. (2023). Research & Development Dalam Pendidikan PT. MIFANDI MANDIRI DIGITAL.
Nascimento, S., Souza, C., Oliveira, E., Lima, G., Nascimento, I., Fagundes, J., Viana, M., Cardoso, R. & Júnior, T. (2025). Gamification in Education: A Systematic Review of the Literature. Journal of Tertiary Education and Learning, 3, 128–133. https://doi.org/10.54536/jtel.v3i3.5590
Perttula, A., Kiili, K., Lindstedt, A. & Tuomi, P. (2017). Flow experience in game based learning – a systematic literature review. International Journal of Serious Games, 4. https://doi.org/10.17083/ijsg.v4i1.151
Qois, Z. S. (2025). Pengembangan Game RPG Edukatif dan Evaluasi Motivasi Belajar dengan Instructional Materials Motivation Survey (IMMS): Penelitian Skripsi. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(04), 336–354.
Rokhim, A. & Khairil Anwar, M. (2021). PEMBUATAN MEDIA PEMBELAJARAN HURUF HIJAIYAH PADA PLATFORM ANDROID MENGGUNAKAN METODE ADDIE (Vol. 13, Issue 02).
Saba, S. S. (2024). Pemanfaatan game edukasi untuk meningkatkan minat dan pemahaman siswa dalam pembelajaran sains. Journal Sains and Education, 2(02), 33–39.
Sdravopoulou, K., Muñoz González, J. M. & Hidalgo-Ariza, M. D. (2021). Assessment of a location-based mobile augmented-reality game by adult users with the ARCS model. Applied Sciences, 11(14), 6448.
Syamsijulianto, T. & Pranata, A. (2025). Integrating Local Culture into Digital Learning Media for Elementary School Students in Border Regions. Jurnal Profesi Pendidikan, 4(2), 1–20. https://doi.org/10.22460/jpp.v4i2.29824
Villegas, A. M. & Lucas, T. (2002). Educating Culturally Responsive Teachers: A Coherent Approach. State University of New York Press.
Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q. & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis. International Journal of STEM Education, 9(1), 26. https://doi.org/10.1186/s40594-022-00344-0
Zahra, M. (2025). PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS SMART APPS CREATOR 3 (SAC) UNTUK MENDUKUNG PEMAHAMAN KONSEP SISWA PADA PEMBELAJARAN IPAS SISWA KELAS V SD NEGERI 34 DETENG-DETENG KAB. MAJENE.
DOI: https://doi.org/10.17509/e.v25i2.100085
Refbacks
- There are currently no refbacks.
Copyright (c) 2026 EDUTECH

Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-BerbagiSerupa 4.0 Internasional.


















