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

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Fivia Eliza, Muhammad Hakiki, Mughnil Muhtaj, Della Asmaria Putri, Yayuk Hidayah, Ade Fricticarani, Jamal Fakhri, Iqbal Arpannudin, Desty Endrawati Subroto, Kelik Sussolaikah, Mustofa Abi Hamid, Radinal Fadli, M. Agphin Ramadhan

2025 International Journal of Information and Education Technology Vol. 15 Issue 1 Article Cited by 9 Quartile

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. © 2025 by the authors.

Affiliations

Faculty of Engineering, Universitas Negeri Padang, Padang, Indonesia; Faculty of Teacher Training and Education, Universitas Muhammadiyah Muara Bungo, Jambi, Indonesia; Department of Technology and Vocational Education, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia; Department of Learning Technology, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia; Faculty of Economics and Business, Universitas Putra Indonesia YPTK Padang, Padang, Indonesia; Faculty of Social, Legal and Political Sciences, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia; Faculty of Teacher Training and Education, Universitas Bina Bangsa, Banten, Indonesia; Faculty of Tarbiyah, Universitas Islam Negeri Raden Intan Lampung, Lampung, Indonesia; Faculty of Engineering, Universitas PGRI Madiun, Madiun, Indonesia; Faculty of Teacher Training and Education, Universitas Sultan Ageng Tirtayasa, Banten, Indonesia; Faculty of Engineering, Universitas Negeri Jakarta, Jakarta, Indonesia