scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS ANDROID PADA MATA PELAJARAN EKONOMI KELAS X IPS SMA NEGERI 1 BANGKALAN

2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes

2020 ◽  
Vol 4 (2) ◽  
pp. 58
Author(s):  
Rahmah Hidayani ◽  
Ardi Widhia Sabekti ◽  
Inelda Yulita

The aim of this study was to determine the practicality and effectiveness of educational game media using the Lectora Inspire application on chemical equilibrium. This study used research and development (R&D) methods, with the ADDIE research model, namely Analysis, Design, Development, Implementation, and Evaluation. In this study only the Implementation and Evaluation stage was carried out. The test subjects in this study were 2 teachers and 20 students of class XI IPA 2 Madrasah Aliyah Negeri Tanjungpinang. The results of practicality tests using teacher questionnaire responses was 88% with the category of very practical and in terms of student responses, it was obtained a percentage of 84% with very practical criteria. In the aspect of effectiveness obtained learning outcomes with pretest and posttest scores N-Gain 0.5 results in the medium category. Based on the results of evaluations conducted by educative game media using the Lectora Inspire application on chemical equilibrium, it is declared practical, and effective for use.


2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.


2016 ◽  
Vol 4 (2) ◽  
pp. 176
Author(s):  
Nurul Mu’minin MZ ◽  
Suhardi Suhardi

<p>Penelitian ini bertujuan untuk: (1) menghasilkan perangkat pembelajaran tematik integratif berbasis sastra yang layak bagi siswa kelas V SD, (2) mengetahui efektivitas perangkat pembelajaran tematik integratif berbasis sastra bagi siswa kelas V SD. Penelitian dan pengembangan mengacu pada langkah yang dikembangkan Borg &amp; Gall. Desain pengembangan dikelompokkan menjadi 3 langkah: (1) studi pendahuluan, (2) proses pengembangan, dan (3) uji coba dan finalisasi. Uji lapangan operasional dilakukan di SD Negeri 3 Pancor dan SD Negeri 3 Selong dengan jumlah subjek 102 orang siswa. Pengumpulan data menggunakan pedoman wawancara, lembar angket, lembar observasi, dan soal tes. Teknik analisis data menggunakan <em>Paired Sample t Test, </em>dan <em>Independent Sample t Test </em>dengan taraf signifikansi 0,05<em>.</em> Hasil penelitian menunjukkan perangkat pembelajaran tematik integratif berbasis sastra hasil pengembangan menurut ahli (<em>expert judgment</em>) berkategori “baik”. Terdapat perbedaan signifikan nilai hasil akhir pembelajaran antara kelas kontrol dengan kelas eksperimen setelah menggunakan produk hasil pengembangan perangkat pembelajaran tematik integratif berbasis sastra dengan p &lt; 0,05, dan p = 0,002.</p> <p><strong> </strong></p> <p><strong>Kata Kunci</strong>: <em>perangkat</em><em> pembelajaran, tematik integratif, pembelajaran berbasis sastra.</em></p> <p><strong> </strong></p> <p> </p><p><strong><strong><em>DEVELOPING THEMATIC </em></strong><strong><em>INTEGRATIVE </em></strong><strong><em>LEARNING INSTRUMENTS BASED ON </em></strong><strong><em>LITERATURE</em></strong><strong><em> FOR FI</em></strong><strong><em>FTH</em></strong><strong><em> GRADE </em></strong><strong><em>ELEMENTARY SCHOOL STUDENT</em></strong></strong></p><p><strong><strong><em> </em></strong>Abstract</strong></p> <p><strong> </strong></p> <p>This study aims to: (1) produce an integrated thematic learning instruments based on literature, that is eligible for fifth grade elementary school student, (2) determine the effectiveness of the thematic integrative learning instrument based on literature for fifth grade elementary school student. The research and development refers to the model developed by Borg &amp; Gall. The design development is grouped into three steps, namely: (1) preliminary study, (2) the process of development, and (3) testing and finalization. Operational field test conducted in SD Negeri 3 Pancor dan SD Negeri 3 Selong subjects totaled 102 students. Collecting data used interviews, questionnaire sheets, observation sheets, and tests. Data were analyzed using<em> Paired Sample t Test, </em>and<em> independent sample t test</em> with significance level of 0.05. The results show the development of learning outcomes-based learning instrument thematic integrative literature according to the expert (<em>expert judgment</em>) is categorized as "good". There are significant differences in the value of learning outcomes between the control class and the experimental class after using the learning outcomes of thematic integrative learning instrument based on literature with p &lt;0.05, and p = 0.002.</p> <p><strong>Keywords:</strong> <em>learning </em><em>instrument, thematic integrative, literature-based learning.</em></p>


2020 ◽  
Vol 6 (2) ◽  
pp. 167
Author(s):  
Zakiyah Anwar ◽  
Muhammad Syahrul Kahar ◽  
Rais Dera Pua Rawi ◽  
NurJannah Nurjannah ◽  
Hermanto Suaib ◽  
...  

This study aims to determine the effectiveness and practicality of interactive video-based PowerPoint media implemented in learning. This research and development phase refers to the Research and Development (R&D) method. The assessment instruments consist of: (1) Validity instruments in the form of validity assessment instruments based on interactive video PowerPoint media; (2). Practicality instruments in the form of questionnaires for teacher and student responses to interactive video-based PowerPoint media; and (3) Effectiveness instruments in the form of observations of learning outcomes and student learning outcomes. Based on data analysis, obtained an average level of media validity of 3.99 and included in the valid criteria. Also, the practicality test results are seen from the teacher's response to learning by 4.4 and the response of students by 3.46 with practical criteria. This is supported by the results of students' learning tests on the use of interactive video-based PowerPoint media with an average score of students learning outcomes of 70.29. Therefore, it can be concluded that the interactive video-based PowerPoint media developed is effective and practical in the implementation of learning. On the other hand, the development of this media focuses on the concept of integrated learning video learning using PowerPoint and concentrates on interactive learning.


BIODIK ◽  
2021 ◽  
Vol 7 (3) ◽  
pp. 28-35
Author(s):  
Winda Amthari ◽  
Damris Muhammad ◽  
Evita Anggereini

Student worksheet (LKPD) is a teaching material which can be developed by a teacher to be used in learning process. Based on the observation result in SMAN 2 Kota Jambi, most of the students are still struggling in understanding the human respiratory system material. Electronic LKPD or e-LKPD contains learning material with images and videos which make students learn easier. Teaching material such as e-LKPD can be integrated with scientific approach which stimulates students’ involvement in learning process. This research aims to develop scientific based e-LKPD for human respiratory system material for Senior High School grade XI, to find out about the properness, teachers’ and students’ response, and the effectiveness of e-LKPD in improving learning outcomes.  The development of e-LKPD used ADDIE model which consists of analysis, design, development, implementation, and evaluation. The e-LKPD product has been validated by the media and material experts with very good result. The result of biology teacher’s response and the result of students’ trial on small and big group showed very good result. The result of effectiveness test using paired sample t test showed that there is an effect of using scientific based e-LKPD on human respiratory system material in improving student learning’s outcomes. Thus, scientific based e-LKPD for human respiratory system material is an appropriate teaching material and can improve students’ learning outcomes. Abstrak. Lembar Kerja Peserta Didik (LKPD) merupakan bahan ajar yang dapat dikembangkan oleh guru untuk digunakan dalam pembelajaran. Berdasarkan observasi di SMAN 2 Kota Jambi, sebagian peserta didik mengalami kesulitan dalam  memahami materi sistem pernapasan manusia. LKPD elektronik atau e-LKPD memuat materi pembelajaran yang dilengkapi dengan gambar serta video  yang memudahkan dalam memahami materi tersebut. Bahan ajar seperti e-LKPD dapat diintegrasikan dengan pendekatan saintifik yang merangsang keterlibatan peserta didik dalam proses pembelajaran. Penelitian ini bertujuan untuk mengembangkan e-LKPD berbasis saintifik materi sistem pernapasan pada manusia kelas XI SMA, mengetahui kelayakan, mengetahui respon guru dan peserta didik serta mengetahui efektivitas e-LKPD yang dikembangkan dalam meningkatkan hasil belajar. Pengembangan e-LKPD menggunakan model ADDIE yang terdiri dari tahap analysis, design, development, implementation dan evaluation. Produk e-LKPD divalidasi oleh ahli media dan ahli materi dengan perolehan hasil sangat baik. Hasil respon guru biologi serta ujicoba kelompok kecil dan kelompok besar diperoleh hasil sangat baik. Hasil uji efektivitas menggunakan uji paired sample t test menunjukkan terdapat pengaruh penggunaan e-LKPD berbasis saintifik materi sistem pernapasan pada manusia dalam meningkatkan hasil belajar. Dengan demikian e-LKPD berbasis saintifik materi sistem pernapasan pada manusia yang dikembangkan layak digunakan sebagai bahan ajar dan dapat meningkatkan hasil belajar peserta didik.


2020 ◽  
Vol 4 (01) ◽  
pp. 57-77
Author(s):  
Arifudin Arifudin

Abstract Many students have difficulty in learning to write which is caused by the absence of a representative learning media. This study aims to create a media that makes it easier for students to find forms of verb changes in Arabic. This research uses Research and development (R&D) design which consists of eight steps: (1) identification of potential and problems, (2) data collection, (3) product design, (4) validation, (5) product revision, (6) small-scale product trials, (7) product revisions, and (8) large-scale use trials. The research data were obtained using interview, documentation and observation techniques. The results of the experts' validation showed that the average percentage rating are 80.47% in terms of media and 84.44% in terms of material. Therefore, the Al-Af’al dictionary is considered very feasible to be used in learning. The results of large-scale trials indicate that Al-Af’al Dictionary media can improve learning outcomes. The results of statistical analysis show that the value of the T test is greater than the T table of 11.03: 2.059, which means there is a significant increase between pre-test and post-test learning outcomes through the use of the Al-Af’al Dictionary. Keywords: Learning Media, Learning Outcomes, Learning to Write


2021 ◽  
Vol 1 (01) ◽  
pp. 31-43
Author(s):  
Ita Kurniawati ◽  
Tria Mardiana

This study aims to determine the affect of outdoor learning methods assisted by concrete objects media on the learning outcomes of mathematic students in grade V at SDN Kalisalak Salaman. This research method is Pre-experimental with a One Group Pretest-Postest Design. The subject was 19 students in grade V at SDN Kalisalak chosen by saturated sampling. The method of data completion is done by testing. Validity test of product-moment and reliability test using cronbach alpha formula by SPSS for Windows 25.0.  The prerequisite test consists of a normality test by SPSS for Windows 25.0. Data analysis using parametric statistic technique that is Paired Sample T-Test by SPSS for Windows 25.0. The result shows that the outdoor learning method was assisted by concrete object media affected on learning outcomes of  mathematic. This is evidenced by the results of the Paired Sample T-Test with a probability value of 0,000 < 0,05. Based on the results of the analysis and discussion, there are differences in the mean pretest 0f 58,95 and post-test of 87,89. Based on these studies it can be concluded that the application of the outdoor learning method assisted by concrete objects media affects the learning outcomes of mathematic.


2020 ◽  
Vol 4 (1) ◽  
pp. 108
Author(s):  
Retno Dwi Astuti

This study aims to describe the effectiveness of the development of outdoor learning method learning tools through miniature outbound activities to develop the physical aspects of motoric early childhood. The design of this research is research and development (R&D). The learning device development model used in this study is to use the 4D instructional development design proposed by Thiagarajan which consists of 4 stages of development namely Define, Design, Develop, and Disseminate. The findings of this research and development are in the form of learning tools that have previously been tested, evaluated, until they meet the desired criteria. Learning tools developed include the Semester Program (Prosem), Weekly Learning Implementation Plan (RPPM) and Daily Learning Implementation Plan (RPPH). The results of hypothesis testing using the paired sample t-test test formula obtained tcount = 4.131 and ttable = 2.045. Because tcount> ttable, Ho was not accepted and Ha was accepted. Based on SPSS results and paired sample t-test test manual formula shows that Ha is accepted, so it can be proven that there are significant differences in learning outcomes between group B children before using an outdoor learning method with group B children after using the outdoor learning method learning device.


Author(s):  
Elly Cholisoh

The purpose of this study was to increase students' interest and learning outcomes in the concept of global warming symptoms through the application of science comics.. This research method used classroom action research conducted in 2 cycles and carried out in SMA Negeri 10 Bandung by taking a sample of 30 students of class XI IPA. The instruments used in this study were questionnaires and tests. The data from the research results were obtained through the pre-test and post-test in the first cycle with an average of 64.93 and 66.83 with the incomplete category, while in the second cycle the average score for the pre-test was 74.37 and the post-test was 88.66 with the complete category. . The results of data analysis showed that learning outcomes increased, while the results of the student interest questionnaire showed 92.59% of students were very interested and 7.41% of students were interested. The collected data were also analyzed by calculating the N-gain and t-test resulting in the N-gain in Cycle I = 0.05 in the low category, while Ngain in the second cycle = 0.56 in the moderate category. The results of the t-test calculation show that t_hit = 9.69 while t_tab = 2.05 so that t_ (hit>) t_tab. Based on the research data, it can be concluded that science comics can increase students' interest and learning outcomes in the concept of global warming symptoms.


2018 ◽  
Vol 1 (1) ◽  
pp. 10-17
Author(s):  
Tiurida Intika

Media booklet dapat dijadikan sumber belajar karena bentuknya sederhana serta menyediakan data akurat yang dapat membantu siswa memahami konsep materi. Tujuan pengembangan adalah untuk mengetahui pentingnya cara pengembangan serta efektivitasnya. Penelitian ini merupakan penelitian Research and Development (RD) yang dilakukan mengacu pada teori Borg dan Gall. Data yang diambil adalah kebutuhan pengembangan booklet, kelayakan booklet, tanggapan siswa mengenai kelayakan booklet dan hasil belajar siswa melalui media booklet. Hasil penelitian menunjukkan bahwa guru dan siswa memberikan tanggapan positif terhadap penggunaan booklet. Terlihat pada penilaian validasi produk booklet dari pakar materi dan media yang memperoleh skor rata-rata 3,28 dengan kriteria sangat baik atau layak digunakan. Siswa memberikan tanggapan dan respon positif sangat baik dengan memperoleh skor rata-rata sebesar 9,26%. Sedangkan ketuntasan hasil belajar siswa dengan ≥75 pada uji coba pemakaian 84,5%. Berdasarkan hasil penelitian dapat disimpulkan bahwa media booklet science for kids booklet efektif dan layak digunakan untuk meningkatkan hasil belajar siswa dan dikembangkan berdasarakan kebutuhan guru dan siswa.  Media booklet can be used as a source of learning because it is simple and provides accurate data that can help students understand the concept of the material. The purpose of development is to know the importance of development and its effectiveness. This research is a Research and Development (R D) research which is done referring to Borg and Gall theory. The data taken is the need of booklet development, booklet feasibility, student responses about booklet feasibility and student learning outcomes through booklet media. The results showed that teachers and students responded positively to the use of booklets. Seen on the validation assessment of product booklets from material and media experts who scored an average of 3.28 with criteria very good or feasible to use. Students responded positively very well with an average score of 9.26%. While the completeness of student learning outcomes with ≥75 on the trial use 84.5%. Based on the results of the study can be concluded that the media booklet science for kids booklet effective and worthy used to improve student learning outcomes and developed based on the needs of teachers and students. Media booklet can be used as a source of learning because it is simple and provides accurate data that can help students understand the concept of the material. The purpose of development is to know the importance of development and its effectiveness. This research is a Research and Development (R D) research which is done referring to Borg and Gall theory. The data taken is the need of booklet development, booklet feasibility, student responses about booklet feasibility and student learning outcomes through booklet media. The results showed that teachers and students responded positively to the use of booklets. Seen on the validation assessment of product booklets from material and media experts who scored an average of 3.28 with criteria very good or feasible to use. Students responded positively very well with an average score of 9.26%. While the completeness of student learning outcomes with ≥75 on the trial use 84.5%. Based on the results of the study can be concluded that the media booklet science for kids booklet effective and worthy used to improve student learning outcomes and developed based on the needs of teachers and students.


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