289 research outputs found

    DEVELOPMENT OF MEDIA CARD GAME VEROES (VERTEBRATES NEURO SYSTEM) FOR TRAINING REASONING SKILLS OF SMA STUDENTS ON NERVOUS SYSTEM MATERIALS

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    This research was conducted because of the difficulties of students in learning the material on the nervous system. This research aims to produce Veroes Card Game learning media to train students\u27 reasoning skills. This research is a mix method research carried out in two stages, namely the media preparation stage and the media feasibility test stage. The subjects used in the feasibility test of the media were public and islamic high school teachers in Sukoharjo regency and students majoring in biology and science education. The data collection technique is done by the feasibility test of the media using a questionnaire instrument. Data analysis of the feasibility test results were analyzed by Analysis of the Rasch Model using Winstep application. From the results of data analysis the instrument item reliability value obtained was 0.92, the respondent\u27s reliability value was 0.89 and the Cronbach Alpha value was 0.93 so that it could be stated in very good category. The probability value of instrument items has a range of values above 5% (0.05) with three instrument items detected contain bias. Based on the research results, it can be stated that the Card Game Veroes media has met the criteria as a suitable learning medium to use in the learning process on the nervous system material.PENGEMBANGAN MEDIA CARD GAME VEROES (VERTEBRATES NEURO SYSTEM) UNTUK MELATIH REASONING SKILLS SISWA SMA PADA MATERI SISTEM SARAFAbstrakPenelitian ini dilaksanakan karena adanya kesulitan siswa dalam mempelajari materi sistem saraf. Penelitian bertujuan untuk menghasilkan media pembelajaran Card Game Veroes untuk melatih reasoning skills siswa. Penelitian ini merupakan penelitian mix method yang dilaksanakan dengan dua tahap, yaitu tahap penyusunan media dan tahap uji kelayakan media. Subjek yang digunakan dalam uji kelayakan media adalah Guru SMA/MA wilayah Kabupaten Sukoharjo dan mahasiswa jurusan pendidikan biologi dan IPA. Teknik pengumpulan data dilakukan dengan uji kelayakan terhadap media menggunakan instrumen angket. Analisis data hasil uji kelayakan dianalisis menggunakan Analisis Model Rasch dengan aplikasi Winstep. Dari hasil analisis data diperoleh nilai reliabilitas item instrumen sebesar 0,92, nilai realibilitas responden sebesar 0,89 dan nilai Alpha cronbach sebesar 0,93 sehingga dapat dinyatakan dalam kategori sangat bagus. Nilai probabilitas item instrumen memiliki kisaran nilai diatas 5% (0,05) dengan tiga item instrumen yang terdeteksi mengandung bias.Berdasarkan hasil penelitian, dapat dinyatakan media Card Game Veroes telah memenuhi kriteria sebagai media pembelajaran yang layak untuk digunakan dalam proses pembelajaran pada materi sistem saraf.How To Cite: Nugroho,, J., Ramli, M. (2022). Pengembangan Media Card Game VEROES (Vertebrates Neuro System) Untuk Melatih Reasoning Skills Siswa SMA Pada Materi Sistem Saraf. EDUSAINS, 14 (1) : 63-7

    COMPARISON OF THE POE2WE MODEL\u27S EFFECTIVENESS WITH THE 5M SCIENTIFIC APPROACH TO PROBLEM-SOLVING ABILITY IN SIMPLE HARMONIC MOTION

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    This study aims to determine the implementation of learning, improvement, and differences in problem-solving abilities among students who learn using the Prediction, Observation, Explanation, Elaboration, Writing, and Evaluation (POE2WE) models aided by PhET simulation and scientific approach aided by Amrita Olab Edu. The noneequivalent control group design was used in a quasi-experimental design. The sample consists of 31 students from classes X MIPA 2 and X MIPA 3 at one of Tasikmalaya\u27s senior high schools. A student worksheet with SAS and a problem-solving ability test were used as instruments. The SAS sheet analysis results show that the average learning implementation in the experimental class is 78.9% in the effective category, while the control class is 75.9% in the effective category. Based on the N-gain, the experimental class improved students\u27 problem-solving abilities by 0.73 in the high category, while the control class improved by 0.62 in the medium category. The t-test results revealed that the tcount (4.66) > ttable (2.00) and the sig. (2-tailed) 0.000018 indicate differences in the problem-solving abilities of students who learn using the POE2WE model and the scientific approach 5M on simple harmonic motion material. The POE2WE model can train and improve students\u27 problem-solving abilities. How To Cite: Malik, A., Karmini, S.M., Agustina, R.D., Nugraha, R. (2022). Comparison of The POE2WE Model\u27s Effectiveness with the 5M Scientific Approach to Problem-Solving Ability in Simple Harmonic Motion. EDUSAINS, 14 (2) : 126-136

    DEVELOPMENT OF STEM BASED E-MODULES ABOUT SOCIOSCIENTIFIC ISSUES THE EAST KALIMANTAN TROPICAL RAINFOREST

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    The aim of this study is to create STEM-based science e-modules contains East Kalimantan-specific concepts, such as habitats, ecosystems, resource use, environmental pollution, and fauna conservation. In addition, this research also evaluates how students’ response as user to the use of e-modules. This study uses the Borg and Gall research and development (RnD) model, which is only applicable to the main product revision stage in this paper. Student answer questionnaires, material and media expert validation sheets were the instruments utilized in this investigation. Three experts who taught the discipline of biology education and computer education validated the work of material and media specialists. According to the validators\u27 evaluation, the final module is valid and very testable, with the average percentage of media expert review is 97.62%. and content expert review is 87.50%. 11 students from the Elementary School Teacher Education Study Program, FKIP, Mulawarman University, participated in the e-module trial phase. According to the answer questionnaire, the created e-module received a positive response with an average percentage of 90.77%, placing it in the satisfactory range and making It is safe for use as a learning resource in the instructional process.AbstrakTujuan dari penelitian adalah untuk mengembangkan e-modul STEM (Science, Technology, Engineering, Mathematic) pada beberapa topik tertentu meliputi habitat, ekosistem, pemanfaatan sumber daya alam, pencemaran lingkungan dan konservasi fauna khas kalimantan timur, dan menemukan dampak e-modul pada respon penggunanya yaitu mahasiswa. Penelitian ini menggunakan paradigma pengembangan Borg and Gall, yang merupakan jenis penelitian dan pengembangan (R&D) yang kami batasi hanya sampai pada tahap 5 yakni tahap revisi produk. Kuesioner tanggapan pengguna, lembar validasi ahli materi dan media digunakan dalam pengambilan data penelitian. Validasi pakar materi dan media dilakukan oleh 3 orang pakar yang merupakan dosen prodi pendidikan biologi dan pendidikan komputer. Berdasarkan penilaian para pakar selaku validator, modul akhir dinyatakan valid dan sangat dapat diuji coba skala besar, dengan rata-rata persentase dari pakar media sebesar 97,62%. Pakar pada materi juga menyatakan rerata persentase yang tinggi yaitu 87,50%. Sebelas mahasiswa dari Program Studi Pendidikan Guru Sekolah Dasar, FKIP, Universitas Mulawarman, mengikuti tahap uji coba kelompok kecil e-modul. Berdasarkan angket respon pengguna, e-modul yang dibuat mendapat respon yang sangat positif dengan persentase rata-rata 90,77%, sehingga diputuskan layak untuk digunakan sebagai sumber belajar dalam proses pembelajaran.How To Cite: Suhartini, E., Haerani, R.P.R. (2022). Development Of STEM Based E-Modules About the East Kalimantan Tropical Rainforest. EDUSAINS, 14 (2) : 137-14

    INTERACTIVE MULTIMEDIA DEVELOPMENT USING GOOGLE SITES TO IMPROVE STUDENT LEARNING OUTCOMES AND ENERGY

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    The use of interactive multimedia is very important to develop in physics learning. The purpose of this study is to develop interactive multimedia base google sites on the subject of work and energy to improve the learning outcomes of class X students of SMA Bina Warga 1 Palembang which are valid, practical and have a potential effect. The method used is Research and Development with a rowntree development model consisting of several stages, namely: planning, development and evaluation. The evaluation used is a modified Tassmer evaluation consisting of self-evaluation, expert review, one to one, small group, and field test. The data collection technique uses a walkthrough to test the validity of the product which consists of three validators to assess the product from the material, media and language aspects, one to one and small group stages to test the practicality of the product developed. The results showed that interactive multimedia was valid and practical (3.56 interformations were very valid) and (94% were very practical stage one to one, 87% were very practical small group stage) for the N-Gain value obtained an average of 0.72 high category. So it can be concluded that interactive multimedia in the form of google sites is suitable for use in learning physics.AbstrakPenggunaan multimedia interaktif sangat penting untuk dalam pembelajaran fisika. Tujuan penelitian ini adalah mengembangkan multimedia interaktif berbasis google sites pada pokok bahasan usaha dan energi untuk meningkatkan hasil belajar siswa kelas X SMA Bina Warga 1 Palembang yang valid, praktis dan memiliki pengaruh potensial. Metode yang digunakan adalah Research and Development dengan model pengembangan rowntree yang terdiri dari beberapa tahapan yaitu: perencanaan, pengembangan dan evaluasi. Evaluasi yang digunakan adalah modifikasi evaluasi Tassmer yang terdiri dari evaluasi diri, expert review, one to one, small group, dan field test. Teknik pengumpulan data menggunakan walkthrough untuk menguji validitas produk yang terdiri dari tiga validator untuk menilai produk dari aspek materi, media dan bahasa, tahap one to one dan small group untuk menguji kepraktisan produk yang dikembangkan. Hasil penelitian menunjukkan bahwa multimedia interaktif valid dan praktis (3,56 interformasi sangat valid) dan (94% sangat praktis tahap 1-1, 87% sangat praktis tahap kelompok kecil) untuk nilai N-Gain diperoleh rata-rata 0,72 tinggi kategori. Sehingga dapat disimpulkan bahwa multimedia interaktif berupa google sites cocok digunakan dalam pembelajaran fisika.How To Cite: Wulandari, M., Hakim, L., Sulistyowati, R., Mian, Y. (2022). Interactive Multimedia Development Using Google Sites to Improve Student Learning Outcomes and Energy. EDUSAINS, 14 (2) : 188-201

    The Development of Animated Media Based on Project Based Learning To Cultivate Problem Solving Skills In Fungi Material

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    Problem-solving is a daily activity that stimulates critical thinking in finding solutions. Learning fungi material also requires problem-solving skills to dig deeper into the potential of fungi based on the structure, function, and life cycle of fungi associated with applications in everyday life. This study aims to develop PjBL-based animation media to foster problem-solving skills in Fungi material. The type of research used is Research and Development using the ADDIE model. The research subjects were students of class X science at SMA Kristen 1 Salatiga. The development research results show that the animation media based on Project Based Learning is valid from the material aspect by 85% and the media aspect by 88.5%. The practicality test by student response got 83.75% achievement. The product trial shows that animated media-based PjBL can increase significantly, namely Sig. < (0.000 < 0.05) means that PjBL-based animation media effectively improves students\u27 problem-solving skills on mushroom material. Based on the research, it can state that the PjBL-based animation media is declared feasible to be used as a learning medium in the fungicide material to improve problem-solving abilities. Thus, this research has implications for the potential use of animation media integrated with scientific learning models to empower 21st-century skills, especially problem-solving.How To Cite: Yusup, D, Situmorang, R.P., Tapilouw. M.C. (2022).The Development Of Animated Media Based On Project-Based Learning To Cultivate Problem Solving Skills In Fungi Topic. EDUSAINS, 14 (1) : 1-13

    PROFILE OF SCHOOL READINESS IN APPLYING STEM (SCIENCE, TECHNOLOGY, ENGINEERING, MATHEMATIC) EDUCATION

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    STEM knowledge and skills are needed by students in order to survive in the era of the industrial revolution 4.0. This study aims to determine the level of readiness of public high schools in Bogor City in implementing STEM education. Descriptive research with survey method with stratified sample selection. The number of samples is three principals, nine science teachers, and 75 students. The research instrument was in the form of a questionnaire assessing readiness from aspects of the curriculum, supporting extracurriculars, admission selection, and STEM supporting facilities as well as students\u27 interest in STEM. Data analysis uses a modified readiness score according to Aydin & Tascy (2005). The findings of the study show that public high schools in the city of Bogor are ready to implement STEM education. Readiness to apply STEM education is shown by the Principal. Students also showed readiness to apply STEM education, but needed a little improvement. As for the teacher, it shows unpreparedness and needs improvement.PROFIL  KESIAPAN SEKOLAH SMA NEGERI KOTA BOGOR DALAM MENERAPKAN PENDIDIKAN STEM (SCIENCE, TECHNOLOGY, ENGINEERING, MATHEMATIC)AbstrakPengetahuan dan keterampilan STEM diperlukan peserta didik agar dapat bertahan pada era revolusi industry 4.0. Penelitian ini bertujuan untuk mengetahui tingkat kesiapan sekolah SMA Negeri di Kota Bogor dalam menerapkan pendidikan STEM. Penelitian deskriptif dengan metode survei dengan pemilihan sampel secara stratafikasi.  Jumlah sampel adalah tiga orang kepala sekolah, sembilan orang guru Sains, dan 75 orang peserta didik. Instrumen penelitian berupa angket menilai kesiapan dari aspek kurikulum, ekstrakuler penunjang, seleksi masuk, dan fasilitas penunjang STEM serta minat peserta didik terhadap STEM.  Analisis data menggunakan skor kesiapan menurut Aydin & Tascy (2005) yang telah dimodifikasi. Temuan penelitian menunjukan SMA Negeri di Kota Bogor siap menerapkan pendidikan STEM. Kesiapan penerapan pendidikan STEM ditunjukkan oleh Kepala Sekolah.  Peserta didik pun menunjukkan kesiapan penerapan pendidikan STEM, namun perlu sedikit peningkatan.  Adapun dari guru, menunjukkan ketidaksiapan dan perlu peningkatan.How To Cite: Yanti, H., Amalia, U., Nurlela, A. (2022). Profil  Kesiapan Sekolah Sma Negeri Kota Bogor Dalam Menerapkan Pendidikan Stem (Science, Technology, Engineering, Mathematic). EDUSAINS, 14 (1) : 14-23

    PENGEMBANGAN E-LKPD BERBASIS PBL-MR MENGGUNAKAN APLIKASI FLIP BUILDER PADA MATERI BENTUK MOLEKUL DAN INTERAKSI ANTAR MOLEKUL

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    Molecular shapes and intermolecular interactions materials were quite difficult because it was related to abstract concept that must be presented with multiple representations, so it was necessary to procure PBL-MR (Problem Based Learning-Multiple Representation)-based teaching materials to present this concept in concrete way. This study aimed to develop student e-worksheet based on PBL-MR in molecular shape and intermolecular interactions materials using flip builder application. The method used is Research and Development (R & D), with the Plomp model. This method consisted of three phases, namely (a) preliminary research phase, (b) development phase and (c) assessment phase. Evaluation of the validation was carried out by 3 media experts and 3 material experts. 1-1 test which was assessed by 3 students from the SAF school in Pekanbaru. Small scale with users response to assess practicality by 3 teachers and 30 students from 3 schools, namely MP1, SP2 and SAF in Pekanbaru. The results showed that student e-worksheet was rated very valid with average percentages of material experts 93.83% and media experts 100%; test 1-1 got comments from students and improvement of questions in student e-worksheet; teacher and student responses got average percentages of 95.83% and 84.23% with very practical category. In conclusion, the student e-worksheet was very valid and very practical, so it was suitable for use in chemistry learning.AbstrakMateri bentuk molekul dan interaksi antar molekul tergolong sulit karena terkait dengan konsep abstrak yang harus disajikan dengan multi representasi, sehingga perlu dilakukan pengadaan bahan ajar berbasis PBL-MR (Problem Based Learning-Multiple Representation) untuk menyajikan konsep ini secara konkret. Penelitian ini bertujuan untuk mengembangkan e-LKPD berbasis PBL-MR pada materi bentuk molekul dan interaksi antar molekul menggunakan aplikasi flip builder. Metode yang digunakan adalah Research and Development (R & D), dengan model Plomp. Metode ini terdiri dari tiga fase, yaitu (a) fase penelitian pendahuluan, (b) fase pengembangan dan (c) fase penilaian. Penilaian validasi dilakukan oleh 3 orang ahli media dan 3 orang ahli materi. Uji 1-1 dinilai oleh 3 orang siswa dari sekolah SAF Pekanbaru. Uji skala kecil dengan respon pengguna untuk menilai kepraktisan oleh 3 orang guru dan 30 orang siswa dari 3 sekolah, yaitu MP1, SP2 dan SAF di Pekanbaru. Hasil penelitian menunjukkan bahwa e-LKPD dinilai sangat valid dengan persentase rata-rata ahli materi 93,83% dan ahli media 100%; uji 1-1 mendapatkan komentar siswa dan perbaikan soal dalam e-LKPD; respon guru dan siswa memperoleh persentase rata-rata 95.83% dan 84,23% dengan kategori sangat praktis. Kesimpulannya, e-LKPD yang dikembangkan sangat valid dan sangat praktis sehingga layak digunakan dalam pembelajaran kimia.How To Cite: Wahdatillah, B., Noer, A.M., Anwar, S. L.. (2022). Pengembangan E-LKPD Berbasis PBL-MR Menggunakan Aplikasi Flip Builder Pada Materi Bentuk Molekul dan Interaksi Antar Molekul. EDUSAINS, 14 (1) : 72-83

    SYSTEMATIC LITERATURE REVIEW ON CREATIVITY IN THE FIELD OF SCIENCE LEARNING: DOMAIN, RESEARCH TRENDS, AND THEIR ANALYSIS

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    SYSTEMATIC LITERATURE REVIEW PADA KREATIVITAS BIDANG PEMBELAJARAN SAINS: DOMAIN, TREND PENELITIAN, DAN ANALISISNYAAbstractCreativity is an important aspect to be developed in students and becomes one of the main skills needed in the world of work. This study aims to review the results of research on creativity in the field of science education which includes aspects of domains, research trends, and methods. Systematic Literature Review (SLR) is carried out carefully and strictly on articles sourced from international reputable databases. The selection results obtained 22 articles published from 2010 to 2020. The perspective of creativity research lies in the 4Ps (Person, Process, Product, and Press) as a single component. The trend of creativity research is mostly related to multi-representation, concept understanding, evaluation, and creative learning design. In addition, research trends are explored to improve the creative processes and products of junior high and high school students, as well as several course institutions and elementary schools. While the most creative research methods use quasi-experimental and mixed methods. Research with a quasi-experimental design allows the measurement process before and after treatment. Researchers can find out whether the treatment has an effect on creativity in terms of the results of statistical tests.AbstrakKreativitas merupakan aspek penting untuk dikembangkan pada siswa dan menjadi salah satu keterampilan utama yang dibutuhkan di dunia kerja. Kajian ini bertujuan untuk mereview hasil penelitian-penelitian tentang kreativitas bidang pendidikan sains yang meliputi aspek domain, trend penelitian, dan analisisnya. SLR dilakukan pada artikel-artikel yang bersumber dari database bereputasi internasional. Hasil seleksi diperoleh 22 artikel yang diterbitkan dalam rentang 2010 sampai 2020. Sudut pandang penelitian kreativitas terletak pada 4P (Person, Process, Product, dan Press) sebagai sebuah komponen satu kesatuan. Tren penelitian kreativitas paling banyak berkaitan dengan multirepresentasi, pemahaman konsep, evaluasi, dan desain pembelajaran kreativitas. Selain itu, trend penelitian melakukan eksplorasi untuk meningkatkan proses dan produk kreativitas siswa sekolah menengah pertama dan sekolah menengah atas, juga beberapa lembaga kursus dan sekolah dasar. Sedangkan teknik analisis data  penelitian kreativitas paling banyak menggunakan quasi eksperimen dan metode campuran. Penelitian dengan desain quasi-eksperimental memungkinkan proses pengukuran sebelum dan sesudah treatment sehingga peneliti dapat mengetahui apakah perlakukan yang diberikan berpengaruh terhadap kreativitas berdasarkan hasil uji statistik. How To Cite: Sujatmika, S., Lestari, E.S., Affandy, H. (2022). Systematic Literature Review Pada Kreativitas Bidang Pembelajaran Sains: Domain, Trend Penelitian, dan Analisisnya. EDUSAINS, 14 (1) : 34-49

    THE DEVELOPMENT OF A CHEMOENTREPRENURSHIP (CEP) ORIENTED COLLOID CHEMISTRY E-MODULE ASSISTED BY 3D PAGE FLIP PROFESSIONAL

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    The development of a chemoentrepreneurship (CEP) oriented Colloidal Chemistry E-Module  assisted by 3D Page Flip Professional (3D PFP) is important to with produce students teaching material products that are related to their daily life environment and can stimulate students to create economically valuable and independent products. . To produce a very valid E-Module product, the user response is very good and it looks very attractive, research and development (R&D) is carried out with a 4-D model (Define, Design, Develop and Disseminate). The results of the validity of material and media experts on the developed E-Module are 95.54% and 95.5%, respectively, with a very valid category. The results of the limited test, namely a one-on-one test on 3 students, obtained information that the E-Module needed to be revised. While the user test results from 3 chemistry teachers obtained an average questionnaire score of 94% with very good criteria. Then the results of a limited test of 30 students obtained an average score of 88% with very interesting criteria. The resulting CEP-oriented E-Module products assisted by 3D PFP are expected to increase students\u27 entrepreneurial interest.PENGEMBANGAN E-MODUL KIMIA KOLOID BERORIENTASI CHEMOENTREPRENURSHIP (CEP) BERBANTUAN 3D PAGE FLIP PROFESSIONAL AbstrakPengembangan E-Modul Kimia Koloid berorientasi chemoentrepreneurship (CEP) berbantuan 3D Page Flip Professional (3D PFP) penting dilakukan untuk menghasilkan peserta didik produk bahan ajar yang berhubungan dengan lingkungan kehidupan sehari-hari dan dapat menstimulus peserta didik untuk membuat produk bernilai secara ekonomis dan mandiri.  Untuk menghasilkan produk E-Modul yang sangat valid, respon pengguna sangat baik dan tampilannya sangat menarik dilakukan penelitian dan pengembangan (R&D) dengan model   4-D (Define, Design, Develop dan Disseminate). Hasil validitas ahli materi dan media terhadap E-Modul yang dikembangkan berturut-turut adalah 95,54% dan 95,5% dengan kategori sangat valid. Hasil uji terbatas yaitu uji satu-satu terhadap 3 orang peserta didik diperoleh informasi bahwa E-Modul perlu direvisi. Sedangkan hasil uji pengguna dari 3 orang guru kimia diperoleh skor rata-rata angket sebesar 94% dengan kriteria sangat baik. Kemudian hasil uji terbatas terhadap 30 orang peserta didik diperoleh skor rata-rata angket sebesar 88% dengan kriteria sangat menarik. Produk E-Modul berorentasi CEP berbantuan 3D PFP yang dihasilkan diharapkan  dapat meningkatkan minat kewirausahaan peserta didik.How To Cite: Herdini, Erna, M., Indah, N.A. (2022). Pengembangan E-Modul Kimia Koloid Berorientasi Chemoentreprenurship (CEP) Berbantuan 3D Page Flip Professional. EDUSAINS, 14 (1) : 50-62

    DEVELOPMENT OF PROBLEM-BASED DIGITAL GAME AS DIGESTIVE SYSTEM LEARNING MATERIAL

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    This research aims to 1) develop the problem-based digital game learning media to improve students\u27 cognitive learning outcomes, 2) find out the feasibility of the use of the problem-based digital game learning media, and 3) determine the increase in students’ cognitive learning outcomes after using the problem-based digital game learning media. This development research used the 4-D model (Four D) which consisted of 4 stages of define, design, develop, and disseminate. The research instrument were validation sheets, interview sheet, and questionnaire. The data were analyzed using quantitative and descriptive qualitative analysis. The result of the development was the digital game learning media. The results of the validation showed a score of 85.3% (very feasible) for media, 92.3% (very feasible) for content. Meanwhile, it reached a score of 81.25 % (very feasible) from the pedagogical expert validation, 92 % (very feasible) from practitioner validation, 90,42 % (very feasible) and 92.1% (very feasible) from students. The N-Gain analysis showed students in the high (90%) and moderate (10%) results. The results of the study show that the digital game is very suitable to be used in the learning process.AbstrakPenelitian ini bertujuan untuk: 1) mengembangkan media pembelajaran game digital berbasis masalah untuk meningkatkan hasil belajar kognitif siswa, 2) mengetahui kelayakan game digital berbasis masalah, serta 3) mengetahui peningkatan hasil belajar kognitif siswa yang menerapkan media pembelajaran game digital berbasis masalah. Penelitian ini merupakan penelitian pengembangan dengan model 4-D (Four D). Model pengembangan 4-D terdiri atas 4 tahap yaitu define (pendefinisian), design (perancangan), develop (pengembangan), dan disseminate (penyebarluasan). Intrumen pengumpulan data terdiri dari lembar validasi, lembar wawancara, dan angket. Teknik analisis data dilakukan secara deskriptif kuantitatif dan kualitatif. Hasil validasi media memperoleh skor sebesar 85,3 % (sangat layak), validasi materi memperoleh skor sebesar 92,3 % (sangat layak), validasi ahli pedagogi memperoleh skor sebesar 81,25 % (sangat layak), validasi praktisi memperoleh skor sebesar 92% (sangat layak), sedangkan hasil validasi terhadap siswa diperoleh skor sebesar 90,42 (sangat layak) dan 92,1% (sangat layak). Berdasarkan analisis N-Gain diperoleh hasil siswa dengan kategori tinggi (90%) dan sedang (10%). Hasil penelitian menunjukan bahwa game digital berbasis masalah sangat layak digunakan dalam proses pembelajaranHow To Cite: Akollo, S., Priyayi, D.F., Tapilouw, M.C. (2022). Development of Problem-Based Digital Game as Digestive System Learning Material. EDUSAINS, 14 (2) : 148-161

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