PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS X

Science and Technology in education demand teachers as educators with integrated innovations in technological developments. The media is used to improve understanding of educational game-based material with student characteristics. The research aims to develop and the feasibility of digital educatio...

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Main Authors: Muhammad Rizal Kurniawan, Listika Yusi Risnani
Format: Article
Language:Indonesian
Published: Universitas Muhammadiyah Metro 2021-05-01
Series:Bioedukasi: Jurnal Pendidikan Biologi FKIP UM Metro
Online Access:https://ojs.fkip.ummetro.ac.id/index.php/biologi/article/view/3759
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spelling doaj-e70e82050ceb487b8770ad7f9a7455132021-08-24T02:40:39ZindUniversitas Muhammadiyah MetroBioedukasi: Jurnal Pendidikan Biologi FKIP UM Metro2086-47012442-98052021-05-0112111610.24127/bioedukasi.v12i1.37591646PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS XMuhammad Rizal Kurniawan0Listika Yusi Risnani1Pendidikan BiologiPendidikan BiologiScience and Technology in education demand teachers as educators with integrated innovations in technological developments. The media is used to improve understanding of educational game-based material with student characteristics. The research aims to develop and the feasibility of digital educational games on the Plantae SMA class X material. This type of research uses development (R&D). The research model used is ADDIE with five stages: (1) analyze, (2) design, (3) development, (4) implementation, and (5) evaluation. . The instrument used a questionnaire and test (Pretest-Postest). The questionnaire assessment data were analyzed using the quantitative descriptive test, the pre-test and post-test assessment data were analyzed using the N-Gain test. Based on the results of the game assessment analysis by media experts with a total score of 3.40 (very good), then the assessment by the material expert with a total score of 3.48 (very good), then the assessment by the teacher with a total score of 3.23 (very good), and assessment by students with a total score of 3.38 (very good). The implementation of the game "Adventure Of Plant" shows that there is an increase in the average pretest score of 57 and the average post-test score of 77, with the N-Gain analysis result of 0.47 (moderate). Conclusion: digital education game research on Plantae material is suitable for use as a learning medium, but it has a (moderate) influence on student learning outcomes in understanding the concept of learning. Kata kunci: ADDIE, Game Edukasi Digital, Materi Plantae, Media Pembelajaran.https://ojs.fkip.ummetro.ac.id/index.php/biologi/article/view/3759
collection DOAJ
language Indonesian
format Article
sources DOAJ
author Muhammad Rizal Kurniawan
Listika Yusi Risnani
spellingShingle Muhammad Rizal Kurniawan
Listika Yusi Risnani
PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS X
Bioedukasi: Jurnal Pendidikan Biologi FKIP UM Metro
author_facet Muhammad Rizal Kurniawan
Listika Yusi Risnani
author_sort Muhammad Rizal Kurniawan
title PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS X
title_short PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS X
title_full PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS X
title_fullStr PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS X
title_full_unstemmed PENGEMBANGAN GAME EDUKASI DIGITAL DAN IMPLEMENTASI PADA PEMBELAJARAN BIOLOGI MATERI PLANTAE SISWA SMA KELAS X
title_sort pengembangan game edukasi digital dan implementasi pada pembelajaran biologi materi plantae siswa sma kelas x
publisher Universitas Muhammadiyah Metro
series Bioedukasi: Jurnal Pendidikan Biologi FKIP UM Metro
issn 2086-4701
2442-9805
publishDate 2021-05-01
description Science and Technology in education demand teachers as educators with integrated innovations in technological developments. The media is used to improve understanding of educational game-based material with student characteristics. The research aims to develop and the feasibility of digital educational games on the Plantae SMA class X material. This type of research uses development (R&D). The research model used is ADDIE with five stages: (1) analyze, (2) design, (3) development, (4) implementation, and (5) evaluation. . The instrument used a questionnaire and test (Pretest-Postest). The questionnaire assessment data were analyzed using the quantitative descriptive test, the pre-test and post-test assessment data were analyzed using the N-Gain test. Based on the results of the game assessment analysis by media experts with a total score of 3.40 (very good), then the assessment by the material expert with a total score of 3.48 (very good), then the assessment by the teacher with a total score of 3.23 (very good), and assessment by students with a total score of 3.38 (very good). The implementation of the game "Adventure Of Plant" shows that there is an increase in the average pretest score of 57 and the average post-test score of 77, with the N-Gain analysis result of 0.47 (moderate). Conclusion: digital education game research on Plantae material is suitable for use as a learning medium, but it has a (moderate) influence on student learning outcomes in understanding the concept of learning. Kata kunci: ADDIE, Game Edukasi Digital, Materi Plantae, Media Pembelajaran.
url https://ojs.fkip.ummetro.ac.id/index.php/biologi/article/view/3759
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AT listikayusirisnani pengembangangameedukasidigitaldanimplementasipadapembelajaranbiologimateriplantaesiswasmakelasx
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