Game Design for Mobile App-Based IoT Introduction Education in STEM Learning
Dublin Core
Title
Game Design for Mobile App-Based IoT Introduction Education in STEM Learning
Subject
game education; IoT; STEM; game-based learning; aplikasi mobile
Description
STEM education has received considerable attention in recent years. However, developing valid and reliable assessments in
interdisciplinary learning in STEM has been a challenge. Therefore, many students ranging from junior high school to
university students are only familiar with the Internet of Things (IoT) from social media but do not know its concept and
function in STEM learning. This is also supported by the absence of educational applications about IoT. This research aims to
introduce IoT by using mobile applications. This research refers to the multimedia development method according. The data
collection method in this study was carried out by means of observation and interviews randomly to high school students to
university students. This data collection was carried out using the experimental method of application testing to analyze user
needs from several aspects such as features, images, and fonts. This research is also supported by the existence of literature
studies derived from several journals. The results show that the functions in the application can operate as expected. Based on
the survey results of the application, 75.37% of respondents rated this application in the very good category and gave positive
responses so that this application could be well received by users
interdisciplinary learning in STEM has been a challenge. Therefore, many students ranging from junior high school to
university students are only familiar with the Internet of Things (IoT) from social media but do not know its concept and
function in STEM learning. This is also supported by the absence of educational applications about IoT. This research aims to
introduce IoT by using mobile applications. This research refers to the multimedia development method according. The data
collection method in this study was carried out by means of observation and interviews randomly to high school students to
university students. This data collection was carried out using the experimental method of application testing to analyze user
needs from several aspects such as features, images, and fonts. This research is also supported by the existence of literature
studies derived from several journals. The results show that the functions in the application can operate as expected. Based on
the survey results of the application, 75.37% of respondents rated this application in the very good category and gave positive
responses so that this application could be well received by users
Creator
Indra Puja Laksana, Evi Dwi Wahyuni, Christian Sri Kusuma Aditya
Source
http://jurnal.iaii.or.id
Publisher
Professional Organization Ikatan Ahli Informatika Indonesia (IAII)/Indonesian Informatics Experts Association
Date
June 2023
Contributor
Sri Wahyuni
Rights
ISSN Media Electronic: 2580-0760
Format
PDF
Language
English
Type
Text
Files
Collection
Citation
Indra Puja Laksana, Evi Dwi Wahyuni, Christian Sri Kusuma Aditya, “Game Design for Mobile App-Based IoT Introduction Education in STEM Learning,” Repository Horizon University Indonesia, accessed January 11, 2026, https://repository.horizon.ac.id/items/show/10000.