Game Edukasi dengan Narasi Bercabang tentang Sejarah Puputan Margarana

Authors

  • Raditya Lungguk Satya Putra Program Studi Informatika, Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Chrystia Aji Putra Program Studi Informatika, Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Andreas Nugroho Sihananto Program Studi Informatika, Universitas Pembangunan Nasional “Veteran” Jawa Timur

DOI:

https://doi.org/10.35746/jtim.v8i2.977

Keywords:

Educational Game, Branching Narrative, History, Puputan Margarana

Abstract

History education in Indonesia still tends to be one-sided and lacks interactivity, which can di-minish interest in studying history. In this game, players will take on the role of a fictional young Balinese character who fought to defend Indonesia’s independence in Bali. This study aims to cre-ate an educational game with a branching narrative about the history of the Puputan Margarana. The contribution of this research lies in the application of branching narratives to explore the his-torical story of the Puputan Margarana interactively. This game was developed using a branching narrative with a Branch and Bottleneck narrative pattern for the Windows and WebGL platforms. An evaluation was conducted on 21 junior high school student respondents using the GUESS-18 instrument. The game evaluation results showed an average total score of 4.10 on a 5-point scale, with the Stealth dimension receiving the highest score of 4.24 and the Enjoyment dimension re-ceiving the lowest score of 3.90. Validity test results for the additional dimensions showed that all items were valid (r > 0.443; p < 0.05), and reliability tests confirmed that the additional dimen-sions were reliable (alpha > 0.7). The research results indicate that the developed educational game received a positive response from players.

Downloads

Download data is not yet available.

References

A. Muis, U. Napitu, and H. Saragih, “Pembelajaran Pelajaran Sejarah Menjadi Bermakna Dengan Pendekatan Kontektual,” J. Educ., vol. 5, no. 4, pp. 13484–13497, Mar. 2023, https://doi.org/10.31004/joe.v5i4.2356.

R. A. Martdana and A. Atno, “Gamifikasi dalam Pembelajaran Sejarah: Analisis Literatur Terhadap Dampaknya pada Motivasi dan Keterlibatan Belajar Siswa,” Edukasiana J. Inov. Pendidik., vol. 4, no. 2, pp. 327–335, May 2025, https://doi.org/10.56916/ejip.v4i2.1148.

P. M. Yusup and I. Mastoah, “Efektivitas Pembelajaran IPS Berbasis Game Edukasi Untuk Meningkatkan Keterlibatan dan Berpikir Kritis Siswa,” Didakt. J. Ilm. PGSD STKIP Subang, vol. 11, no. 2, 2025, https://journal.stkipsubang.ac.id/index.php/didaktik/article/view/5806

M. Fenici and I. Mosca, “Gamebooks and branching narratives in education: fostering sustainability competences to promote positive social change,” Front. Educ., vol. 8, p. 1335605, Jan. 2024, https://doi.org/10.3389/feduc.2023.1335605.

K. S. Arta, I. W. P. Yasa, I. M. Pageh, and I. W. Pardi, “Periode Akhir Revolusi Fisik di Bali, 1946-1949,” Fajar Hist. J. Ilmu Sej. Dan Pendidik., vol. 8, no. 1, pp. 1–18, Apr. 2024, https://doi.org/10.29408/fhs.v8i1.22326.

Mochammad Yanuar Fitroni, Pratama Wirya Atmaja, and Andreas Nugroho Sihananto, “Pembuatan Game Edukasi Bernarasi Sejarah Insiden Perobekkan Bendera Belanda Di Hotel Yamato Menggunakan Unity,” J. Penelit. Teknol. Inf. Dan Sains, vol. 1, no. 4, pp. 86–98, Dec. 2023, https://10.54066/jptis.v1i4.1271.

M. F. Prayogo, A. Usman, and S. Khairani, “PENERAPAN METODE FINITE STATE MACHINE PADA GAME EDUKASI SEJARAH ‘LEGACY OF SISINGAMANGARAJA XII’ MENGGUNAKAN RPG MAKER MV,” SKANIKA Sist. Komput. Dan Tek. Inform., vol. 8, no. 1, pp. 23–34, Jan. 2025, https://doi.org/10.36080/skanika.v8i1.3285.

Rifki Riza Alfiansyah, Pratama Wirya Atmaja, and Andreas Nugroho Sihananto, “Pengembangan Game Edukasi Se-jarah Perebutan Gudang Don Bosco Berbasis Narasi Menggunakan Interactive Digital Narrative,” J. Penelit. Teknol. Inf. Dan Sains, vol. 1, no. 4, pp. 49–61, Dec. 2023, https://doi.org/10.54066/jptis.v1i4.1264.

K. Khamzah, J. Kuswanto, R. F. A. Aziza, and A. C. Frobenius, “PENGEMBANGAN GAME EDUKASI BERBASIS AN-DROID UNTUK PENGENALAN TOKOH PAHLAWAN NASIONAL INDONESIA,” J. Inf. Syst. Manag. JOISM, vol. 6, no. 2, pp. 142–147, Jan. 2025, https://10.24076/joism.2025v6i2.1942.

D. E. Millard, “Strange Patterns: Structure and Post-structure in Interactive Digital Narratives,” in The Authoring Prob-lem, C. Hargood, D. E. Millard, A. Mitchell, and U. Spierling, Eds., in Human–Computer Interaction Series. , Cham: Springer International Publishing, 2022, pp. 147–169. https://10.1007/978-3-031-05214-9_10.

H. Koenitz, J. Barbara, and M. P. Eladhari, “Interactive digital narrative (IDN)—new ways to represent complexity and facilitate digitally empowered citizens,” New Rev. Hypermedia Multimed., vol. 28, no. 3–4, pp. 76–96, Oct. 2022, https://doi.org/10.1080/13614568.2023.2181503.

P. W. Atmaja and Sugiarto, “When Information, Narrative, and Interactivity Join Forces: Designing and Co-designing In-teractive Digital Narratives for Complex Issues,” in Interactive Storytelling, M. Vosmeer and L. Holloway-Attaway, Eds., in Lecture Notes in Computer Science, vol. 13762. Cham: Springer, 2022, pp. 329–351. https://doi.org/10.1007/978-3-031-22298-6_20.

S. Kitromili and M. C. Reyes, “Understanding the Process of Authoring,” in The Authoring Problem, C. Hargood, D. E. Millard, A. Mitchell, and U. Spierling, Eds., in Human–Computer Interaction Series. , Cham: Springer International Pub-lishing, 2022, pp. 17–30. https://10.1007/978-3-031-05214-9_2.

M. H. Phan, J. R. Keebler, and B. S. Chaparro, “The Development and Validation of the Game User Experience Satisfaction Scale (GUESS),” Hum. Factors J. Hum. Factors Ergon. Soc., vol. 58, no. 8, pp. 1217–1247, Dec. 2016, https://doi.org/10.1177/0018720816669646.

J. R. Keebler, W. J. Shelstad, D. C. Smith, B. S. Chaparro, and M. H. Phan, “Validation of the GUESS-18: A Short Version of the Game User Experience Satisfaction Scale (GUESS),” J. Usability Stud., vol. 16, no. 1, Nov. 2020, https://commons.erau.edu/publication/1508/

M. Iffaturrahman and D. A. Purnamasari, “Evaluasi User Experience Game Aaron Lost in the Jungle Menggunakan Metode Game Experience Questionnaire (GEQ),” J. Appl. Multimed. Netw., vol. 9, no. 1, pp. 56–67, 2025, https://doi.org/10.30871/jamn.v9i1.10242.

D. Budiastuti and A. Bandur, Validitas dan Reliabilitas Penelitian: Dengan Analisis dengan NVIVO, SPSS dan AMOS. Jakar-ta: Mitra Wacana Media, 2018.

Downloads

Published

2026-04-11

Issue

Section

Articles

How to Cite

[1]
R. L. S. Putra, C. A. Putra, and A. N. Sihananto, “Game Edukasi dengan Narasi Bercabang tentang Sejarah Puputan Margarana”, jtim, vol. 8, no. 2, pp. 270–280, Apr. 2026, doi: 10.35746/jtim.v8i2.977.

Most read articles by the same author(s)