scholarly journals PENGEMBANGAN MEDIA BELAJAR BARET ARGEO BERBASIS ROLE PLAYING GAME TERHADAP MINAT BELAJAR SISWA

2021 ◽  
Vol 5 (1) ◽  
pp. 1-13
Author(s):  
Muhammad Ikhsan Faiz ◽  
Teguh Wibowo ◽  
Bambang Priyo Darminto

This research aims to establish a valid, practical, and effective media in the form of a game called Baret Argeo for students interest in learning at Senior High School 6 of Purworejo during online learning. This research is a development study that employs the ADDIE method (analysis, design, development, implementation, evaluation).A required analysis is carried out according to pandemic conditions during the analysis stage. The Baret Argeo design and components were produced during the design stage. Validation was carried out by content experts with a value of 3.93 (valid) and media experts with a value of 4.46 at the production level (very valid).which was then put to the test on 18 students in a practicality test with a score of 4.03 (very practical). Then the implementation of the 18 students used the Argeo Beret which was compared with the other 18 students who used the Student Worksheet (LKS) using the t test comparative analysis. The result is   with 4.4881> 2.0322 then  is rejected or it can be said that students' interest in learning using Beret Argeo is better than students using LKS. At the evaluation stage, the Argeo Beret is reserved to be used in a wider range of mathematics learning. This research has implications for students' interest in learning in the middle of distance learning.

2020 ◽  
Vol 8 (2) ◽  
pp. 158
Author(s):  
Moch Ridho Alfikri Limandika Putra ◽  
Galang Prihadi Mahardhika ◽  
Hanson Prihantoro Putro

Problem solving adalah salah satu kemampuan untuk memecahkan sebuah masalah. Baik itu permasalahan komputasi maupun permasalahan sehari-hari. Kemampuan ini dapat memberikan penggunanya untuk menyelesaikan masalah dalam bentuk apapun. Karena pentingnya kemampuan tersebut, maka harus diterapkan sedari dini saat masih dalam usia sekolah. Kemampuan problem solving jika ditanamkan sejak dini, akan sangat membantu siswa-siswi dalam hal menyelesaikan tugas-tugas yang diberikan. Namun tidak semudah yang dibayangkan, masih banyak siswa-siswi yang kurang menaruh perhatian lebih kepada kemampuan problem solving ini. Penyebabnya tidak lain adalah teknik pengajaran yang masih dianggap membosankan, ini menyebabkan rasa malas untuk mempelajari apalagi mendalami tentang problem solving. Salah satu pendekatan yang bisa digunakan untuk melatih kemampuan ini adalah pendekatan Computational Thinking. Pada penelitian ini penulis membuat sebuah game edukasi Computational Thinking berbasis Role Playing Game. Game ini dibuat dengan menggunanakan beberapa rancangan yaitu Game Design Document dan Hierarchy plus Input Process Output. Serta metode yang digunakan adalah metode Analyze, Design, Development, Implementation, Evaluation. Dalam penelitian ini penulis mengujikan langsung kepada para murid dan mendapatkan hasil yang sangat memuaskan. Game yang dibuat dapat membuat para murid menjadi lebih termotivasi untuk belajar mengenai kemampuan problem solving. Ini berdasarkan data yang di dapat melalui pembuatan kuisioner. Metode yang digunakan dalam pembuatan kuisioner adalah skala likert. Game yang dibuat mendapatkan respon yang sangat positif dari para murid dalam berbagai aspek. Sehingga menghasilkan kesimpulan bahwa game Role Playing Game ini telah layak untuk dijadikan sebagai media untuk memotivasi para murid dalam hal mempelajari serta menanamkan kemampuan problem solving yang baik sejak dini.


2021 ◽  
Vol 9 (1) ◽  
pp. 57
Author(s):  
Muhamad Afandi ◽  
Sari Yustiana ◽  
Nofita Puji Kesuma

<p align="center"><strong>Abstract</strong></p><p><em>The Development of Pop-Up Book learning media in Pancasila Material Based on Local Wisdom at second grade of Elementary Schools was conducted to find out its feasibility, practicality and effectiveness. This study used the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. At the Analysis stage, interviews, material analysis and student needs are carried out. Then, at the design stage, namely the selection of product formats and images are conducted. The development stage is carried out by validating the expert validator. Furthermore, the Implementation stage was tested on students and the Evaluation stage was carried out by pretest and posttest to determine the effectiveness of students. Based on these five stages, the development of Pop-Up Book Learning media resulted in the feasibility of learning media with a score of 0.90 which was obtained by four validators, then the practicality of the Pop-Up Book learning media got a value of 90.8%. The effectiveness of using the Gain Test was 0.45. and get the "moderate" criteria. Based on these results, the Pop-Up Book learning media is declared feasible, practical and effective in learning</em>.</p>


2021 ◽  
Vol 2 (4) ◽  
pp. 235-246
Author(s):  
Roberto Kaban ◽  
Fandy Syahputra ◽  
Fajrillah Fajrillah

Games are generally used for entertainment, so by playing games the players will feel happy. Games can also be used as learning media with the concept of learning while playing. Each game has a set of logical functions and rules that guide the course of the game, as well as targets that must be achieved in each level. Each game has different logic and target functions. RPG(Role Playing Game) is one of the most popular game genres. In RPG games, it allows players to take on the roles of multiple imaginary characters and collaborate to complete in-game challenges. This study aims to create a game with the RPG genre with the theme of Indonesian culture and history. The tools used for designing this game are RPG Maker Mv, which is a special software for creating RPG genre games. In the design stage, the author uses the ADDIE method with stages consisting of Analysis, Design, Development, Implementation, and Evaluation. The result of this research is an RPG game entitled "Nusantara Darkness Risess". It is hoped that with this game, it can attract people's interest to study Indonesian history and culture


2018 ◽  
Vol 1 (2) ◽  
pp. 83-92
Author(s):  
Drajat Friansyah ◽  
Maria Luthfiana

This study aims to explain the steps in designing teaching materials in the form of LKS oriented Etnomatematics on SPLDV material using the first two stages of the ADDIE development model. The method used by the writer in designing teaching materials is a part or the first two stages of the ADDIE development model which consists of the stages of analysis, design, development, implementation, and evaluation. The analysis stage aims to identify the curriculum, student characteristics, the need for instructional materials, while the design stage is to design the LKS framework and research instruments. The results of the study are ethnomatematics concepts that can be integrated into learning by presenting in LKS, namely, the unit of calculation in buying and selling transactions in traditional markets in the form of "secanting and setembuk ", besides that  Lubuklinggau's typical batik motif is durian motif. The ethnomatematics context becomes the starting point in the learning process presented in the LKS on SPLDV material, so that mathematics learning can be more meaningful. In Conclusion, a good quality of Mathematics learning must be supported by various aspects, one of the main aspects is professional teacher who is able to utilize various learning resources and develop teaching materials (LKS) by utilizing the daily cultural context (ethnomatematics) experienced by students, thus the  process of meaningful mathematics learning occurs and grows awareness of students to appreciate local wisdom and culture in this case the culture of Lubuklinggau.  Keyword: etnomatematika, SPLDV


2018 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Surya Amami Pramuditya ◽  
Muchamad Subali Noto ◽  
Rian Nazaruddin Azhar

AbstractThis research is motivated by students' learning difficulties exponent material, and lack of media in the learning process. One solution to overcome this problem is by developing a valid media and practical learning. The purpose of this research is to develop the Android application as a mathematics computer-assisted instruction Role- Playing Game (RPG) on practical and valid exponent material. The research is the R & D (Research and Development) and a method used in developing the media is a simplified method becomes ADD from ADDIE (Analysis, Design, Development). Data used in this research is quantitative. The instruments used interview guides and questionnaires. Data collection technique was an interview, validation sheets, and sheets practicalities. Research results obtained instructional media on the exponent material. Based on the results of the validation performed by five expert validation, obtained by 96.83% with very valid criteria. While the results of the practicalities by nine students obtained 84.32% with very practical criteria. This shows that the media instruction as a learning medium can be used in the learning process exponent material.Keywords: Media Instruction, Android Apps, ADDIE, Exponent.


Author(s):  
Sutri Theo Lija Sidabutar

This study aims to 1) determine the validity of the Mathematics learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach; 2) determine the effectiveness of the Mathematics Learning CD assisted by Geometer’s Sketchpad Software with Jean Piaget's theory-based Constructivism approach. The method used in this research is research and development or research and development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The subject of this research is grade VIII-4 SMP St. Petrus Medan with 32 students. The type of data used is qualitative data and quantitative data. Based on data processing and discussion, the data obtained from the material expert validation results with a percentage of 85.4% are in the category of very valid, while the results of the validation of media experts with an average percentage of 87.3% are in the category of very valid so that the mathematics learning CD is said to be very valid . The effectiveness of mathematics learning CD assisted by geometer's sketchpad software with constructivism approach based on Jean Piaget's Theory can be seen from the following assessments: 1) Positive responses assessed by students with an average percentage of positive responses of 88.88% with a very positive category, and responses teachers with an average percentage of 84% with a positive category; 2) the results of observations of teacher activities in managing learning using CDs learning mathematics with an average percentage of 89.73% with very good categories and the results of observations of student activities with an average percentage of 86.66% with very good categories; 3) the test results of student learning outcomes is obtained classical completeness of 84.37% with a very high category. Based on these assessments it can be concluded that the use of mathematics learning CDs assisted by geometer’s sketchpad software with Jean Piaget's theory-based constructivism approach is valid and effective in the learning process.


2019 ◽  
Vol 2 (1) ◽  
pp. 12
Author(s):  
Pratiwi Rosita Noer ◽  
Prabowo Anggit

Development of Funnel Counting media is very necessary because there is no learning media that can help students learn about number operations. This condition has an impact on students' numeracy skills which are still low. To overcome this problem there needs to be an appropriate solution. One of them is by developing media that attract students in the form of a Calculating Funnel media. This study aims to determine the steps for developing and the feasibility of media Counting Funnels. This research is research and development (R & D) with the development model of 4D (Four-D), namely Define, Design, Development, Disseminate. The subject of this study was the first grade students of SD Muhammadiyah Bleber with a total of 18 students. The instruments of data collection are questionnaires, interview guides, tests, and documents. The data analysis technique used is qualitative analysis and quantitative analysis. The results of validation research media experts get a value of 93.75 (Very Good), validation of material experts get 85.41 (Very Good), validation of learning experts get 85.41 (Very Good), the results of expert validation get comments and suggestions as a reference for doing product revision. The results of a small group trial with 8 students scored 87.50 (very good). The teacher's assessment received a score of 94.11 (very good). Student responses got a value of 95.83 (very good). While the usage trial with 18 students got a value of 86.50 (very good). The teacher's response to the use trial received a score of 97.50 (very good). students' responses get a score of 97.50 (very good). Overall, from the Funnel Counting media validation test, it is feasible to use it in grade 1 elementary mathematics learning.


2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mıhcı Türker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.Keywords: Music education, haptic glove, piano education, passive haptic learning.*


2020 ◽  
Vol 8 (10) ◽  
pp. 172-181
Author(s):  
Badeni Badeni ◽  
◽  
Puspa Juwita ◽  
Yeni Meylani ◽  
Sri Saparahayuningsih ◽  
...  

The Era of Industrial Revolution 4.0 has an impact on the young generation, especially, on attitudes and character changes. In this case, we felt that the implementation of education about values, attitudes, and character in the educational institutions, eitherformaland non-formal education, especially primary education, was very important, and urged to increase its intensity and quality. This research aimed to develop a learning model in the form of a value clarification technique (VCT) based on a role-playing game for improving the value of internalization in the students. The research method used is research and development (R & D). The research subjects were the elementary students of grade V in the Bengkulu Municipality. Data collection was carried out by using attitude observation sheets. Based on the results of the study, it can be concluded that (1) internalization of student character values can be improved through the development of an integrated learning model between technique and games value clarification. (b)the application of learning models by integrating value clarification technique and game was very effective to improve the internalization of character values into students.


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