Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material

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Abstract

This research introduces Game-D, an innovative educational game designed to facilitate learning about straight-line motion through interaction with a line-following robot. Grounded in constructivist learning theory, Game-D employs gamification principles to enhance students’ understanding and retention of fundamental concepts in robotics and motion physics. Using an R&D approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), Game-D underwent a series of design and testing phases to ensure alignment with educational objectives and user preferences. The sample in this study consisted of 34 students from the Science Education study program, Faculty of Teacher Training and Education, Trunojoyo University, Madura, Indonesia. Analysis results indicate that Game-D meets high standards of validity and reliability, with an average validity score of 88.25%, categorized as very valid, and a practicality score of 87.3%, categorized as very practical. Additionally, the effectiveness test yielded a high score of 86.25%, categorizing the game as very effective. These findings demonstrate that Game-D is highly valid, practical, and effective as a learning medium for straight-line motion. This study confirms that integrating a line-following robot into an educational game can improve the quality of learning, providing a viable tool to support the educational process. The media effectiveness test showed that Game-D significantly improved conceptual understanding, active student engagement and learning motivation. This underscores the role of Game-D as an effective tool in supporting straight-line motion learning, fostering a dynamic and interactive learning environment for successful education.

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APA

Eliza, F., Hakiki, M., Muhtaj, M., Putri, D. A., Hidayah, Y., Fricticarani, A., … Ramadhan, M. A. (2025). Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material. International Journal of Information and Education Technology, 15(1), 49–58. https://doi.org/10.18178/ijiet.2025.15.1.2217

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