NIA WAHDANIYAH, . (2021) PENGEMBANGAN EDUCATIONAL ADVENTURE GAME PADA MATERI FLUIDA UNTUK PESERTA DIDIK SMA KELAS XI. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Game edukasi merupakan salah satu bentuk kemajuan teknologi yang dapat dimplementasikan dalam bidang pendidikan. Penelitian ini bertujuan untuk menghasilkan game edukasi jenis petualangan pada materi fluida yang layak digunakan untuk peserta didik. Metode yang digunakan dalam penelitan ini adalah metode Research and Development (R&D) dengan pendekatan ADDIE yang meliputi lima tahapan, yaitu Analisis (Analyze), Desain (Design), Pengembangan (Development), Implementasi (Implementation) dan Evaluasi (Evaluation). Hasil dari penelitian ini adalah game edukasi dalam berbasis HTML5 menggunakan Articulate Storyline 3 untuk materi fluida statis dan dinamis. Berdasarkan hasil validasi oleh ahli materi diperoleh rata-rata persentase capaian sebesar 97,62% dan oleh ahli media diperoleh rata-rata persentase capaian sebesar 84,72%. Hasil uji persepsi produk oleh guru diperoleh rata-rata persentase pencapaian sebesar 97,74% dan uji persepsi produk oleh peserta didik diperoleh rata-rata persentase capaian sebesar 88,28%. Dari hasil penelitian ini dapat disimpulkan bahwa, educational adventure game pada materi fluida statis dan fluida dinamis yang dikembangkan memenuhi kriteria sangat layak digunakan oleh peserta didik SMA sebagai media pendamping pembelajaran. ********* Educational games are one form of technological progress that can be implemented in the field of education. This study aims to produce an adventure type educational game on fluid material suitable for students. The method used in this research is the Research and Development (R&D) method with the ADDIE approach, which includes five stages, namely Analysis, Design, Development, Implementation and Evaluation. This research is an educational game based on HTML5 using Articulate Storyline 3 for static and dynamic fluid material. Based on validation by material experts, the average percentage of achievement was 97.62%, and by media experts, the average percentage of achievement was 84.72%. The teacher's results of the product perception test obtained an average achievement percentage of 97.74%, and the product perception test by students received an average achievement percentage of 88.28%. From the results of this study, it can be concluded that educational adventure games on static fluid and dynamic fluid materials were developed to meet the criteria for being very suitable for use by high school students as a media companion for learning.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dewi Muliyati, S.Pd., M.Si., M.Sc.; 2). Fauzi Bakri, S.Pd., M.Si.; |
Subjects: | Pendidikan > Media Pembelajaran |
Divisions: | FMIPA > S1 Pendidikan Fisika |
Depositing User: | Users 11117 not found. |
Date Deposited: | 03 Sep 2021 00:17 |
Last Modified: | 03 Sep 2021 00:17 |
URI: | http://repository.unj.ac.id/id/eprint/18885 |
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