PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI BERBASIS ANDROID UNTUK MATERI PERKALIAN SISWA KELAS III SEKOLAH DASAR

DELLA NUARI, . (2023) PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI BERBASIS ANDROID UNTUK MATERI PERKALIAN SISWA KELAS III SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa media pembelajaran gamifikasi berbasis Android untuk materi perkalian siswa kelas III Sekolah Dasar. Gamifikasi berbasis Android adalah aplikasi yang bersifat pengayaan sebagai bahan belajar mandiri materi perkalian. Media pembelajaran gamifikasi berbasis Android ini dalam pengembangannya mengacu pada model pengembangan Rapid Prototyping yang memiliki 5 tahapan, diantaranya Assess Needs and Analyze Content, Set Objectives, Construct Prototype (Design), Utilization Prototype, Install & Maintain System. Produk media pembelajaran gamifikasi berbasis Android telah melalui expert review dengan kuesioner terbuka dan review pengguna menggunakan kuesioner tertutup dengan skala Guttman. Pada tahap expert review dilakukan review oleh 2 orang ahli materi, 1 orang ahli desain pembelajaran dan 1 orang ahli media yang bertujuan untuk mengetahui adanya perbaikan yang harus dilakukan terhadap media sebelum diujicobakan. Setelah perbaikan media, selanjutnya uji coba pengguna dilakukan 3 tahap; tahap pertama one to one evaluation dilakukan kepada 3 orang siswa. Tahap kedua uji coba small group diujicobakan kepada 9 orang siswa. Terakhir uji coba field test yang dilakukan dengan memberikan 15 soal pilihan ganda kepada 15 orang siswa. Hasil nilai yang didapatkan dari field test sebanyak 15 siswa telah mencapai nilai di atas KKM. *** This development research aims to produce a product in the form of Android-based gamification learning media for multiplication material for third grade elementary school students. Android-based gamification is an enrichment application as self-learning material for multiplication material. This Android-based gamification learning media in its development refers to the Rapid Prototyping development model which has 5 stages, including Assess Needs and Analyze Content, Set Objectives, Construct Prototype (Design), Utilization Prototype, Install & Maintain System. Android-based gamification learning media products have gone through expert reviews with an open questionnaire and user reviews using a closed questionnaire with a Guttman scale. At the expert review stage, 2 material experts, 1 learning design expert and 1 media expert were reviewed to find out if there were improvements to be made to the media before it was tried out. After repairing the media, then user trials are carried out in 3 stages; The first stage of one to one evaluation was carried out on 3 students. The second stage of the small group trial was tested on 9 students. Finally, the field test was conducted by giving 15 multiple choice questions to 15 students. The results of the values obtained from the field test as many as 15 students have achieved scores above the KKM.

Item Type: Thesis (Sarjana)
Additional Information: 1). Diana Ariani, M.Pd ; 2). Retno Widyaningrum, S.Kom, M.M
Subjects: Sains > Matematika
Divisions: FIP > S1 Teknologi Pendidikan
Depositing User: Users 17951 not found.
Date Deposited: 10 Mar 2023 02:02
Last Modified: 10 Mar 2023 02:02
URI: http://repository.unj.ac.id/id/eprint/38339

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