EDUCATIONAL GAME "MEKANIKAR" BERBASIS PROBLEM SOLVING UNTUK SISWA SMA

INARTI ROHMAH, . (2025) EDUCATIONAL GAME "MEKANIKAR" BERBASIS PROBLEM SOLVING UNTUK SISWA SMA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk menghasilkan game edukasi fisika berbasis problem solving yang layak digunakan sebagai media pembelajaran pengayaan untuk siswa SMA. Game edukasi yang dikembangkan disusun berdasarkan tahapan pembelajaran problem solving yaitu mengklarifikasi, menghasilkan ide, mengembangkan solusi, dan menerapkan solusi. Metode penelitian yang digunakan yaitu Research and Development (R&D) dengan model ADDIE. Game edukasi dibuat menggunakan software Articulate Storyline 3. Game edukasi ini diuji kelayakannya oleh ahli materi, ahli media, dan ahli perangkat lunak. Instrumen yang digunakan yaitu kuesioner kelayakan materi dengan aspek penyajian materi, kebahasaan, dan kemanfaatan yang dikembangkan menjadi 8 indikator yang masing-masing memiliki 4 butir pernyataan. Kuesioner kelayakan media dengan aspek desain tampilan, animasi, kemudahan pengguna, dan kemanfaatan yang dikembangkan menjadi 14 indikator dengan masing-masing memiliki 4 butir pernyataan. Kuesioner kelayakan perangkat lunak dengan aspek kemudahan pengguna, rekayasa perangkat lunak, dan kemanfaatan yang dikembangkan menjadi 12 indikator dengan masing-masing memiliki 4 butir pernyataan. Uji kelayakan tersebut didapatkan hasil 85,42% oleh ahli materi, 91,56% oleh ahli media, dan 87,5% oleh ahli perangkat lunak. Sebelum diimplementasikan, game diujicobakan terbatas pada siswa. Game edukasi ini dinyatakan layak digunakan sebagai media pembelajaran pengayaan yang inovatif untuk mendukung pembelajaran siswa dan menambah motivasi siswa dalam belajar fisika. ***** This research aims to produce a problem-solving based physics educational game that is suitable for use as an enrichment learning medium for high school students. The educational games developed are arranged based on the stages of problem-solving learning, namely clarifying, generating ideas, developing solutions, and implementing solutions. The research method used is Research and Development (R&D) with the ADDIE model. Educational games are made using Articulate Storyline 3 software. This educational game is tested for feasibility by material experts, media experts, and software experts. The instrument used was a material feasibility questionnaire with aspects of material presentation, language, and usefulness which was developed into 8 indicators each of which had 4 statement items. The media feasibility questionnaire with aspects of display design, animation, ease of use, and usefulness was developed into 14 indicators with each having 4 statement items. The software feasibility questionnaire with aspects of user ease, software engineering, and usefulness was developed into 12 indicators with each having 4 statement items. The feasibility test was obtained 85.42% by material experts, 91.56% by media experts, and 87.5% by software experts. Before being implemented, the game was piloted limited to students. This educational game is declared feasible to be used as an innovative enrichment learning medium to support student learning and increase student motivation in learning physics.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dewi Muliyati, S.Pd., M.Si., M.Sc. 2). Fauzi Bakri, S.Pd., M.Si.
Subjects: Pendidikan > Media Pembelajaran
Sains > Fisika
Divisions: FMIPA > S1 Pendidikan Fisika
Depositing User: Users 26230 not found.
Date Deposited: 18 Feb 2025 06:12
Last Modified: 18 Feb 2025 06:12
URI: http://repository.unj.ac.id/id/eprint/52953

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