Pembelajaran Interaktif (Game What The Code) : Pengembangan Aplikasi Quiz Untuk Meningkatkan Kemampuan Pemrograman Pengguna Dengan Berbagai Bahasa Pemrograman

Author


Ninik Rahayu Ashadi(1Mail),
(1) Universitas Negeri Makassar,

Mail Corresponding Author
Article Analytic
  [File Size: 503KB]  Language: en
Available online: 2025-06-09  |  Published : 2025-06-09
Copyright (c) 2025 Ninik Rahayu Ashadi
Article can trace at:

Article Metrics

Abstract Views: 52 times PDF Downloaded: 23 times

Abstract


The purpose of this study is to determine the results of the development of the Quiz Game Application what the code to improve user programming skills with various programming languages. The research method used is research and development (Research and Development / R & D) which aims to design, develop, and test the effectiveness of an interactive quiz game application called What the Code in improving user programming skills in various programming languages. Research Results The results of the study are arranged based on the ADDIE development model, but the development model does not reach the Evaluation stage. The following are the results: (1) Analysis: based on the results of the analysis of user needs, curriculum, and general difficulties in learning programming, (2) Design: Designing game structures, question scenarios, multi-language features using programming languages (Java, JavaScript), and gamification systems. (3) Development: Application development with technology frameworks according to needs (React Native and Flutter). Based on the results of the study, it can be concluded that the quiz application developed using the ADDIE method can improve user programming skills with various programming languages.

Keywords


Development, Application, Game what the code, ability, programming

References


Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz: A Gamified Approach for Enhancing Learning. In PACIS 2013 Proceedings.

Romero, M., Usart, M., & Ott, M. (2021). Gamification and learning: A review of the literature. Computers in Human Behavior Reports, 4, 100089. https://doi.org/10.1016/j.chbr.2021.100089

Khened, M., Dudhgaonkar, S., & Ramani, S. (2020). Enhancing programming skills using game-based learning: An experimental study. Education and Information Technologies, 25(6), 54375456. https://doi.org/10.1007/s10639-020-10243-w

Satrio, R. P., & Sfenrianto. (2021). Gamification-Based Mobile Application to Enhance Student Motivation and Learning Outcomes in Programming. International Journal of Interactive Mobile Technologies (iJIM), 15(2), 4-17. https://doi.org/10.3991/ijim.v15i02.1842.

Wijaya, H., Surjono, H. D., & Kusuma, B. D. (2020). Pengembangan Media Pembelajaran Interaktif Berbasis Game untuk Meningkatkan Kemampuan Pemrograman. Jurnal Pendidikan Teknologi dan Kejuruan, 26(2), 157165. https://doi.org/10.21831/jptk.v26i2.35437

Lestari, I., & Wahyuni, D. (2020). Pengaruh Media Pembelajaran Interaktif terhadap Motivasi dan Hasil Belajar Pemrograman Dasar. Jurnal Pendidikan Vokasi, 10(1), 8089. https://doi.org/10.21831/jpv.v10i1.29014

Ismail, M. A. A., Ngah, N. A., & Umar, I. N. (2010). Instructional strategy in the teaching of computer programming: A need assessment analyses. TOJET: The Turkish Online Journal of Educational Technology, 9(2), 125131.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? A Literature Review of Empirical Studies on Gamification. In 47th Hawaii International Conference on System Sciences (pp. 30253034). IEEE. https://doi.org/10.1109/HICSS.2014.377

Hamzah, R., Rahman, M. A. A., & Buntat, Y. (2018). The Effectiveness of Gamification Technique for Computer Programming Course. Journal of Technical Education and Training, 10(1), 113120. https://doi.org/10.30880/jtet.2018.10.01.014

Setiawan, D., & Pramudibyanto, H. (2019). Game Edukasi sebagai Media Pembelajaran Pemrograman. Jurnal Teknologi dan Sistem Komputer, 7(3), 147154. https://doi.org/10.14710/jtsiskom.7.3.2019.147-154.

Sugiyono. 2015. Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung : ALFABETA.


Refbacks

  • There are currently no refbacks.

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.