DESIGN AND IMPLEMENTATION OF SIMPRAG (SIMULASI PRAKTIKUM GAME) IN VOCATIONAL HIGH SCHOOL: ANALYSIS IN USING THE PLAYABILITY HEURISTIC FOR EDUCATIONAL GAME (PHEG) METHOD Agus Juhana, ‪Ary Setijadi Prihatmanto, Rahadian Yusuf
Institut Teknologi Bandung
Abstract
In this study, the authors aim to create alternative learning media to help the practicum learning process continue even though there is no face-to-face meeting during COVID-19 pandemic. By creating a learning game based on computer applications and a website called Simulasi Praktikum Game (SIMPRAG), students are expected to be able to virtually work on basic Electrical Lighting Installation (usually called IPL) practicum with similar components as the actual practicum in the laboratory. The SIMPRAG game duplicates the components and working ways of the IPL trainer board learning media at the Electronics Vocational School. This game has 4 stages, each stage has a different plot and challenges, namely tutorial-game as a game introduction stage for users, pre-game as a stage to recognize students^ level of understanding, experiment-game as a stage of reflection and practice from the previous stage, and post-game as an evaluation stage. This study uses a development research procedure with ADDIE model and evaluation method used in this SIMPRAG game uses the Playability Heuristic for Educational Game (PHEG) to evaluate the feasibility based on the interface (IN), educational element (ED), content (CN), and playability (PL). The SIMPRAG game trial was conducted in 2 vocational schools, involving 18 students and 2 productive teachers. The results of the study also showed that students and teachers found it to be helpful and they wanted to reuse the SIMPRAG game in the IPL practicum learning process.
Keywords: learning games, Vocational High School (SMK), practicum, electrical installation, SIMPRAG
Topic: Symposium on Advance of Sustainable Engineering