KOMALASARI, FITRI (2023) PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI PADA MATERI KOLOID. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
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Abstract
According to research (Lubis, 2017) the problems that often arise when learning chemistry are ways of presenting material that is less attractive, less effective and only oriented towards solving memorized material. This problem can be handled with learning media that can attract the attention of students. The solution is the need for game-based learning media. The purpose of this study is to develop gamification-based learning media on colloidal material in a fun way. This development research uses R&D research (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The instruments used in this study were expert validation instruments and student response instruments. The results of the validation show that gamification-based learning media is very feasible with a percentage value of 91% in the material field and 92% in the media field. The results of students' responses to gamification-based learning media obtained an average percentage of 82% in the very good category, so that gamification-based learning media with the help of classcraft is very suitable for use as learning media because it can help students learn independently by playing so it does not cause boredom during the learning process and can be used anywhere and anytime.
Item Type: | Thesis (S1) | |||||||||
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Additional Information: | Menurut penelitian (Lubis, 2017) permasalahan yang sering muncul saat pembelajaran kimia adalah cara penyajian materi yang kurang menarik, kurang efektif dan hanya berorientasi pada pemecahan materi yang banyak dihafalkan. Masalah tersebut bisa disiasati dengan media pembelajaran yang dapat menarik perhatian peserta didik. Solusinya adalah perlu adanya media pembelajaran berbasis game. Adapun tujuan penelitian ini mengembangkan media pembelajaran berbasis gamifikasi pada materi koloid dengan cara yang menyenangkan. Penelitian pengembangan ini menggunakan penelitian R&D (Research and Developmen) dengan model ADDIE (Analisis, desain, development, Implementasi, Evaluasi). Instrumen yang digunakan dalam penelitian ini adalah instumen validasi ahli dan instrumen respon peserta didik. Hasil validasi menunjukan bahwa media pembelajaran berbasis gamifikasi sangat layak dengan nilai persentase 91% bidang materi dan 92% bidang media. Hasil respon peserta didik terhadap media pembelajaran berbasis gamifikasi diperoleh hasil rata-rata persentase sebesar 82% dengan kategori sangat baik, sehingga media pembelajaran berbasis gamifikasi dengan bantuan classcraft sangat layak digunakan sebagai media pembelajaran dikarenakan dapat membantu peserta didik belajar secara mandiri dengan bermain sehingga tidak menimbulkan kebosanan saat proses pembelajaran dan bisa digunakan dimanapun dan kapanpun. | |||||||||
Subjects: | L Education > L Education (General) Q Science > Q Science (General) Q Science > QD Chemistry |
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Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan 02-Fakultas Keguruan dan Ilmu Pendidikan > 84204-Jurusan Pendidikan Kimia |
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Depositing User: | Mrs Fitri Komalasari | |||||||||
Date Deposited: | 19 May 2023 08:28 | |||||||||
Last Modified: | 19 May 2023 08:28 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/24150 |
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