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The application of ADDIE model in developing adventure game-based


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Conference Paper · October 2017


DOI: 10.1109/ICSITech.2017.8257130

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The Application of ADDIE Model in Developing
Adventure Game-based Multimedia Learning to
Improve Students’ Understanding of Basic
Programming
Dimas Restu Hidayanto 1, Munir 2, Eka Fitrajaya Rahman 3, Jajang Kusnendar 4
Department of Computer Science Education
Indonesia University of Education
Bandung, Indonesia
dimas.restu@student.upi.edu 1, munir@upi.edu 2, ekafitrajaya@upi.edu 3, jkusnendar@upi.edu 4

Abstract— The study aims to find out how to design and build The learning process is the core of educational activities
adventure game-based multimedia learning with ADDIE models particularly in school. One of the problems encountered today
and its influence on students’ understanding improvement of is a weak educational learning process [2]. To optimize the
basic programming in Vocational High School. The method used learning process, a few important components involved need
is pre-experimental design by having one group of pre-test and
post-test design. The samples were 36 students of 10th grade of
to be noted. One of the important component is the learning
Technology Computer and Information in the subject of medium. As the interview result stated by one of the teachers
Software Engineering. The study used test instruments of pre- of basic programming subject, the lack of learning resources
test and post-test questions and non-test instrument in the form and media are the obstacle in delivering the Basic
of a questionnaire. The findings showed that (1) students’ programming material.
understanding had increased and categorized medium, proven
Props in teaching (media) play an important role as a tool
by the gain test result score 0.591 towards the pre-test and post-
test, (2) students’ evaluation on adventure game-based to create an effective teaching-learning process [3]. Media in
multimedia learning was excellent, by having percentage in the linguistics can be translated as 'middle', 'intermediate', or
aspects of software 87.96%, learning (88.10%) and visual 'preface' [4]. Nowadays, the multimedia learning can be
communication (83.61%). Therefore, the overall average is utilized as one of the learning media to convey a certain
86.56%. material. Multimedia is a combination of three elements:
Keywords— ADDIE model, Adventure Game, Understanding. sounds, images, and text [5]. The presence of these elements
make a multimedia interesting, as a research conducted by
Jacobs and Shade which revealed that multimedia can enhance
a person's memory up to 60% [6].
I. INTRODUCTION
To develop or create an exciting multimedia learning a
Basic Programming is one of the compulsory subjects model of development is needed. There are several
exists in the Vocational High School on software engineering multimedia development models, namely RUDE, DDD-E and
subject which also became introductory subject before ADDIE. ADDIE model has five stages of the framework,
students get a more specific learning. Basic Programming has namely (A)nalysis, (D)esign, (D)evelopment,
a wide range of topics, such as a discussion on how to apply (I)mplementation and (E)valuation. Hence, the model has
an existing algorithm to solve problems in a systematic and several advantages such as easy and systematics as to produce
logical way, so it can be applied into a program or software. an effective, creative, and efficient product [7]. As clarified by
Some examples of cases studied in this subject is branching Munir and Halima Badioze Zaman in "the Integral Life Cycle
and looping. of Multimedia Software Development in Education”, there
Based on the interview results with one of the teachers of are five development phases: analysis, design, development,
Basic Programming subjects at SMK Negeri 2 Bandung, it is implementation and assessment. It has also involved user,
quite difficult to convey Basic programming learning material teaching and learning environment, curriculum, prototype,
due to the lack of teaching media. Thus, students less utilization and system customization [8].
understand the material. With the advancement of information, communication and
The less understanding of students in programming causes technology era, a learning media can be converted into a much
the lack of readiness in coping developments in the world of more interesting and fun form, i.e the existence of a media-
work. As quoted in www.tempo.co, the number of based games learning. According to Wahono, as quoted in
unemployment per August 2014 reached 182.99 million www.lpmpjateng.go.id, ’game is a structured or semi-
people where 11.24 percent were graduates of the Vocational structured activity which usually aims for entertainment and
High School [1]. Therefore, an attempt to complete the learning can sometimes be used as a means of education’ [9]. Games in
process, for example, is necessary. education create an attractive learning, as stated in a journal of
Virvou et. al. that explains ”the computer games technology Syaiful Sagala, stated that learning is "a process that uses
could be used to render educational software more motivating basic education as well as learning theory and be the main
and engaging. In this respect, the difficult process of learning determinant of education success" [17].
could become more amusing” [10]. A similar case is also As for the definition of learning, in Policy No. 20/2003 on
mentioned by Moura, "Using electronic games can be one of the national education system, is the process of interaction
the solutions to increase the motivation and engagement of with educators, learners and learning resources in a learning
students for learning, because they are related to the subject environment [18].
studied in class" [11].
Then it can be inferred that learning is the interaction
According to Dwi Cahyo, games are classified into several process of several important elements, namely educators,
types: 1) Action game; 2) Adventure Games; 3) Puzzle game; learners and learning resources occur in a specific learning
4) RPG (Role Playing Game); and 5) Simulation Game [12]. environment to achieve learning objectives.
From different types of games mentioned, adventure game is a
very popular one, because it is fun and beneficial to the 3.3 Comprehension
players. A research conducted by Teachers Evaluating Comprehension comes from the word comprehend means
Educational Multimedia (TEEM) of the Ministry of Education fully understand, while comprehending is a process of
in United Kingdom, as quoted by Professor Angela McFarlane, knowing and understanding the nature or meaning of [19].
the Director of TEEM, in news.bbc.co.uk explained
that ”Games in the forms of adventure, quest, and simulation Meanwhile, according to Bloom, "Here we are using the
has many benefits. These games are quite complicated and are term "comprehension" to include those objectives, behaviors,
able to develop important skills for children” [13]. or responses which represent an understanding of the message
contained in a literal communication." [20].
Based on results of the previous explanation, researchers
are interested in building an adventure game-based 3.4 Multimedia Learning
multimedia with the ADDIE model on Basic Programming According to Munir "multimedia learning is a process to
subject as a medium to increase the understanding of the deliver learning materials interactively supported by the
students. emergence of the subject material/text accompanied by
images, sounds, or live images of the subject studied which
make learners more centralized and have a high curiosity" [21].
II. PROBLEM FORMULATION While Newby revealed that "These are considered
Problem formulations in the study are: instructional media when they carry messages with and
1. How to apply ADDIE model in designing and instructional purpose. The purpose of instructional media [22]
is to
developing adventure game-based multimedia learning? facilitate communication and to enhance learning" . The
media is included in the learning media when carrying the
2. How does the adventure game-based multimedia message to facilitate communication and to improve learning
learning influence the improvement of students’ outcomes.
understanding on Basic Programming subject?
3.5 ADDIE Model
ADDIE model is a design model that involves basic stages
III. REVIEW OF RELATED LITERATURE which are simple and easy to learn. It appeared in the 1990s
3.1 Basic Programming developed by Reiser and Mollenda. It can also be applied for
the professionalism of teachers and educational personnel in
In the regulation of the Minister of Education and Culture institutions. The model has several stages, namely Analysis,
of the Republic of Indonesia No. 70/2013 about a basic Design, Development, Implementation, and Evaluation. Thus,
framework and structure of the curriculum of Vocational High it is often referred to as ADDIE model.
School/Aliyah Madrassa, basic programming is included in
Group C (Specialization group), more particularly on the According to Hall, ADDIE model is a form of clear
subject group of basic areas of expertise (C1) [14]. instructions and can be integrated into any learning strategies
[23]. In addition, according to Jansak ADDIE model is a
Basic programming subject is one of the subjects of Group generic model, which has a systematic approach to the process
C (specialization) by having information and communication of designing instruction and provides a regular framework to
technology as the areas of expertise which includes Software ensure that the educational products produced are efficient and
Engineering (RPL), Computer Engineering Network (TKJ) effective [24].
and Multimedia.
According to Pribadi, one of the design models that shows
3.2 Learning stages of the basic design to be simple and easy to learn is
According to Hamalik, "Learning is a composition of the ADDIE. The five phases or stages of the ADDIE model need
human element, material, facilities, equipment and procedures to be conducted systematically [25].
that affect each other to achieve the learning objectives" [15]. 3.6 Game
According to Gagne "learning is a set of events that affect The word game is derived from gamen (Old-Middle
object in such a way so the process of teaching and learning English) means sport, joy, mirth, pastime, game, amusement,
can happen" [16]. This opinion was later acomplished by
pleasure. In dictionary of Indonesian Language permainan The research procedure carried out in three stages, namely
(game) originated from the word main (play) which is doing (1) preparation, (2) implementation and (3) data processing
for fun by having tools or not. According to Encarta, game is and analysis.
activity or contest regulated by specific rules [26]. Meanwhile, Preparation consists of the study field, curriculum review
according to Prensky, "games have goals, rules and win states of basic programming subject, problem analysis and
that give users structure and motivation" [27]. curriculum review, making lesson plan (RPP) and instruments.
A statement by Prensky said that a game should have a Implementation stage is a stage where the researchers refer
purpose and rules, which is also supported by Sadiman, "game to stages available in ADDIE model since it used by the
is every context between the players who interact with one researchers to develop adventure game-based multimedia
another by following certain rules in order to achieve certain learning.
objectives" [28].
In data processing and analysis, the researcher conducted
According to Dwi Cahyo based on genre and the way the data processing of students’ mark based on pre-test and post-
game goes (gameplay), game is classified [12]: test result, students’ evaluation on adventure game-based
1. Action Game is a type of game that emphasizes multimedia learning by applying the ADDIE model, data
physical challenges, including hand-eye coordination analysis research results by doing a test of normality,
and reaction time homogeneity, gain and hypothesis, as well as withdrawing the
2. Adventure Game is a type of game where the player conclusions of the study results.
is assumed as the main character in the interactive The instruments used to obtain the data were non- tests
story supported by exploration and puzzle. and tests. The test instrument of comprehension ability was
3. Puzzle Game is a type of game that emphasizes developed in the form of 40 multiple choices, consisted of 20
solving puzzles. The puzzle can test the ability to items of branching algorithm and 20 items of looping
solve many problems including logic, strategy, algorithm. While in a non-test instrument, interview technique,
pattern recognition, and word settlement. validation of expert, and students’ evaluation questionnaire
toward multimedia were used.
4. Role Playing Game (RPG) is a game of playing role,
which has an emphasis on the character or the role of
representative players in the game, usually the main
V. RESULT AND DISCUSSION
character, where as we play it, the characters may be
changing and evolving into a desired direction of the The first preparation is field study. The field study
player (usually become more excellent, more conducted at SMK Negeri 2 Bandung. The researchers visited
powerful, more influential, etc) in various parameters, the school by bringing a letter of permission from Indonesia
are usually determined by the rising levels, from the University of Education after conducted the process of
intelligence, speed and strength of character, the administration. They conveyed the aim of their arrival, to
weapon or number of friends or pet creature. collect informations on basic programming subject by giving
questionnaire to the students and conducting semi-structured
5. Simulation Game is a type of game with simulation interview to the teacher of the subject.
by players in the game.
Based on the questionnaire results, 23% of the respondents
said that the Basic Programming subject is not very appealing,
IV. METHODOLOGY 66% said that the subject is not interesting, while 11% stated
that the subject is interesting, and none of the respondents
In this study, researchers used experimental research stated that it is very interesting. While for the adventure game-
methods, in which there is a treatment. The treatment is in the based multimedia learning, 71% of the respondents said that it
form of adventure game-based multimedia learning by is very interesting, 29% is interested in learning basic
applying the ADDIE model. Furthermore, the form was programming if game-based multimedia learning used, while
changed into "pre-Experimental Design" where there is still no respondents who said that, they are not interested in
external variables such as the intelligence level of students, learning basic programming with the use of game-based
experiences, the role of the teacher, classroom atmosphere and multimedia learning.
so on that can affect dependent variables.
Based on the questionnire results, the researchers now
The research design used is one group of pre-test and post- must change the student's assumption against the basic
test. The design used only one of the groups, in which the programming subject that was originally to be unattractive.
treatment given, so that did not require a control group.
In the implementation stage, the researchers conducted
The population in this study was students of 10th grade of media development. The development includes stages on
SMK Negeri 2 Bandung. Whereas the sample was only taken ADDIE model:
on class X of the Department of Information Communication
and Technology in SMK Negeri 2 Bandung year 2015-2016. 1. Analysis
The sample was 36 students of class X of Technology The analysis consists of two parts, namely performance
Computer and Information I (Software Engineering). analysis and need analysis. On the performance analysis,
material obtained by branching and looping was one of the
elusive materials so that development on materials and
teaching media needed. On the need analysis, the preparation
of necessity such as hardware and software required in order
to develop or use adventure game-based multimedia learning.
2. Design
The design phase is the phase after the analysis process by
which this stage is an advanced or core activities of analysis.
The phase divided into several points consisting of the design
of the flowchart, storyboards and interface. Here is the
flowchart design (Figure 1).

Fig. 3. Interface Display of Game Intro

3. Development
The development of the adventure game-based multimedia
learning made with RPG Maker VX Ace since it is essentially
an application to build and develop the game with adventure
genre (adventure game). There are two (2) types of stages i.e.
encoding using Ruby Game Scripting System (RGSS), and the
game logic—event which is used to make the flow of the
game.
After the multimedia made through stages of coding and
event, the next step is the validation of the multimedia by the
experts of multimedia and material. The following are the
Fig. 1. Flowchart of the Initial Menu of Adventure Game-based Multimedia results of the testing carried out by the experts of multimedia
Learning and material by using Learning Objects Review Instrument
version 1.5 (Table I & Table II):
While the storybard design is as follows (Figure 2):
TABLE I. TEST RESULT OF MULTIMEDIA EXPERT
Presentation User
Accessibility Re-Use Standard
Design Interaction
90 86.67 85 90 90
Average
Score 88.33
(%)
Category Excellent

TABLE II. TEST RESULT OF MATERIAL EXPERT


Quality of
Learning Feedback Motivation
Content
75 70 80 70
Average
Fig. 2. Display Page of Game Intro Score 73.75
(%)
The storyboard is a base of the interface design in making
adventure game-based multimedia learning. Here are some of Category Good
the interfaces (Figure 3).
4. Implementation (1.757), which means the data tested is homogeneous data; H0
of homogeneity test received
Implementation carried out four times. The research
consists of the pre-test, treatment and post-test. The use of the After the tests of homogeneity and normality conducted
adventure game-based multimedia learning itself conducted at and both results are normal and homogeneous, then the
the stage of data collection, data processing, and verification. researchers are able to conduct gain test. The gain test
performed to measure the increased understanding of students
5. Evaluation before and after the adventure game-based multimedia
To find out the student responses toward the adventure learning implemented. The test result obtained gain index (g)
game-based multimedia learning, an evaluation should be held. of 0.591, which included in a medium category with a
Students are given questionnaire to assess with three aspects, percentage of 16.66%; means that six students with high gain
the software, the learning aspect, and visual communication. belong to the middle group. The percentage of gain value
The questionnaire consists of four choices of answer from a categorized as middle is located on the central group by
scale of 1 to 4. The student responses seen in the following 47.22% or 17 students. In addition, 3.125% or 1 student with
table (Tabke III): low gain value also lies in the middle and lower group. It
shows that the adventure game-based multimedia learning
TABLE III. EVALUATION RESULT OF STUDENTS TOWARD THE developed with the ADDIE model improved the middle group.
MULTIMEDIA
The researchers also conducted hypothesis to test whether
Software Learning
Visual the application of ADDIE model in the development of the
Communication adventure game-based multimedia learning can improve
87.96 88.10 83.61 students. The hypothesis conducted by using paired t-test.
From the test result, ttest (17.75) where the value of ttest is
Average Score (%) 86.56
greater than the value of ttable (2.03) that makes H0 rejected and
Category Excellent the H1 is accepted. Thus, there is a significant increase in
students understanding before and after adventure game-based
multimedia learning with the ADDIE model applied.
Before learning activities using adventure game-based
multimedia learning conducted, the researchers provided pre-
test to students. Pre-test (initial test) given to find out the
students understanding of the material. From pre-test VI. CONCLUSION
conducted to 36 students of class X TKI I (RPL) of SMK Based on the study, the application of ADDIE model in
Negeri 2 Bandung, an average score of 55.00 obtained, with the development of adventure game-based multimedia
minimum value of 32.5 and maximum value of 72.5. After learning to improve students understanding of basic
pretest given, the learning process by applying adventure programming concluded that the design and development of
game-based multimedia learning conducted. The post-test adventure game-based multimedia learning by using ADDIE
results obtained the average value of 81.60, with the minimum model took five stages of the framework, namely (A)nalysis,
value of 60 and the maximum value of 100 (Table IV). (D)esign, (D)evelopment, (I)mplementation, and (E)valuation.
The analysis consists of two parts i.e. performance
TABLE IV. GAIN INDEX
analysis and need analysis. On the performance analysis,
Lowest Score Highest Score Average Score material obtained by branching and looping was one of the
Gain elusive materials so that development on materials and
Pre- Post- Pre- Post- Pre- Post- Index teaching media needed. On the need analysis, the preparation
test test test test test test of necessity such as hardware and software required in order
to develop or use adventure game-based multimedia learning.
32.5 60 72.5 100 55.00 81.60 0.591
The design phase divided into the design of the flowchart,
Gain Criteria Medium storyboards, and interface.
The development phase divided into coding and event.
After the multimedia made through stages of coding and event,
From the pre-test and post-test results, the researchers the next step is the validation of the multimedia by the experts
analyzed the data by performing a normality and gain test. of multimedia and material.
The normality test aimed to see whether the data retrieved is
normal or not. From the normality test results using the From the validation result, the multimedia deserves to be
Kolmogorov-Smirnov equation | Ft – Fs | max pre-test (0.091) implemented into the learning process. The discovery-learning
< Kolmogorov table (0.221), | Ft – Fs | max posttest (0.091) < model used in the implementation phase as learning
Kolmogorov table (0.221), showed that both criterias are media/tools.
normal. On the phase of evaluation, students evaluate three aspects
Based on the calculations of homogeneity by using Ftest, of the media namely software, learning and visual
Ftest = 1.211 and Ftable with 35 degrees of freedom and a 5% communication and categorized excellent.
significance level = 1.757. Thus, Ftest (1.211) < Ftable Based on the result of pre-test and post-test of the
implementation phase, a gain test conducted to find out
students understanding of basic programming using gain with Education: Evaluation of its Educational Effectiveness,”
criteria with medium category obtained. This emphasized by Educational Technology & Society, pp. 54-65, 2005.
hypothesis test result by using t of two paired groups—there is
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