DEVELOPMENT OF HISTORY LEARNING EVALUATION MEDIA USED BY THE OPEN THE BOX EDUCATIONAL GAME FOR CLASS X OF SMKN 1 SINTUK TOBOH GADANG

Pengembangan Media Evaluasi Pembelajaran Sejarah Berbantuan Game Edukasi Open The Box Kelas X SMKN 1 Sintuk Toboh Gadang

Authors

  • Juliandry kurniawan universitas pgri sumatera barat
  • Saskia Novelinsa Tanjung
  • Liza Husnita

DOI:

https://doi.org/10.36526/santhet.v10i3.6024

Keywords:

Development learning media, student

Abstract

This study aims to describe the development of a history learning evaluation media using the Open the Box educational game on the topic of Islamic kingdoms in the Indonesian archipelago with 10th-grade students at SMK Negeri 1 Sintuk Toboh Gadang by conducting validity and practicality tests. This research is a developmental research using the 4D model, with the stages of definition, design, and development. Data collection was conducted from a sample of one class with 28 students.The results of the study were as follows: 1) the history learning evaluation media using the Open the Box educational game was produced. 2) the history learning evaluation media met the criteria of "very good," with a material validation result of 96% by material experts, a media validation result of 88% by media experts, and a language validation result of 95% by linguists. Therefore, the history learning evaluation media using the Open the Box educational game is suitable for implementation with students. 3) The practicality of the history learning evaluation media using the Open the Box educational game by teachers was 93%, categorized as "very practical." 4) The practicality of the history learning evaluation media assisted by the Open the Box educational game by students achieved a percentage of 86% with the criteria of very practical.

References

Adesope, O., et al. (2022). Assessment in Digital Learning Contexts: Emerging Trends and Future Directions. Educational Psychology Review.

Agus Mursidi, & Dewa Made Alit. (2025). Transformation of History Education Based on Local Wisdom to Foster Historical Awareness in Generation Z. Jurnal Iqra’ : Kajian Ilmu Pendidikan, 10(3), 1–20. https://doi.org/10.25217/ji.v10i3.6525.

All, A., Nuñez Castellar, E., & Van Looy, J. (2021). Assessing the Effectiveness of Digital Game-Based Learning. Computers & Education.

Asrul, Sarigih, A. H., & Mukhtar. (2022). Evaluasi Pembelajaran. In Perdana Publishing. http://repo.iain-tulungagung.ac.id/5510/5/BAB 2.pdf.

Bicen, H., & Kocakoyun, S. (2021). Perceptions of Students for Gamified Assessment Activities. International Journal of Emerging Technologies in Learning.

Clark, D. B., Tanner-Smith, E., & Killingsworth, S. (2021). Digital Games, Design and Learning Outcomes. Review of Educational Research.

Deterding, S., et al. (2021). Gamification in Education: A Systematic Review. Computers & Education.

Dewa Made Alit, & Agus Mursidi. (2025). History Education in the Age of Disinformation: The Role of Historical Literacy in Social Studies Learning. Jurnal Iqra: Kajian Ilmu Pendidikan, 10(2), 452–467. https://doi.org/10.25217/ji.v10i2.6524.

Hamari, J., Koivisto, J., & Sarsa, H. (2020). Does Gamification Work? A Literature Review. Proceedings of HICSS.

Ibrahim, M., et al. (2021). Enhancing Historical Learning Using Role-Playing Game on Mobile Platform. Procedia Computer Science, 179, 886–893. https://doi.org/10.1016/j.procs.2021.01.078.

Ifenthaler, D., & Schumacher, C. (2021). Student Perceptions of Assessment and Feedback in Digital Learning Environments. Educational Technology Research and Development.

Julpa H. (2023). Pemanfaatan Game Edukasi Sejarah Untuk Meningkatkan Ketertarikan Dalam Pembelajaran Sejarah. 1–7.

Kapp, K. M. (2021). Gamification and Learning: Theory and Practice. Educational Technology Publications.

Khosravi, H., et al. (2022). Game-Based Assessment for Learning: A Review. Computers and Education: Artificial Intelligence.

Najuah, Sidiq, R., & Lukitoyo, P. S. (2023). Effectiveness of Use of Historical Educational Games on Student Learning Outcomes. International Journal of Educational Research & Social Sciences, 4(1), 94–99.

Muhtarom, H., Kurniasih, D., & Andi. (2020). Pembelajaran Sejarah yang Aktif, Kreatif dan Inovatif melalui Pemanfaatan Teknologi Informasi dan Komunikasi. Bihari: Pendidikan Sejarah Dan Ilmu Sejarah, 3(1), 30.

Mukhlis, H., & Birsyada, M. I. (2026). Laerning interest and critical thinking skills through interactive map-based learning media in history education. Sosioedukasi : Jurnal Ilmiah Ilmu Pendidikan Dan Sosial, 15(2), 808–813. https://doi.org/10.36526/sosioedukasi.v15i2.6027

Mursidi, Agus & Dewa Made Alit. (2025). Transformation of History Education Based on Local Wisdom to Foster Historical Awareness in Generation Z. Jurnal Iqra’ : Kajian Ilmu Pendidikan, 10(3), 1–20. https://doi.org/10.25217/ji.v10i3.6525 Najuah, Sidiq, R., & Sinamora, R. S. (2022). Game Edukasi: Strategi dan Evaluasi Belajar Sesuai Abad 21. In Yayasan Kita Menulis. http://digilib.unimed.ac.id/51618/

Pagarra H & Syawaludin, D. (2022). Media Pembelajaran. In Badan Penerbit UNM.

Plass, J. L., Mayer, R. E., & Homer, B. D. (2020). Handbook of Game-Based Learning. MIT Press.

Rahman, A. A., & Nasryah, C. E. (2019). Evaluasi Pembelajaran. In Uwais Inspirasi Indonesia.

Redecker, C. (2020). Digital Assessment Practices in Education. European Commission.

Sari, R., & Ayundasari, L. (2024). Implementasi Media Pembelajaran HIME (History Game) Menggunakan Pendekatan TARL. Journal of Language Literature and Arts, 4(12), 1260–1276. https://doi.org/10.17977/um064v4i122024p1260-1276Saputri, F. H., & Putra, G. A. I. A. (2024). Development of Indonesian History Educational Media Based on Educational Games for 7th Grade Students. G-Tech: Jurnal Teknologi Terapan, 8(1).

Sugiyono. (2020). Metodologi Penelitian Kuantitatif, Kualitatif dan R & D.

Yahyu, O., Yusuf, H., Nurwia, N., Lisnawati, S., & Emiyati, S. (2023). Interaksi Pendidik dan Peserta Didik Dalam Menciptakan Hubungan yang Positif di Kelas. Journal of Education Technology Information Social Sciences and Health, 2(1), 66–71.

Downloads

Published

2026-06-25

How to Cite

kurniawan, J., Saskia Novelinsa Tanjung, & Liza Husnita. (2026). DEVELOPMENT OF HISTORY LEARNING EVALUATION MEDIA USED BY THE OPEN THE BOX EDUCATIONAL GAME FOR CLASS X OF SMKN 1 SINTUK TOBOH GADANG: Pengembangan Media Evaluasi Pembelajaran Sejarah Berbantuan Game Edukasi Open The Box Kelas X SMKN 1 Sintuk Toboh Gadang. Santhet (Jurnal Sejarah Pendidikan Dan Humaniora), 10(3), 1084–1090. https://doi.org/10.36526/santhet.v10i3.6024