Computer Game-Based Learning Media as a Strategy to Increase Students' Motivation Learning

The success of teaching and learning activities is determined by one of the methods and media of learning. This study aims to determine the needs of learning media, develop learning media based on computer games, and determine the effectiveness of learning media based on computer games on students' motivation and interest in learning. This type of research is Research and Development (R&D), referring to the ADDIE development model. Data collection techniques using observation and questionnaires. The data analysis technique is done by analyzing the questionnaire. The results showed that students needed new learning media with the criteria of using computer technology, game-based, having a colorful display, involving an active role in student participation, easy to operate, equipped with characters, login, and voice access rights. A computer game-based learning media application has been developed called "BEBEB" with a very proper assessment from Media Experts and Material Experts. The effectiveness of the "BEBEB" application as a learning media based on computer games increased learning motivation by 16.5% and interest in learning by 24.33%. The study results indicate that the development of computer-based learning media as a strategy to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali has been able to be implemented properly. This implies that teachers need to provide learning media that can arouse students' motivation and interest in learning, one of which is using computer game-based learning media. At-Taqaddum Vol. 13 No. 1 (2021) Pg. 85-102 86 | P a g e nation in the context of the intellectual life of the nation. The law also states that national education aims to develop the potential of students to become human beings who believe and fear God Almighty, have a noble character, are healthy, knowledgeable, capable, creative, independent, and become democratic and responsible citizens. The implementation of quality education, it can give birth to the next generation of quality people. One of the efforts to improve the quality of education is the use of information technology in teaching and learning activities(Fariyani et al., 2020). Today, the development of technology is very rapid, so creative and innovative efforts are needed to use information technology in teaching and learning activities to develop students' potential. Students will be able to actively develop their potential if they are supported by an educational atmosphere that is meaningful, fun, creative, dynamic, and dialogical. SMK Muhammadiyah 2 Andong Boyolali is one of the private schools that is currently developing. Because it is located on the border between Boyolali and Sragen districts, SMK Muhammadiyah 2 Andong Boyolali has students with different environmental and social conditions. In the teaching and learning activities at SMK Muhammadiyah 2 Andong Boyolali, there are still many who use the lecture method. The learning media that are often used are in the form of package books and presentation slides. It can be seen that the students lack attention in participating in teaching and learning activities because teaching and learning activities are only monotonous and one-way. Low student attention indicates low student interest in learning. This is in line with the opinion of Usman (Aritonang, 2008:14), which states that effective learning activities are the attention and interest in learning from students. Interest is a condition where someone pays attention to something accompanied by a desire to know, learn, and prove it. Interest is an asset to grow motivation. According to Elliot, et al. (2000), "motivation is defined as an internal state that arouses us to action, pushes us in particular directions, and keeps us engaged in certain activities." The statement means that motivation is an internal state that arouses us to tend to act and encourages us to achieve certain goals. Arigiyati (200:923) suggests that someone who has high motivation will show interest, attention, total concentration, full of perseverance and lead to achievement regardless of feeling bored, bored, and giving up. If the student's interest is low, the student's motivation to participate in teaching and learning activities is also low. Looking at these situations and conditions where the teacher tends to be an informant for students. The teacher writes down the subject matter that is considered important on the blackboard. Students tend to be passive in teaching and learning activities. The interaction between students and teachers is almost non-existent. This condition makes students feel bored with teachers who are too dominant in teaching and learning activities. The subject matter should be transferred by the teacher to the minds of At-Taqaddum Vol. 13 No. 1 (2021) Pg. 85-102 87 | P a g e students and must be constructed into the minds of the students themselves by providing authentic experiences. So teachers as mediators and facilitators need to make creative and innovative efforts in learning that can provide new insights and experiences for students to increase students' motivation and interest in learning in participating in teaching and learning activities. One of them is by using learning media. The use of learning media in the classroom is still low, and it can even be conveyed that the learning media has never been used by teachers (Sulaimansyah, 2011). However, learning media is a tool for delivering subject matter (Permendikbud Number 22 of 2016). Learning media plays a crucial role in helping the process of teaching and learning activities because of the complexity of the subject matter that cannot be represented through words, and explanations from the teacher can be assisted by learning media. In addition, learning media can be used to attract students' attention. It is also possible that learning media are developed following the developments and demands of the times. For example, learning media developed in the form of computer games. Developing learning media in computer games will become a different stimulus in learning because, with a more attractive design and appearance, students will feel happier and challenged to complete the game. It is expected to generate motivation and interest in learning from students. Learning media used to support learning activities can utilize existing application programs, such as Yuangga and Sunarsi (2020) research. They are using several pre-existing application programs such as Whatapp, Google Meet, Zoom, and Google Classroom, which are tailored to the needs of its users to overcome distance learning problems during the Covid-19 pandemic. The presentation of learning media can be in various choices such as quizzes, videos, or games. Research conducted by Rosanaya and Fitrayati (2021) developed learning media based on computer games. The use of learning media provides many benefits, one of which is the research conducted by Sunami and Aslam (2021), which uses Zoom Meeting-based animated video learning media to increase elementary school students' interest and learning outcomes. Based on the description above, the objectives formulated in this study are Knowing the needs of learning media, Developing computer game-based learning media, and Knowing the effectiveness of computer game-based learning media on students' motivation and interest in learning.


Introduction
Education has a significant role in the progress of a nation as mandated in the Law of the Republic of Indonesia Number 20 of 2003 concerning the National Education System, which states that national education functions to develop capabilities and shape the character and civilization of a dignified ISSN: 1979-4703 (p) ISSN: 2527-9726 (e)

A B S T R A C T
The success of teaching and learning activities is determined by one of the methods and media of learning. This study aims to determine the needs of learning media, develop learning media based on computer games, and determine the effectiveness of learning media based on computer games on students' motivation and interest in learning. This type of research is Research and Development (R&D), referring to the ADDIE development model. Data collection techniques using observation and questionnaires. The data analysis technique is done by analyzing the questionnaire. The results showed that students needed new learning media with the criteria of using computer technology, game-based, having a colorful display, involving an active role in student participation, easy to operate, equipped with characters, login, and voice access rights. A computer game-based learning media application has been developed called "BEBEB" with a very proper assessment from Media Experts and Material Experts. The effectiveness of the "BEBEB" application as a learning media based on computer games increased learning motivation by 16.5% and interest in learning by 24.33%. The study results indicate that the development of computer-based learning media as a strategy to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali has been able to be implemented properly. This implies that teachers need to provide learning media that can arouse students' motivation and interest in learning, one of which is using computer game-based learning media. nation in the context of the intellectual life of the nation. The law also states that national education aims to develop the potential of students to become human beings who believe and fear God Almighty, have a noble character, are healthy, knowledgeable, capable, creative, independent, and become democratic and responsible citizens. The implementation of quality education, it can give birth to the next generation of quality people. One of the efforts to improve the quality of education is the use of information technology in teaching and learning activities (Fariyani et al., 2020).
Today, the development of technology is very rapid, so creative and innovative efforts are needed to use information technology in teaching and learning activities to develop students' potential. Students will be able to actively develop their potential if they are supported by an educational atmosphere that is meaningful, fun, creative, dynamic, and dialogical.
SMK Muhammadiyah 2 Andong Boyolali is one of the private schools that is currently developing. Because it is located on the border between Boyolali and Sragen districts, SMK Muhammadiyah 2 Andong Boyolali has students with different environmental and social conditions. In the teaching and learning activities at SMK Muhammadiyah 2 Andong Boyolali, there are still many who use the lecture method. The learning media that are often used are in the form of package books and presentation slides. It can be seen that the students lack attention in participating in teaching and learning activities because teaching and learning activities are only monotonous and one-way.
Low student attention indicates low student interest in learning. This is in line with the opinion of Usman (Aritonang, 2008:14), which states that effective learning activities are the attention and interest in learning from students. Interest is a condition where someone pays attention to something accompanied by a desire to know, learn, and prove it. Interest is an asset to grow motivation. According to Elliot, et al. (2000), "motivation is defined as an internal state that arouses us to action, pushes us in particular directions, and keeps us engaged in certain activities." The statement means that motivation is an internal state that arouses us to tend to act and encourages us to achieve certain goals. Arigiyati (200:923) suggests that someone who has high motivation will show interest, attention, total concentration, full of perseverance and lead to achievement regardless of feeling bored, bored, and giving up. If the student's interest is low, the student's motivation to participate in teaching and learning activities is also low.
Looking at these situations and conditions where the teacher tends to be an informant for students. The teacher writes down the subject matter that is considered important on the blackboard. Students tend to be passive in teaching and learning activities. The interaction between students and teachers is almost non-existent. This condition makes students feel bored with teachers who are too dominant in teaching and learning activities. The subject matter should be transferred by the teacher to the minds of students and must be constructed into the minds of the students themselves by providing authentic experiences. So teachers as mediators and facilitators need to make creative and innovative efforts in learning that can provide new insights and experiences for students to increase students' motivation and interest in learning in participating in teaching and learning activities. One of them is by using learning media.
The use of learning media in the classroom is still low, and it can even be conveyed that the learning media has never been used by teachers (Sulaimansyah, 2011). However, learning media is a tool for delivering subject matter (Permendikbud Number 22 of 2016). Learning media plays a crucial role in helping the process of teaching and learning activities because of the complexity of the subject matter that cannot be represented through words, and explanations from the teacher can be assisted by learning media. In addition, learning media can be used to attract students' attention. It is also possible that learning media are developed following the developments and demands of the times. For example, learning media developed in the form of computer games.
Developing learning media in computer games will become a different stimulus in learning because, with a more attractive design and appearance, students will feel happier and challenged to complete the game. It is expected to generate motivation and interest in learning from students. Learning media used to support learning activities can utilize existing application programs, such as Yuangga and Sunarsi (2020) research. They are using several pre-existing application programs such as Whatapp, Google Meet, Zoom, and Google Classroom, which are tailored to the needs of its users to overcome distance learning problems during the Covid-19 pandemic. The presentation of learning media can be in various choices such as quizzes, videos, or games. Research conducted by Rosanaya and Fitrayati (2021) developed learning media based on computer games. The use of learning media provides many benefits, one of which is the research conducted by Sunami and Aslam (2021), which uses Zoom Meeting-based animated video learning media to increase elementary school students' interest and learning outcomes. Based on the description above, the objectives formulated in this study are Knowing the needs of learning media, Developing computer game-based learning media, and Knowing the effectiveness of computer game-based learning media on students' motivation and interest in learning.

Literature Review
Arigiyati (2014:414) that someone who has great motivation will show interest, attention, full concentration, high perseverance, and achievement-oriented without recognizing feelings of boredom, boredom, and giving up. Concerning learning, learning motivation is the overall driving force in students that causes teaching and learning activities, ensuring the continuity of learning activities to achieve learning goals (Krisno Prastyo Wibowo & Marzuki, 2015:162). I Gusti Made Adnyana (2013:197-198) classifies motivation into 2, namely: intrinsic and extrinsic motivation. Intrinsic motivation is the motivation that arises from within oneself without the need for external stimulation. Sardiman (2011: 90) states, "Intrinsic motivation is inherent in the learning situations and meets pupilsneeds and purpose." Intrinsic motivation is attached to the learning situation so that the goals and needs of students are met. Intrinsic motivation in the teaching and learning process appears by itself attached to students so that learning objectives are achieved. Extrinsic motivation is the motivation that comes from outside the students that helps students in learning. For example, learning media is a tool used by teachers to generate student motivation so that the teaching and learning process becomes more interesting and students can achieve their learning goals. Adnyana and Wardan Suyanto (2013: 196) states, "...interest can be enhanced through manipulating or modifying certain aspects of the learning environment and contextual factors such as teaching strategies, task presentation, and structuring of learning experiences". Interest can be increased by manipulating or modifying certain aspects of the learning environment and contextual factors such as teaching strategies, task presentations, and structuring learning experiences. This means that to increase interest, teachers can manipulate or modify learning strategies and structuring learning experiences. Teachers can use the media as a manipulation tool so that impossible learning experiences can be simulated to increase student interest in learning.

Subramaniam in I Gusti Made
Learning media is a tool for the learning process to deliver subject matter (Permendikbud Number 22 of 2016). According to Nununk Suyani & Leo Agung (2014), what is meant by learning media is everything that can be used to support efforts to implement the teaching and learning process that leads to the achievement of learning objectives. Seels & Glasgow (2012:15-18) divide the various types of media into two categories: the choice of traditional media and the choice of the latest technology media. Traditional media options e.g., Projected still visuals (opaque projection, overhead projection, Slides, and Filmstrip), Non-projected visuals (images, posters, photos, charts, graphs, diagrams, exhibits, and info boards), Audio (recordings, cassette tapes, and reels), Print (textbooks, modules, scientific magazines, and sheets), Reality (models, Specimens and Manipulatives (maps, dolls)) and Games. And a choice of cutting-edge technology media. Choice of cutting-edge technology media such as telecommunications-based media (Teleconference and telelecture), Microprocessor-based media (Compact video disc, Hypermedia, Intelligence tutor system, Interactive video, Computerassisted instruction, and computer games

Research Method
This type of research is Research and Development (R&D) concerning the ADDIE development model (Analysis-Design-Develop-Implement-Evaluate). Research and Development (R&D) is a process or steps to develop a new product or improve an existing product that can be accounted for (Sutama, 2015). The place and time of the research were carried out at SMK Muhammadiyah 2 Andong Boyolali from January to April 2021. The research subjects were students of class X majoring in computer network engineering consisting of class X Creative (TKJ), X TKJ 1, and X TKJ 2 at SMK Muhammadiyah 2 Andong Boyolali.
Sources of data used are primary data (Primary Data) collected by researchers directly in the form of observations and questionnaires about computer gamebased learning media from students. The type of data collected in this study is qualitative data, namely data presented in the form of verbal words, not numbers in the form of input, criticism, and suggestions from students regarding the needs of learning media in teaching and learning activities at SMK Muhammadiyah 2 Andong Boyolali.
Interviews, observations, and questionnaires carried out data collection techniques-interviews and observations in discussion forums to collect validation data from media experts and material experts. Questionnaire to collect data on learning media development needs and students' motivation and interest in learning. Data analysis techniques from interviews and observations using content analysis. In contrast, the data from the questionnaire was analyzed by percentage analysis.
Product development starts from a study to determine the learning media needed by SMK Muhammadiyah 2 Andong Boyolali students. The design stage is done by determining learning tools, flowcharts and designing computer gamebased learning media interfaces. At the Develop stage, it is done by assembling all the components prepared previously at the design stage into a unified development product. The product development is further validated by media experts and material experts as an alternative to improve computer gamebased learning media. The Implement stage is carried out by implementing computer game-based learning media in teaching and learning activities for basic computer network subjects with a material introduction to computer hardware in class X students majoring in network computer engineering at SMK Muhammadiyah 2 Andong Boyolali. The last stage of evaluating is done by evaluating the effectiveness of computerbased learning media to increase students' motivation and interest in learning before and after using computer game-based learning media.

Result and Discussion
The initial stage of this research is to conduct an analysis phase in the form of an exploratory study using a questionnaire to 104 students consisting of class X TKJ 1, X TKJ 2, X Creative, and XII Creative regarding the learning media used in teaching and learning activities at SMK Muhammadiyah 2 Andong. Boyolali. From an exploratory study using a questionnaire, the following research results were obtained. Research that produces a product in the form of computer game-based learning media suitable for use has been widely carried out. One of which is research conducted by Mariati (2016), who has conducted research that produces a product in the form of game-based learning media named "Gedutan," which is an accounting education game acronym. As'ad, Yundi Fitrah, Suratno (2013:71) argue that computer technology in education will provide convenience, and learning can be more engaging, effective, and efficient. A Heriyanto, S Haryani, SMR Sedyawati (2013) stated that playing games makes students more enthusiastic, happy, relaxed, and comfortable participating in teaching and learning activities so that they are suitable for use learning media.

Design
At this stage, the researchers designed the learning tools and media developed. Learning devices Researchers designed learning tools that include lesson plans, teaching materials, questions, and answers on basic competencies (KD) for parts of computer hardware for basic computer network subjects for Class X students of the Department of Computer Network Engineering at SMK Muhammadiyah 2 Andong Boyolali. Meanwhile, Media, related to educational games that will be developed are flowcharts and interface designs such as logos, buttons, backgrounds, and characters.

Flowchart of Computer Game-Based Learning Media
Interface Design. Interface design consists of logos, buttons, backgrounds, and characters. The logo is shown in figure 2. The buttons consist of the Question Button, the Main Button, and the Finish button, as shown in picture 3. The background design is made with a bright color pattern, as shown in picture 4. Finally, the character designs are made using children's images, as shown in Figure 5.

Development
The development stage of computer game-based learning media is carried out by assembling all components prepared previously at the design stage into a single unit using Adobe Dreamweaver CS 6 and Xampp version 1.7.3 according to a flowchart with a specific set of functions. Logos, buttons, backgrounds, and characters are loaded into the learning media program code created using Adobe Dreamweaver CS6. After the interface design and learning, media program code are assembled into a single unit, the teaching materials, questions, and answers are entered into the learning media application program. All teaching materials, questions, and answers are contained in computer game-based learning media by being entered and stored in the Xampp version 1.7.3 database. Based on the validation of media experts on computer game-based learning media as a whole, an average value of 4.25 was obtained in the very feasible category. Based on the expert validation of material one on computer game-based learning media as a whole, an average value of 4.29 was obtained in the very feasible category. While the expert validation of material two on computer game-based learning.
Media as a whole obtained an average value of 4.25 in the very feasible category. Based on the validation of media experts, material one and material two experts provide several revisions and suggestions for improvement Table 5.

Revisions and suggestions for improvement
No.

Media Expert Material Expert 1 Material Expert 2 1
The display is made more responsive For good navigation, just change the box to the arrow next, previous There is not any 2

Left-aligned writing question
Animation is good if there is a little addition 3 Print results to PDF Revisions and suggestions for improvement that have been given from media experts, material one experts, and material two experts have been carried out on improvements to learning media The development of computer gamebased learning media resulted in the development of an application called "BEBEB." BEBEB is an abbreviation of the acronym for Learn, Play, and Be Happy. The philosophy of naming BEBEB on learning media is that by using this computer game-based learning media in teaching and learning activities, students can be helped to learn a subject matter in the form of a game. So that, a feeling of happiness grows in the hearts of each student, which motivates interest in learning students.
The "BEBEB" application is a learning media that is designed, developed, and presented in the form of a game (game) using computer technology in operating it to support fun teaching and learning activities and is expected to arouse students' motivation and interest in learning.
Computer game-based learning media was developed to have advantages, among others: "BEBEB" application is a learning media designed, developed, and presented in the form of a game on a computer. It has an attractive appearance and is easy for students to use. The "BEBEB" application has two types of games, namely TEGA (Guess the Picture) and TEKAT (Guess the Word). The "BEBEB" application can be used on a stand-alone computer, a client-serverbased computer network, or the internet by registering with a hosting and domain. There is a material menu to add insight to students regarding the subject matter being taught and related to games and a ranking menu to see the ranking of points that students get from each game that has been played. Each question in each game can be added, edited, and deleted. Presentation of questions arranged randomly. The question points in each game can be arranged according to the level of difficulty of the questions. The teacher can see each student's score and point ranking in each game, and the results of the points in each game can be directly printed using a printer and pdf file. Each student has an account that must be registered in the "BEBEB" Application and must enter a username and password to enter the "BEBEB" Application. The "BEBEB" application can be used as a learning medium in all subjects. There is a sound as a background sound when the game is in progress. The "BEBEB" application is an innovation of learning media that has an excellent opportunity to be developed further.
The display of the results of implementing the "BEBEB" application as a learning media based on computer games can be seen on the website www.bebeb.xyz and the display on the game page can be seen in Figure 6.

Implement
Computer game-based learning media is implemented in teaching and learning activities for basic computer network subjects, introducing computer hardware. Which was attended by 75 students of class X majoring in network computer engineering consisting of class X Creative (TKJ), X TKJ 1, and X TKJ 2 in SMK Muhammadiyah 2 Andong Boyolali.
At the beginning of teaching and learning activities, students were asked to fill out a questionnaire regarding their motivation and interest in learning while participating in learning activities at SMK Muhammadiyah 2 Andong Boyolali. Students are asked to access computerbased learning media located on the computer laboratory server through a web browser application (google chrome, Mozilla Firefox, internet explorer, and so on) on their respective computers by accessing the IP address that has been assigned. Specified on the local network or access the website with the URL address www.bebeb.xyz using an internet connection. Students are asked to enter a username and password first. In computer game-based learning media, there is a material menu so that the teacher can explain the subject matter delivered. At the same time, students open the subject matter delivered by the teacher through computer game-based learning media. After the subject matter is delivered to students, students can try the games contained in computer game-based learning media related to the subject matter presented by the previous teacher.
The teacher can show the ranking of points that have been played to students in each game. At the end of the lesson, students provide responses and opinions by filling out the same questionnaire given at the beginning of the lesson to determine the effectiveness before and after using computer game-based learning media in teaching and learning activities to increase motivation interest in learning. This research resulted in a development product, namely computer game-based learning media on the material of computer hardware parts for students of class X majoring in computer network engineering at SMK Muhammadiyah 2 Andong Boyolali.

Student assessment
Based on table 6, recapitulation of student assessment results before using computer game-based learning media as a whole from a scale of 4 obtained an average value of 2.23 in the feasible category.      (2008), who stated that using learning media can make learning more effective to generate motivation and interest in students' learning. Therefore, the role of the teacher as facilitator and mediator is needed.
The recapitulation of the validation of media experts, material experts, and student assessments as a whole can be seen in table 9.  Figure 11. Bar chart of the actual score percentage of media experts, material experts, and students Based on table 9, recapitulation of the validation results of media experts, material experts, and overall student assessments above. It can be seen that computer gamebased learning media from media expert validation obtained an actual value percentage of 85% in the very feasible category. From material expert validation, 1 obtained a percentage of the actual value of 85.56% in the very feasible category, from expert validation two the percentage of the actual value of 90%, and student assessments obtained the percentage of the actual value of 81.96% in the very feasible category. Therefore, based on the recapitulation of the validation results from media experts, material experts, and student assessments. It can be concluded that this computer game-based learning media is suitable for being used as a learning medium to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali. Aritonang (2008) states that teachers as facilitators must be able to determine and manage methods, strategies, and motives in teaching so as to increase students' motivation and interest in learning.

Conclusions
Based on the results of research and discussion, based on an exploratory study conducted on 104 students, it can be concluded that the learning media used today have not attracted students' interest in learning. Students need new learning media with the criteria of using computer technology, based on games, a colorful display (interface design), and an active role. Student participation, easy to operate, equipped with characters, own login permissions, and voice. The "BEBEB" application has been developed to assess media experts getting an average value of 4.25 in the very appropriate category. Material expert 1 obtaining an average value of 4.29 in the very appropriate category, material expert 2 obtaining an average value of 4, 49 in the very feasible category, student assessments obtained an average value of 3.26 in the very feasible category. The effectiveness of the "BEBEB" application as a learning media based on computer games can increase students' learning motivation by 16.5% with an average value of 0.66, student

Recommendation
The "BEBEB" application needs to be further developed using a 3-dimensional (3D) display so that it can load moving animations. The "BEBEB" application also needs to be further developed on mobile platforms such as Android and iOS so that it can be used on smartphones. It would be nice to do further research on the use of the "BEBEB" application as a computer game-based learning media in other schools so that more varied research results can be obtained.