doi: 10.18178/ijiet.2025.15.1.2217
Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material
- 1Faculty of Engineering, Universitas Negeri Padang, Padang, Indonesia
- 2Faculty of Teacher Training and Education, Universitas Muhammadiyah Muara Bungo, Jambi, Indonesia
- 3Department of Technology and Vocational Education, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
- 4Department of Learning Technology, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
- 5Faculty of Economics and Business, Universitas Putra Indonesia YPTK Padang, Padang, Indonesia
- 6Faculty of Social, Legal and Political Sciences, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
- 7Faculty of Teacher Training and Education, Universitas Bina Bangsa, Banten, Indonesia
- 8Faculty of Tarbiyah, Universitas Islam Negeri Raden Intan Lampung, Lampung, Indonesia
- 9Faculty of Engineering, Universitas PGRI Madiun, Madiun, Indonesia
- 10Faculty of Teacher Training and Education, Universitas Sultan Ageng Tirtayasa, Banten, Indonesia
- 11Faculty of Engineering, Universitas Negeri Jakarta, Jakarta, Indonesia
- Manuscript receivedApril 3, 2024
- revisedJune 21, 2024
- acceptedAugust 6, 2024
- publishedJanuary 9, 2025
Abstract
This research introduces Game-D, an innovative educational game designed to facilitate learning about straightline motion through interaction with a line-following robot. Grounded in constructivist learning theory, Game-D employs gamification principles to enhance students’ understanding and retention of fundamental concepts in robotics and motion physics. Using an R&D approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), Game-D underwent a series of design and testing phases to ensure alignment with educational objectives and user preferences. The sample in this study consisted of 34 students from the Science Education study program, Faculty of Teacher Training and Education, Trunojoyo University, Madura, Indonesia. Analysis results indicate that Game-D meets high standards of validity and reliability, with an average validity score of 88.25%, categorized as very valid, and a practicality score of 87.3%, categorized as very practical. Additionally, the effectiveness test yielded a high score of 86.25%, categorizing the game as very effective. These findings demonstrate that Game- D is highly valid, practical, and effective as a learning medium for straight-line motion. This study confirms that integrating a line-following robot into an educational game can improve the quality of learning, providing a viable tool to support the educational process. The media effectiveness test showed that Game-D significantly improved conceptual understanding, active student engagement and learning motivation. This underscores the role of Game-D as an effective tool in supporting straight-line motion learning, fostering a dynamic and interactive learning environment for successful education.
Keywords
- Game-D
- educational game
- line follower robot
- robotics technology
- straight motion material
- gamification
- model Analysis
- Design
- Development
- Implementation
- and Evaluation (ADDIE)
How to Cite
Fivia Eliza, Muhammad Hakiki, Mughnil Muhtaj, Della Asmaria Putri, Yayuk Hidayah, Ade Fricticarani, Jamal Fakhri, Iqbal Arpannudin, Desty Endrawati Subroto, Kelik Sussolaikah, Mustofa Abi Hamid, Radinal Fadli, and M. Agphin Ramadhan, "Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material," International Journal of Information and Education Technology, vol. 15, no. 1, pp. 49-58, 2025. https://doi.org/10.18178/ijiet.2025.15.1.2217
Copyright & License
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).