![Belajar algoritma pemrograman](https://knopkazmeya.com/16.png)
![belajar algoritma pemrograman belajar algoritma pemrograman](https://2.bp.blogspot.com/-BJGHBCBKmxc/WvWWeUTmh2I/AAAAAAAAACo/HVTJtAXjif0zPZi-4c_1rjofpMZaLXY-wCLcBGAs/s1600/vss.png)
The research steps are Analysis (analyzing student needs, formulating learning objectives, formulation of material items, preparation of evaluation instruments), Design (writing media script), Development (making educative game), Implementation (product implementation in SMK Nurul Amanah), Evaluation (Formulating the results of evaluation instruments). This research uses analysis model of Analysis, Design, Development, Implementation, Evaluation (ADDIE). This study aims to develop educational game learning media based on Role Playing Game to help the learning process at SMK Nurul Amanah. If the learning media in the form of a printed book is not supportive and unable to convey information properly then students will find it difficult to follow and understand the material. When researchers do observations in SMK Nurul Amanah, the results stated that the learning media used is still less because the teacher is still using printed books. Algorithm Programming is the material listed on the basic competencies of curriculum 13 and must be given to all students of vocational grade X majoring in Computer Network Engineering. If you have any question on the format, please send a message to. Please set your margin before you type your article by looking at the page setup of this template. The remainder of the paper should be typed in 10pt Times New Roman. The title page should include the succinct title, the authors, and an abstract of around 200 words at the beginning of the manuscript. The length of manuscript should not exceed 15 pages in this format using B5- double-sided papers. The manuscript should be written in English. This article illustrates preparation of your abstract using MS-WORD. Kesimpulan dari peneliti adalah media pembelajaran game edukatif dapat digunakan. Hasil penelitian saat uji coba produk menunjukkan bahwa ahli media memperoleh nilai persentase 83% pada kategori “BAIK” dan Angket ahli materi memperoleh nilai persentase 86% pada kategori “BAIK” sedangkan angket siswa memperoleh nilai persentase 90% pada kategori “SANGAT BAIK”. Adapun langkah-langkah penelitian adalah Analysis (menganalisis kebutuhan siswa, perumusan tujuan pembelajaran, perumusan butir materi, penyusunan instrumen evaluasi), Design (menulis naskah media), Development (membuat game edukatif), Implementation (penerapan produk di SMK Nurul Amanah), Evaluation (merumuskan hasil instrumen evaluasi).
![belajar algoritma pemrograman belajar algoritma pemrograman](https://4.bp.blogspot.com/-Avrm1A6CW5c/XCOM8bRlIMI/AAAAAAAAHKg/DZhrF-QjzggwP0tEEtIK8pY--5wDTEEEwCLcBGAs/s320/13.jpg)
Penelitian ini menggunakan model penelitian Analysis, Design, Development, Implementation, Evaluation (ADDIE). Penelitian ini bertujuan untuk mengembangkan media pembelajaran game edukatif berbasis Role Playing Game untuk membantu proses belajar di SMK Nurul Amanah. Jika media pembelajaran berupa buku cetak tidak mendukung dan tidak mampu menyampaikan informasi dengan baik maka siswa akan merasa kesulitan dalam mengikuti dan memahami materi. Saat peneliti melakukan observasi di SMK Nurul Amanah, hasil tersebut menyatakan bahwa media pembelajaran yang digunakan masih kurang karena guru masih menggunakan buku cetak.
![belajar algoritma pemrograman belajar algoritma pemrograman](https://fainun.com/wp-content/uploads/2021/01/Belajar-Algoritma-Pemrograman-di-Jurusan-IT.png)
Materi Algoritma Pemrograman adalah materi yang tercantum pada kompetensi dasar kurikulum 13 dan wajib diberikan kepada seluruh siswa SMK kelas X jurusan Teknik Komputer Jaringan.
![Belajar algoritma pemrograman](https://knopkazmeya.com/16.png)