Siswoyo, Gracia Kintan Septabella (2023) Pengembangan Digital Edugame Fructupoli Bebrbasis Potensi Lokal Tanaman Buah di Banten untuk Menumbuhkan Motivasi Belajar Siswa (Sebagai Media Pembelajaran Alternatif pada Konsep Keanekaragaman Hayati Kelas X SMA/MA). S1 thesis, Universitas sultan Ageng Tirtayasa.
Text
Gracia Kintan Septabella Siswoyo_2224160026_Full Text.pdf Restricted to Registered users only Download (3MB) | Request a copy |
|
Text
Gracia Kintan Septabella Siswoyo_2224160026_01.pdf Restricted to Registered users only Download (2MB) | Request a copy |
|
Text
Gracia Kintan Septabella Siswoyo_2224160026_02.pdf Restricted to Registered users only Download (493kB) | Request a copy |
|
Text
Gracia Kintan Septabella Siswoyo_2224160026_03.pdf Restricted to Registered users only Download (732kB) | Request a copy |
|
Text
Gracia Kintan Septabella Siswoyo_2224160026_04.pdf Restricted to Registered users only Download (3MB) | Request a copy |
|
Text
Gracia Kintan Septabella Siswoyo_2224160026_05.pdf Restricted to Registered users only Download (222kB) | Request a copy |
|
Text
Gracia Kintan Septabella Siswoyo_2224160026_Ref.pdf Restricted to Registered users only Download (472kB) | Request a copy |
|
Text
Gracia Kintan Septabella Siswoyo_2224160026_Lamp.pdf Restricted to Registered users only Download (4MB) | Request a copy |
Abstract
ABSTRACT This reasearch aims to develop and to determine the feasebility of digital edugame fructupoli based on the local potential of fruit plants in Banten to encourage student learning motivation. Fructupoli derived from “fructus” which means fruit and “monopoly” is a board game, so that fructupoli is a modified digital monopoly game with biodiversity and fruit plants in Banten information. The research method was research and development (R&D) with a 3-D model (define, design, develop). The define stage consists of four stages, student analysis, task analysis, concept analysis, and spesification of learning objectives. The design stage consist to the design of expert test and development test assessment isntruments learning media selection, format selection, and initial media design by making storyboards and flowcharts, information of biodiversity and fruit plants in Banten. Development stage consist of material and media experts validation, then development tests (teachers and students response test) as well. The results of the feasibility assessment of digital edugame fructupoli from material experts were 94,44%; media experts were 97,22%; both were included in the very feasible category. The results of the teachers development test got score 100% and students 98,15%; both of them were in the very feasible category. That fruit plants-based digital edugame fructupoli in Banten to encourage student’s learning motivation was included in a very feasible category. Keywords: Banten, biodiversity, fructupoli, fruit plants, local potential
Item Type: | Thesis (S1) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Contributors: |
|
|||||||||
Additional Information: | ABSTRAK Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan media pembelajaran berupa digital edugame fructupoli berbasis potensi lokal tanaman buah di Banten untuk menumbuhkan motivasi belajar siswa. Fructupoli berasal dari kata “fructus” berarti buah dan “monopoli” berarti permainan papan sehingga fructupoli merupakan permainan monopoli digital yang dimodifikasi dengan informasi materi keanekaragaman hayati dan tanaman buah di Banten. Metode penelitian yang digunakan ialah metode penelitian dan pengembangan (R&D) dengan model 3-D (define, design, develop). Tahap define terdiri dari empat tahapan yaitu analisis siswa, analisis tugas, analisis konsep, dan spesifikasi tujuan pembelajaran. Tahap design dilakukan perancangan instrumen penilaian uji ahli dan uji pengembangan, pemilihan media pembelajaran, pemilihan format, dan rancangan awal media dengan membuat storyboard, flowchart, materi keanekaragaman hayati, informasi tanaman buah di Banten. Tahap develop, media pembelajaran divalidasi oleh ahli materi, ahli media, dan uji respon guru serta siswa. Hasil penilaian kelayakan digital edugame fructupoli ahli materi sebesar 94,44%; ahli media sebesar 97,22%; keduanya termasuk kategori sangat layak. Hasil uji respon guru mendapatkan nilai sebesar 100%; dan siswa sebesar 98,15%; keduanya termasuk kategori sangat layak. Dari keempat hasil tersebut menunjukan digital edugame fructupoli berbasis tanaman buah di Banten untuk menumbuhkan motivasi belajar siswa termasuk kategori sangat layak. Kata Kunci : Banten, fructupoli,keanekaragaman hayati,potensi lokal, tanaman buah | |||||||||
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB2300 Higher Education |
|||||||||
Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan > 84205-Jurusan Pendidikan Biologi | |||||||||
Depositing User: | Gracia Kintan Septabella Siswoyo | |||||||||
Date Deposited: | 19 Jan 2023 14:54 | |||||||||
Last Modified: | 19 Jan 2023 14:54 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/19982 |
Actions (login required)
View Item |