Learning Multimedia Based on RPG Maker MV Material for Circumference and Area of Flat Shapes for Elementary School Students

Ni Luh Putu Jayanti Dewi, I Wayan Sujana


It is known that the implementation of learning during the Covid-19 pandemic causes students to become bored quickly and online learning multimedia is not yet available. To overcome this, development research is carried out to produce designs and learn multimedia that are suitable for use after going through the material expert test, learning media experts test, learning design experts test, individual trials, and small group trials. This research develops circumference and area of flat shapes for fourth-grade elementary school students based on RPG Maker MV by using the Hannafin and Peck model. The types of data used are qualitative and quantitative, with data collection methods and instruments namely questionnaires. Data analysis methods and techniques used are descriptive qualitative and descriptive quantitative analysis. The results of this development research are: 1) The design of learning multimedia based on RPG Maker MV is made for elementary students using the Hannafin and Peck model, 2) Feasibility of learning multimedia based on RPG Maker MV for circumference and area of flat shapes in elementary school students which include: (a) Material expert test get a percentage of 90% with very good qualifications (very feasible), (b) Learning media expert test get a percentage of 96.7% with very good qualifications (very feasible), (c) Learning design expert test get a percentage of 95% with very good qualifications (very feasible), (d) The individual trials get a percentage of 96.7% with very good qualifications (very feasible), (e) The small group trial get a percentage of 95.6% with very good qualifications (very feasible). So it can be concluded that the resulting learning multimedia is very feasible to be used in the learning process.


Learning Multimedia; RPG Maker MV; Mathematics

Full Text:



Abidah, A., Hidaayatullaah, H. N., Simamora, R. M., Fehabutar, D., & Mutakinati, L. (2020). The Impact of Covid-19 to Indonesian Education and Its Relation to the Philosophy of “Merdeka Belajar.” Studies in Philosophy of Science and Education, 1(1), 38–49. https://doi.org/10.46627/sipose.v1i1.9.

Adedoyin, O. B., & Soykan, E. (2020). Covid-19 Pandemic and Online Learning: The Challenges and Opportunities. Interactive Learning Environments. https://doi.org/10.1080/10494820.2020.1813180.

Agung, A. A. G. (2014). Metodologi Penelitian Pendidikan. Aditya Media.

Bal-Taştan, S., Davoudi, S. M. M., Masalimova, A. R., Bersanov, A. S., Kurbanov, R. A., Boiarchuk, A. V, & Pavlushin, A. A. (2018). The Impacts of Teacher’s Efficacy and Motivation on Student’s Academic Achievement in Science Education among Secondary and High School Students. EURASIA Journal of Mathematics, Science and Technology Education, 14(6), 2353–2366. https://doi.org/10.29333/ejmste/89579.

Bartel, A., & Hagel, G. (2014). Engaging Students with a Mobile Game-Based Learning System in University Education. International Journal of Interactive Mobile Technologies, 8(4), 957– 960. https://doi.org/10.3991/ijim.v8i4.3991.

Burhaein, E. (2017). Aktivitas Fisik Olahraga untuk Pertumbuhan dan Perkembangan Siswa SD. Indonesian Journal of Primary Education, 1(1), 51–58. https://doi.org/10.17509/ijpe.v1i1.7497.

Cha, S. S., & Seo, B. K. (2018). Smartphone Use and Smartphone Addiction in Middle School Students in Korea: Prevalence, Social Networking Service, and Game Use. Health Psychology Open, 5(1), 1–15. https://doi.org/10.1177/2055102918755046.

Chen, E., & Li, Z. (2011). On the Application of Multimedia Technology in Foreign Language Teaching and Learning in China’s Colleges: Challenges, Problems and Implications. 2011 International Conference on Multimedia Technology, ICMT 2011, 595–597. https://doi.org/10.1109/ICMT.2011.6001903.

Daniels, L. M., & Gierl, M. J. (2017). The Impact of Immediate Test Score Reporting on University Students’ Achievement Emotions in the Context of Computer-Based Multiple-Choice Exams. Learning and Instruction, 52. https://doi.org/10.1016/j.learninstruc.2017.04.001.

Darmaji, Kurniawan, D. A., Astalini, Lumbantoruan, A., & Samosir, S. C. (2019). Mobile Learning in Higher Education for the Industrial Revolution 4.0: Perception and Response of Physics Practicum. International Journal of Interactive Mobile Technologies (Vol. 13, Issue 9). https://doi.org/10.3991/ijim.v13i09.10948.

Dewi, I. G. A. A. S. S., Sudatha, I. G. W., & Sukmana, A. I. W. I. Y. (2019). Pengembangan Multimedia Pembelajaran Interaktif Berorientasi Pendidikan Karakter Mata Pelajaran Bahasa Bali. Journal of Education Technology, 3(3), 190. https://doi.org/10.23887/jet.v3i3.21745.

Dinayusadewi, N. P., Ngurah, G., & Agustika, S. (2020). Development of Augmented Reality Application as a Mathematics Learning Media in Elementary School Geometry Materials. Journal of Education Technology, 4(2), 204–210. https://doi.org/10.23887/jet.v4i2.25372.

Emerson, A., Cloude, E. B., Azevedo, R., & Lester, J. (2020). Multimodal Learning Analytics for Game‐Based Learning. British Journal of Educational Technology, 51(5). https://doi.org/10.1111/bjet.12992.

Fisnani, Y., Utanto, Y., & Ahmadi, F. (2020). The Development of E-Module for Batik Local Content in Pekalongan Elementary School. Innovative Journal of Curriculum and Educational Technology, 9(1), 40–47. https://doi.org/10.15294/IJCET.V9I1.35592.

Handayani, Hadi, Isbaniah, Burhan, & Agustin. (2020). Corona Virus Disease 2019. Jurnal Respirologi Indonesia", 40(2). https://doi.org/10.36497/jri.v40i2.101.

Heo, M., & Toomey, N. (2020). Learning With Multimedia: The Effects of Gender, Type of Multimedia Learning Resources, and Spatial Ability. Computers and Education, 146, 103747. https://doi.org/10.1016/j.compedu.2019.103747.

Indah Septiani, A. nisa N. S., Septiani, I., Rejekiningsih, T., Triyanto, & Rusnaini. (2020). Development of Interactive Multimedia Learning Courseware to Strengthen Students’ Character. European Journal of Educational Research, 9(3), 1267–1279. https://doi.org/10.12973/eu-jer.9.3.1267.

Jogezai, N. A., Baloch, F. A., Jaffar, M., Shah, T., Khilji, G. K., & Bashir, S. (2021). Teachers’ Attitudes towards Social Media (SM) Use in Online Learning Amid the Covid-19 Pandemic: The Effects of SM Use by Teachers and Religious Scholars During Physical Distancing. Heliyon, 7(4). https://doi.org/10.1016/j.heliyon.2021.e06781.

Juwantara, R. A. (2019). Analisis Teori Perkembangan Kognitif Piaget pada Tahap Anak Usia Operasional Konkret 7-12 Tahun dalam Pembelajaran Matematika. Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah, 9(1), 27–34. https://doi.org/10.18592/aladzkapgmi.v9i1.3011.

Kao, C.-W. (2020). The Effect of a Digital Game-Based Learning Task on the Acquisition of the English Article System. System, 95. https://doi.org/10.1016/j.system.2020.102373.

Kassim, M., & Idris, A. (2018). Multimedia Project on Website Development Using Dreamweaver and Publish Domain among Engineering Students. International E-Journal of Advances in Education, IV(12), 983–993.

Khamparia, A., & Pandey, B. (2017). Impact of Interactive Multimedia in E-Learning Technologies: Role of Multimedia in E-Learning. Enhancing Academic Research with Knowledge Management Principles, April, 199–227. https://doi.org/10.4018/978-1-5225-2489-2.ch007.

Kivunja, C. (2015). Unpacking the Information, Media, and Technology Skills Domain of the New Learning Paradigm. International Journal of Higher Education, 4(1). https://doi.org/10.5430/ijhe.v4n1p166.

Knoop-van Campen, C. A. N., Segers, E., & Verhoeven, L. (2020). Effects of Audio Support on Multimedia Learning Processes and Outcomes in Students with Dyslexia. Computers and Education, 150(February), 103858. https://doi.org/10.1016/j.compedu.2020.103858.

Komalasari, K., & Rahmat, R. (2019). Living Values Based Interactive Multimedia in Civic Education Learning. International Journal of Instruction, 12(1), 113–126. https://doi.org/10.29333/iji.2019.1218a.

Kusuma, G. P., Suryapranata, L. K. P., & Utomo, Y. (2021). Enhancing Historical Learning Using Role-Playing Game on Mobile Platform. Procedia Computer Science, 179. https://doi.org/10.1016/j.procs.2021.01.078.

Lauc, T., Jagodić, G. K., & Bistrović, J. (2020). Effects of Multimedia Instructional Message on Motivation and Academic Performance of Elementary School Students in Croatia. International Journal of Instruction, 13(4), 491–508. https://doi.org/10.29333/iji.2020.13431a.

Majid, M. S. Z. B. A., Ali, M. M. B. A., Rahim, A. A. B. A., & Khamis, N. Y. B. (2012). The Development of Technical English Multimedia Interactive Module to Enhance Student Centered Learning (SCL). Procedia - Social and Behavioral Sciences, 67, 345–348. https://doi.org/10.1016/j.sbspro.2012.11.337.

Manurung, & Panggabean. (2020). Improving Students’ Thinking Ability In Physics Using Interactive Multimedia Based Problem Solving. Cakrawala Pendidikan, 39(2), 460–470. https://doi.org/10.21831/cp.v39i2.28205.

Maria, U., Rusilowati, A., & Hardyanto, W. (2019). Interactive Multimedia Development in the Learning Process of Indonesian Culture Introduction Theme for 5-6 Year Old Children. Journal of Primary Education, 8(3), 344–353. https://journal.unnes.ac.id/sju/index.php/jpe/article/view/27929.

Nugroho, F., & Iqbal Arrosyad, M. (2020). Moodle Multimedia Development in Web-based Integrative Thematic Learning for Class IV Elementary Students. Cendekiawan, 2(1), 49–63. https://doi.org/10.35438/cendekiawan.v2i1.177.

Pranopik, M. R. (2017). Pengembangan Variasi Latihan Smash Bola Voli. Jurnal Prestasi, 1(1), 31–33. https://doi.org/10.24114/jp.v1i1.6495.

Pratomo, A. (2015). Pengembangan Media Pembelajaran Interaktif Berbasis Web Menggunakan Metode Hannafin dan Peck. Positif, 1(1), 14–28. https://ejurnal.poliban.ac.id/index.php/Positif/article/view/204.

Raja, R., & Nagasubramani, P. C. (2018). Impact of Modern Technology in Education. Journal of Applied and Advanced Research, 3(S1), 33. https://doi.org/10.21839/jaar.2018.v3is1.165.

Ran, W., Yamamoto, M., & Xu, S. (2016). Media Multitasking During Political News Consumption: A Relationship with Factual and Subjective Political Knowledge. Computers in Human Behavior, 56. https://doi.org/10.1016/j.chb.2015.12.015.

Ristanti, F. F., & Arianto, F. (2019). Flash Card Media Utilization to Improve Student Activity and Learning Outcomes of Fauna Distribution Subtopic in Class XI IPS I SMA Xin Zhong Surabaya. Geosfera Indonesia, 4(2), 90. https://doi.org/10.19184/geosi.v4i2.9968.

Riyanto, W. D., & Gunarhadi, G. (2017). The Effectiveness of Interactive Multimedia in Mathematic Learning: Utilizing Power Points for Students with Learning Disability. IJPTE : International Journal of Pedagogy and Teacher Education, 1(1), 55–63. https://doi.org/10.20961/ijpte.v1i1.8400.

Rose, J. A., O’Meara, J. M., Gerhardt, T. C., & Williams, M. (2016). Gamification: Using Elements of Video Games to Improve Engagement in an Undergraduate Physics Class. Physics Education, 51(5). https://doi.org/10.1088/0031-9120/51/5/055007.

Rubini, B., Permanasari, A., & Yuningsih, W. (2018). Learning Multimedia Based on Science Literacy on the Lightning Theme. Journal of Science Learning and Research, 4(2), 89–104. https://doi.org/10.30870/jppi.v4i2.3926.

Samudra, D. G., & Djuniadi, D. (2017). Implementasi Hack and Slash dalam Sistem Pertarungan Game RPG Joko Tingkir. Edu Komputika Journal, 4(2), 45–52. https://doi.org/10.15294/edukomputika.v4i2.22494.

Saripudin, E., Sari, I., & Mukhtar, M. (2018). Using Macro Flash Animation Media on Motion Material to Improve Learning Achievement for Learning Science in Junior High School. , 4 (1). Journal of Science Research and Learning, 4(1), 68–75. https://doi.org/10.30870/jppi.v4i1.3316.

Shaik Alavudeen, S., Easwaran, V., Iqbal Mir, J., Shahrani, S. M., Ali Aseeri, A., Abdullah Khan, N., Mohammed Almodeer, A., & Abdullah Asiri, A. (2021). The Influence of Covid-19 Related Psychological and Demographic Variables on the Effectiveness of E-Learning Among Health Care Students in the Southern Region of Saudi Arabia. Saudi Pharmaceutical Journal. https://doi.org/10.1016/j.jsps.2021.05.009.

Sholihah, A. F. (2019). Pengembangan Media Puzzle Berbasis Make a Match pada Pembelajaran Tematik Kelas II di MI At-Taufiq Singaraja Tahun Pelajaran 2018/2019. 1–216.

Su, C.-H., & Cheng, C.-H. (2013). A Mobile Game-based Insect Learning System for Improving the Learning Achievements. Procedia - Social and Behavioral Sciences, 103. https://doi.org/10.1016/j.sbspro.2013.10.305.

Subali, B., Kumaidi, Aminah, N. S., & Sumintono, B. (2019). Student Achievement Based on the Use of Scientific Method in the Natural Science Subject in Elementary School. Jurnal Pendidikan IPA Indonesia, 8(1), 39–51. https://doi.org/10.15294/jpii.v8i1.16010.

Sugiyono. (2019). Metode Penelitian dan Pengembangan (M. S. Sofia Yustiyani Suryandari, S.E. (ed.); 4th ed.). Alfabeta.

Sunarti, Rahmawati, S., & Wardani, S. (2016). Pengembangan Game Petualangan “Si Bolang” sebagai Media Pembelajaran Tematik untuk Meningkatkan Motivasi dan Prestasi Belajar Siswa Kelas V Sekolah Dasar. Jurnal Cakrawala Pendidikan, 5(1), 58–68. https://doi.org/10.21831/cp.v1i1.8365.

Tegeh, I. M., Jampel, I. N., & Pudjawan, K. (2014). Model Penelitian Pengembangan. Universitas Pendidikan Ganesha.

Tere, T., Bayu Seta, H., Nizar Hidayanto, A., & Abidin, Z. (2020). Variables Affecting E-Learning Services Quality in Indonesian Higher Education: Students’ Perspectives. Journal of Information Technology Education: Research, 19, 259–286. https://doi.org/10.28945/4489.

Velan, G. M., Goergen, S. K., Grimm, J., & Shulruf, B. (2015). Impact of Interactive e-Learning Modules on Appropriateness of Imaging Referrals: A Multicenter, Randomized, Crossover Study. Journal of the American College of Radiology, 12(11). https://doi.org/10.1016/j.jacr.2015.06.026.

Wardani, K. W., & Setyadi, D. (2020). Pengembangan Media Pembelajaran Matematika Berbasis Macromedia Flash Materi Luas dan Keliling untuk Meningkatkan Motivasi Belajar Siswa. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(1), 73–84. https://doi.org/10.24246/j.js.2020.v10.i1.p73-84.

Wong, G. L. H., Wong, V. W. S., Thompson, A., Jia, J., Hou, J., Lesmana, C. R. A., Susilo, A., Tanaka, Y., Chan, W. K., Gane, E., Ong-Go, A. K., Lim, S. G., Ahn, S. H., Yu, M. L., Piratvisuth, T., & Chan, H. L. Y. (2020). Management of Patients with Liver Derangement During the Covid-19 Pandemic: An Asia-Pacific Position Statement. The Lancet Gastroenterology and Hepatology, 5(8), 776–787. https://doi.org/10.1016/S2468-1253(20)30190-4.

Yati, Wahyuni, & Slaeli. (2017). The Effect of Storytelling in a Play Therapy on Anxiety Level in Pre-School Children During Hospitalization in the General Hospital of Buton. Public Health of Indonesia, 3(3), 96–101. https://doi.org/10.36685/phi.v3i3.134.

Yeh, Y. T., Hung, H. T., & Hsu, Y. J. (2017). Digital Game-Based Learning for Improving Students’ Academic Achievement, Learning Motivation, and Willingness to Communicate in an English Course. International Congress on Advanced Applied Informatics. https://doi.org/10.1109/IIAI-AAI.2017.40.

Yulia, H. (2020). Online Learning to Prevent the Spread of Pandemic Corona Virus in Indonesia. Eternal (English Teaching Journal), 11(1). https://doi.org/10.26877/eternal.v11i1.6068.

DOI: http://dx.doi.org/10.23887/jet.v5i2.34462

Article Metrics

Abstract view : 537 times
PDF file view : 285 times


  • There are currently no refbacks.



Jl. Udayana, Kampus Tengah, Singaraja-Bali
Kode Pos 81116 Telp. 0362-22928
e-mail: jet@undiksha.ac.id 
Homepage: https://undiksha.ac.id

Currently, Journal of Education Technology indexed by:



Creative Commons License

Journal of Education Technology is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.