Pengembangan Game Edukasi Rambu Lalu Lintas Berbasis Android Untuk Siswa Sekolah Menengah Pertama Samarinda
DOI:
https://doi.org/10.35746/jtim.v8i4.1137Keywords:
Android-based learning media, Traffic Sign Educational Game, Research and Development (R&D), 4D model, FeasibilityAbstract
Traffic accidents in Indonesia are largely caused by human error (85%), with adolescents under 17 involved in 14% of cases—partly due to poor traffic sign literacy and monotonous conventional learning media. This study developed and evaluated the feasibility of an Android-based Traffic Sign Educational Game for students of SMP Negeri 27 Samarinda. Using the Research and Development (R&D) method with the 4D model (Define, Design, Develop, Disseminate), materials were adapted from Regulation of the Minister of Transportation No. PM 13/2014 on Traffic Signs. Data were collected from three media experts, one material expert, and ninth-grade students via observation, interviews, and questionnaires, then analyzed descriptively. Based on descriptive analysis using a 1–5 Likert scale, media and material expert validations yielded average scores of 4.39 and 4.75, respectively (both categorized as highly feasible), while student responses averaged 4.18. The grand mean derived from the three respondent groups was 4.20, equivalent to a feasibility percentage of 84% (highly feasible category), indicating that the developed educational game is effective as a learning medium for teaching traffic sign materials to junior high school students.
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