PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF TURBO JET ENGINE BERBASIS GAME-BASED LEARNING PADA PENDIDIKAN TEKNIK DIRGANTARA

  • Yuliani Indrianingsih Prodi Informatika Fakultas FTI Institut Teknologi Dirgantara Adisutjioto
  • Arif Setiawan Prodi Informatika Fakultas FTI Institut Teknologi Dirgantara Adisutjioto
  • Salam Aryanto Prodi Informatika Fakultas FTI Institut Teknologi Dirgantara Adisutjioto
  • Harliyus Agustian Prodi Informatika Fakultas FTI Institut Teknologi Dirgantara Adisutjioto

Keywords

Media Pembelajaran Interaktif, Turbo Jet Engine, Game Based Learning, Teknik Dirgantara, Metode ADDIE

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi aplikasi media pembelajaran pengenalan turbo jet engine berbasis game-based learning sebagai solusi atas keterbatasan media pembelajaran konvensional dalam pembelajaran teknik dirgantara. Peralatan yang digunakan dalam penelitian ini meliputi perangkat keras berupa komputer dengan spesifikasi grafis yang mendukung visualisasi 3D serta perangkat lunak pengembangan aplikasi dan pemodelan objek tiga dimensi. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Implementasi aplikasi dilakukan kepada 30 responden, dengan teknik pengumpulan data melalui pengujian fungsional (black box testing), kuesioner skala Likert. Hasil penelitian menunjukkan bahwa aplikasi berjalan dengan baik secara fungsional dan memperoleh skor total uji pengguna sebesar 1392 dari skor maksimum 1500, dengan indeks efektivitas sebesar 92,8% yang termasuk kategori sangat efektif. Berdasarkan hasil tersebut, dapat disimpulkan bahwa aplikasi media pembelajaran pengenalan turbo jet engine berbasis game-based learning efektif meningkatkan pemahaman konseptual mahasiswa dan layak digunakan sebagai media pendukung pembelajaran pada bidang teknik dirgantara.

References

[1] M. A. A. Setyawan and I. M. C. Wibawa, “Software GeoGebra: As an Assistance to the Guided Inquiry Model in Improving Students’ Numeracy Skills,” MIMBAR PGSD Undiksha, vol. null, p. null, 2023, doi: 10.23887/jjpgsd.v11i3.65782.

[2] D. A. Ginting et al., “Multimedia Interaktif Berbasis Pendekatan Kontekstual pada Pembelajaran Tematik untuk Siswa Kelas III Sekolah Dasar,” Indonesian Journal of Instruction, vol. null, p. null, 2021, doi: 10.23887/iji.v2i3.50951.

[3] R. Rohayati, “Improving Thematic Learning Outcomes Using Problem Based Learning Models in Class III SD,” Social, Humanities, and Educational Studies (SHEs): Conference Series, vol. null, p. null, 2021, doi: 10.20961/SHES.V3I4.53330.

[4] M. Farhan and I. G. W. Sudatha, “Interactive Learning Multimedia Based on Indonesian Realistic Mathematics Education in Mathematics Subjects,” Jurnal Edutech Undiksha, vol. null, p. null, 2024, doi: 10.23887/jeu.v11i2.63853.

[5] D. A. Ratnasari, A. Agung, G. Agung, I. Gde, and W. Sudatha, “Development of Mathematics Interactive Multimedia on Third Grade Elementary School Students,” Proceedings of the 2nd International Conference on Technology and Educational Science (ICTES 2020), vol. null, p. null, 2021, doi: 10.2991/ASSEHR.K.210407.268.

[6] A. Tudosie and E.-E. Dragomir, “Study of a Low Bypass Mixed Flow Turbofan for Aircraft Use as Controlled Object,” 2025 29th International Conference on System Theory, Control and Computing (ICSTCC), vol. null, pp. 685–690, 2025, doi: 10.1109/ICSTCC66753.2025.11240336.

[7] A. Tudosie, “Study of an Aircraft Turbo-Jet Engine as Controlled Object,” 2024 25th International Carpathian Control Conference (ICCC), vol. null, pp. 1–6, 2024, doi: 10.1109/ICCC62069.2024.10569283.

[8] A. Tudosie, “TurboJet Engine with Variable Area Exhaust Nozzle for Aircraft Use as Controlled Object,” 2024 10th International Conference on Control, Decision and Information Technologies (CoDIT), vol. null, pp. 999–1004, 2024, doi: 10.1109/CoDIT62066.2024.10708289.

[9] A. Tudosie, “Study of an Aircraft Twin-Spool Single-Jet Turbo-Engine as Controlled Object,” 2024 International Conference on Applied and Theoretical Electricity (ICATE), vol. null, pp. 1–6, 2024, doi: 10.1109/ICATE62934.2024.10748632.

[10] A. Tudosie, “Aircraft Turbojet Engine with Afterburning as Controlled Object,” 2024 25th International Carpathian Control Conference (ICCC), vol. null, pp. 1–6, 2024, doi: 10.1109/ICCC62069.2024.10569513.

[11] S. Torre, J. Napolitano, G. Ritella, and M. B. Ligorio, “Learning About Sustainability with Play IT Cool: Insights from Two Pilot Studies,” Sustainability (Switzerland), vol. 17, no. 23, pp. 1–19, 2025, doi: 10.3390/su172310662.

[12] M. S. Alotaibi, “Game-based learning in early childhood education: a systematic review and meta-analysis,” Front. Psychol., vol. 15, no. April, 2024, doi: 10.3389/fpsyg.2024.1307881.

[13] F. I. Revuelta Domínguez, J. Guerra-Antequera, J. A. Antequera-Barroso, and M. I. Pedrera-Rodríguez, “Exploring the Impact of the Video Game Monité on Exogenous Factors and Resilience against Bullying in Primary Education Students,” Educ. Sci. (Basel)., vol. 13, no. 8, 2023, doi: 10.3390/educsci13080814.

[14] N. N. Dan, L. T. B. T. Trung, N. T. Nga, and T. M. Dung, “Digital game-based learning in mathematics education at primary school level: A systematic literature review,” Eurasia Journal of Mathematics, Science and Technology Education, vol. 20, no. 4, 2024, doi: 10.29333/ejmste/14377.

[15] wilk Oliveira, J. Hamari, K. Kiili, and J. Vassileva, “Introduction to the game-based learning minitrack,” Proceedings of the 56th Hawaii International Conference on system Science, 2023.

[16] H. Wicaksono, I. S. Widiati, and M. Setiyawan, “Pengembangan Multimedia Interaktif Model Simulasi Proses Pembuatan Batik Menggunakan Metode ADDIE,” JEKIN - Jurnal Teknik Informatika, vol. 5, no. 1, pp. 150–161, 2025, doi: 10.58794/jekin.v5i1.1009.

[17] Arek Satria and Tata Sutabri, “Pengembangan Pembelajaran Virtual Reality Berbasis Metaverse Menggunakan Metode ADDIE,” Router : Jurnal Teknik Informatika dan Terapan, vol. 3, no. 2, pp. 01–09, 2025, doi: 10.62951/router.v3i2.409.

[18] Y. M. Juanda and Y. Hendriyani, “Pengembangan Media Pembelajaran Berbasis Android pada Mata Kuliah Keperawatan Medikal Bedah III,” Jurnal Ilmiah Universitas Batanghari Jambi, vol. 2, no. 1, pp. 20–30, 2022.

[19] H. Syuhada, S. Hidayat, S. Mulyati, and A. Giri Persada, “Pengembangan Gamifikasi Pada Pelajaran Matematika Sd Dengan Metode Addie Untuk Meningkatkan Minat Belajar Siswa,” Rabit : Jurnal Teknologi dan Sistem Informasi Univrab, vol. 9, no. 1, pp. 1–14, 2023, doi: 10.36341/rabit.v9i1.466.

[20] T. Agustiyani, T. Hartati, and D. Amalia, “Sistem Pembelajaran E-learning Menggunakan Metode,” Islamic Education Journal, vol. 4, no. 1, pp. 2656–5625, 2022

2026-07-16