WASETYA FATHARAIN, . (2022) PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI MATERI TATA SURYA KELAS VI SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Gamifikasi dalam media pembelajaran dapat mengonkretkan materi yang abstrak, dimana sesuai dengan karakteristik siswa kelas VI Sekolah Dasar yang berada pada tahap kognitif operasional konkret. Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa Media Pembelajaran Gamifikasi untuk Sekolah Dasar. Produk media pembelajaran gamifikasi ini difokuskan pada pengembangan gamifikasi pembelajaran mengacu pada model Rapid Prototyping yang memiliki lima tahap diantaranya Asses Needs and Analyze Content, Set Objectives, Construct Prototype, Utilization Prototype, dan Installing the Final System. Hasil penelitian berupa produk media pembelajaran gamifikasi yang diexport dalam bentuk HTML5 sebagai bahan belajar siswa kelas VI SD. Produk media pembelajaran gamifikasi telah melalui expert review dengan skala Likert dan uji coba pengguna dengan skala Guttman. Hasil expert review diperoleh sebagai berikut ahli materi sebesar 3,75 (sangat baik), ahli media 4,00 (sangat baik) dan ahli desain pembelajaran 3,70 (sangat baik). Selanjutnya hasil uji coba pengguna yang dilakukan secara one to one diperoleh dari 15 indikator terdapat 2 indikator yang mendapatkan respon tidak setuju, sehingga media pembelajaran gamifikasi menarik bagi pengguna. Hasil evaluasi formatif menunjukan produk media pembelajaran gamifikasi dapat digatakan sangat baik dan layak untuk digunakan pada pembelajaran IPA materi Tata Surya tingakat kelas VI Sekolah Dasar. ***** Gamification in learning media can concretize abstract material, which is in accordance with the characteristics of for 6th grade elementary school students who are in the concrete operational cognitive stage. This development research aims to produce a product in the form of Gamification Learning Media for Elementary Schools. This gamification learning media product is focused on developing learning gamification referring to the Rapid Prototyping model which has five stages including Assess Needs and Analyze Content, Set Objectives, Construct Prototype, Utilization Prototype, and Installing the Final System. The results of the research are gamification learning media products that are exported in HTML5 form as learning materials for 6th grade elementary school students. The gamification learning media product has gone through an expert review with a Likert scale and user trials with a Guttman scale. The results of the expert review were obtained as follows: material expert 3.75 (very good), media expert 4.00 (very good) and learning design expert 3.70 (very good). Furthermore, the results of user trials conducted one to one obtained from 15 indicators, there are 2 indicators that get a response that does not agree, so that gamification learning media is attractive to users. The results of formative evaluation show that gamification learning media products can be said to be very good and suitable for use in science learning material for the Solar System at grade 6th elementary school.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Erry Utomo, Ph.D. ; 2). Diana Ariani, M.Pd. |
Subjects: | Pendidikan > Media Pembelajaran Sains > Sains, Ilmu Pengetahuan Alam Teknologi dan Ilmu Terapan > Teknologi (umum) > Teknologi Pendidikan |
Divisions: | FIP > S1 Teknologi Pendidikan |
Depositing User: | Users 15441 not found. |
Date Deposited: | 08 Sep 2022 00:53 |
Last Modified: | 08 Sep 2022 00:53 |
URI: | http://repository.unj.ac.id/id/eprint/35241 |
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