The Development of Education Game Learning Training Module Based on Information Technology in Industrial Revolution 4.0 for Teachers in MI Al Asy'ari Jombang

Iesyah Rodliyah, Lina Arifah Fitriyah, Emy Yunita Rahma Pratiwi
2020 Proceedings of the 3rd International Conference on Learning Innovation and Quality Education (ICLIQE 2019)   unpublished
Industrial Revolution Era 4.0 is the fourth world era where information technology has become the basis in human life. Although we are in the era of 4.0 revolution, there are still many problems related to the lack of learning innovations that utilize information technology skills. This is also experienced by one of the schools in Jombang, namely MI Al Asy'ari. As a result of that, the training of information technology Mastery needs to be held. One of which is in making interesting Educational
more » ... resting Educational Games based on information technology skills. Learning games which centered on active participants, can be used as innovative and fun elements in the learning experience (Silberman, 2014). Meanwhile, it is necessary to have a training module as a learning means to make the participants easier to learnthe IT-based educational game. This research is a developmental research that aims to produce an IT-based educational game learning training module for teachers at MI Al Asy'ari Jombang. This research uses the Borg & Gall model which refers to the seven steps taken by (Widyaningrum, Sarwanto, & Karyanto, 2013) . Those are 1) research and data collection, 2) Planning, 3) product draft development, 4) initial field trials, 5) revising the results of trials (optional), 6) major field trials, and 7) revisions to operational products (optional). The research instrument used was a validation sheet, questionnaire, and the results of the training participants' posttest. The validity results of the two validators showed the percentage of each assessment as many as 80% for the format, and 88.74% for the contents of the module, and 86.2% for the language used in the training module. The results of practicality in the initial and main field trials are seen from the results of the participants responses. It is shown in each assessmentas many as 96.05% and 94.41%. The effectiveness results in the initial and main field trials were seen from the results of the trainees' posttest. The effectiveness results showed that the percentage of participants who met the completeness criteria classically was 83.3% and 92.3%. Thus, the IT-based educational game learning training module that has been developed can be declared feasible to be used as a means to facilitate the trainees because it fulfill valid, practical, and effective criteria.
doi:10.2991/assehr.k.200129.061 fatcat:f6zwsfpqcvamxhnbggqbynyphi