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PENGEMBANGAN MULTIMEDIA TIPE PERMAINAN PADA MATA PELAJARAN BIOLOGI KELAS X DI SMAN 1 CIKANDE

Sabiq Al Uyun, Ahmad (2024) PENGEMBANGAN MULTIMEDIA TIPE PERMAINAN PADA MATA PELAJARAN BIOLOGI KELAS X DI SMAN 1 CIKANDE. Master thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

This research is motivated by the results of observations at SMAN 1 Cikande, namely teacher-centered learning, never having done practicum, and the lack of use of interactive and interesting learning resources and learning media. Based on these problems, the researcher determines the objective, namely to describe and analyze the stages, the feasibility, the effectiveness and the responses of the students to interactive multimedia interactive games on the subjects of biology. The research method used is R&D (Research and Development) with a modified 3D model, namely definition, design and development. The objective of the R&D research method is to produce a product, namely interactive game-style multimedia. Data collection techniques were carried out using observation, tests (pre- & post-test), and questionnaires, while the research instrument used product validation questionnaires to media experts, material experts, biology teachers, and student responses. The data analysis used the calculation of the validation test results of media experts, materials experts, biology teachers and student responses, and then adjusted to the product evaluation criteria. The validation results of the material expert test scored 74% with the Eligible criteria, the media expert test got a score of 88% with the very feasible criteria, the product test by the biology teacher got a score of 75.2% with the Eligible criteria, and in the student response test got a score of 87% with very good criteria. The results of the effectiveness tests of the product (pre- and post-test) obtained a value of 0.7 in the moderate class, if they are presented at 70% with effective criteria. The products developed by the researchers get the appropriate criteria, and the product effectiveness test gets the criteria for effectiveness.

Item Type: Thesis (Master)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorHidayat, Sholeh195805091984031003
Thesis advisorAtikah, Cucu1966612271992032000
Additional Information: Penelitian ini dilatarbelakangi oleh hasil observasi di SMAN 1 Cikande, yaitu Pembelajaran yang dilakukan berpusat pada guru (Teacher centered), belum pernah melakukan praktikum, serta kurangnya pemanfaatan sumber belajar dan media pembelajaran yang interaktif dan menarik dari permasalahan tersebut peneliti menentukan tujuan yaitu untuk mendeskripsikan dan menganalisis langkah-langkah, kelayakan, efektivitas dan respon siswa terhadap multimedia interaktif permainan interaktif pada mata pelajaran Biologi. Metode penelitian yang digunakan yaitu R&D (Research and development) dengan model 3-D yang telah dimodifikasi yaitu define, design dan development. Metode penelitian R&D bertujuan untuk menghasilkan sebuah produk yaitu multimedia bertipe permainan interaktif. Teknik pengumpulan data dilakukan dengan menggunakan observasi, tes (pre- & post-test), dan angket, sedangkan instrumen penelitian yang digunakan angket validasi produk ke ahli media, ahli materi, guru biologi, serta respon siswa. Analisis data menggunakan penghitungan hasil validasi uji ahli media, ahli materi, guru biologi dan respon siswa kemudian disesuaikan dengan kriteria penilian produk. Hasil validasi uji ahli materi mendapatkan skor 74% dengan kriteria Layak, uji ahli media mendapatkan skor 88% dengan kriteria sangat layak, uji produk oleh guru biologi mendapatkan skor 75,2% dengan kriteria Layak, serta pada uji respon siswa mendapatkan skor 87% dengan kriteria sangat baik. Hasil uji efektivitas produk dengan menggunakan tes (pre- & post-test) memperoleh nilai 0,7 dengan kategori sedang, jika dipresentasekan sebesar 70% dengan kriteria efektif. Produk yang dikembangkan oleh peneliti mendapatkan kriteria layak, serta uji efektivitas produk mendapatkan kriteria efektif.
Uncontrolled Keywords: 3D-based R&D, interactive multimedia, and effectiveness product R&D model 3-D, multimedia interaktif, dan efektivitas produk
Subjects: L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Q Science > QL Zoology
T Technology > T Technology (General)
Divisions: 08-Pascasarjana
08-Pascasarjana > Magister Teknologi Pembelajaran
Depositing User: Mr Ahmad Sabiq Al Uyun
Date Deposited: 26 Feb 2024 11:15
Last Modified: 26 Feb 2024 11:15
URI: http://eprints.untirta.ac.id/id/eprint/33451

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