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Jurnal EDUCATIO: Jurnal Pendidikan IndonesiaJurnal EDUCATIO: Jurnal Pendidikan Indonesia

Research sought to create and authenticate educational game GEBI (Game Edukasi Berbasis IoTs) targeted at numeracy literacy enhancement in Pattern Making for Grade 10 students at SMKN 7 Malang studying Fashion Design and Production as part of Phase E of the Merdeka Curriculum. The game development followed the ADDIE model with validation as primary focus. The educational game GEBI was developed through the Liveworksheet platform which includes features such as login access, level-based contextual questions, multiple-choice tasks, instant feedback and progress tracking. This approach used constructivist pedagogy to develop essential numeracy skills including unit conversion and measurement interpretation to enable effective problem-solving for basic pattern drafting. Validation included participation from 30 students alongside two educational media experts and two subject matter experts. Questionnaire with a 4-points Likert scale evaluated visual design together with pedagogy, content accuracy, examined interactivity and usability. Researchers applied quantitative analysis through percentage-based feasibility measures which required scores of 61% or higher. The feasibility study revealed GEBIs high feasibility after achieving a total score of 93% which included 88% from media experts and 98% subject matter experts. The brief academic calendar created a limited development time which presented a major challenge. This research advances digital learning innovations in vocational education and recommends further studies evaluating success.

The research successfully developed GEBI, an engaging educational game for Pattern Making using the Liveworksheet platform.Validation results indicated the medias effectiveness in improving students numeracy literacy skills, particularly for vocational high school students.The study highlights the potential of integrating game-based learning and IoT concepts to enhance learning experiences in vocational education.

Future research should explore the long-term impact of GEBI on students numeracy skills and their application in real-world fashion design tasks. Investigating the integration of actual IoT devices into the game to simulate real-time measurements and data analysis could further enhance the learning experience and provide students with practical skills relevant to Industry 5.0. Additionally, studies could examine the effectiveness of GEBI in different vocational contexts and with diverse student populations to assess its scalability and adaptability, potentially leading to the development of similar educational games for other vocational fields. These investigations should also consider the impact of personalized learning pathways within GEBI, tailoring the difficulty and content to individual student needs and learning styles, to maximize engagement and learning outcomes. Finally, research could focus on developing a comprehensive assessment framework to measure not only numeracy skills but also students problem-solving abilities, creativity, and critical thinking skills within the context of pattern making and fashion design.

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