Suhaliah, Siti (2023) PENGEMBANGAN GAME EDUKASI QUIZWHIZZER YANG BERORIENTASI PADA MOTIVASI BELAJAR DAN KOGNITIF SISWA DENGAN TEMA TANAH DAN KEBERLANGSUNGAN BAGI KEHIDUPAN. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
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Abstract
Learning motivation is very influential on student learning outcomes. Learning motivation can be influenced by developing learning media in the form of educational games. This research and development aims to describe the level of efficiency of QuizWhizzer educational games oriented to student learning and cognitive motivation with the theme of soil and sustainability for life. The method used is Research and Development (R & D) with the ADDIE research and development model developed by Sugiyono which is modified according to the needs of researchers by limiting the implementation stage to a limited test. The instruments used are expert questionnaire sheets for validity testing and student response questionnaire sheets to measure the efficiency level of the product. Data were analyzed descriptively quantitatively and qualitatively. The results showed that the level of validity of the QuizWhizzer educational game obtained an overall average percentage value of 87.50% with a very valid category, with details of the results of material expert validation obtaining a percentage value of 81.25% with a valid category, media experts obtained a value of 90.42% with a very valid category and validation by science teachers obtained a percentage value of 90.83% with a very valid category. The results of the efficiency level of the QuizWhizzer educational game product obtained a percentage of 84.85% with a very efficient category.
Item Type: | Thesis (S1) | |||||||||
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Additional Information: | Motivasi belajar sangat berpengaruh terhadap hasil belajar siswa. Motivasi belajar dapat dipengaruhi dengan mengembangkan media pembelajaran berupa game edukasi. Penelitian dan pengembangan ini bertujuan untuk mendeskripsikan tingkat efisiensi game edukasi QuizWhizzer yang berorientasi pada motivasi belajar dan kognitif siswa dengan tema tanah dan keberlangsungan bagi kehidupan. Metode yang digunakan adalah Research and Development (R & D) dengan model penelitian dan pengembangan ADDIE yang dikembangkan oleh Sugiyono yang dimodifikasi sesuai dengan kebutuhan peneliti dengan dibatasi pada tahap implementasi sampai pada uji terbatas. Instrumen yang digunakan yaitu lembar angket ahli untuk uji kevalidan dan lembar angket respon siswa untuk mengukur tingkat efisiensi produk. Data analisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa tingkat kevalidan game edukasi QuizWhizzer mendapatkan persentase nilai rata-rata secara keseluruhan 87,50% dengan kategori sangat valid, dengan rincian hasil validasi ahli materi memperoleh nilai persentase 81,25% dengan kategori valid, ahli media memperoleh nilai 90,42% dengan kategori sangat valid dan validasi oleh guru IPA memperoleh nilai persentase 90,83% dengan kategori sangat valid. Hasil tingkat efisiensi produk game edukasi QuizWhizzer memperoleh persentase sebesar 84,85% dengan kategori sangat efisien. | |||||||||
Uncontrolled Keywords: | Educational Game, Learning Motivation, Student Cognition, Soil and Sustainability for Life Game Edukasi, Motivasi Belajar, Kognitif Siswa, Tanah dan Keberlangsungan Bagi Kehidupan | |||||||||
Subjects: | L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools | |||||||||
Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan 02-Fakultas Keguruan dan Ilmu Pendidikan > 84201-Jurusan Pendidikan Ilmu Pengetahuan Alam |
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Depositing User: | Mrs Siti Suhaliah | |||||||||
Date Deposited: | 12 Jan 2024 11:29 | |||||||||
Last Modified: | 12 Jan 2024 11:29 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/32154 |
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