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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Universitas Muhammadiyah Metro
2021-05-01
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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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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 |
work_keys_str_mv |
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