PENGEMBANGAN MODEL PEMBELAJARAN IPA BERBASIS GAMIFIKASI DI SEKOLAH MENENGAH PERTAMA (SMP)

SITI MUYAROAH, . (2025) PENGEMBANGAN MODEL PEMBELAJARAN IPA BERBASIS GAMIFIKASI DI SEKOLAH MENENGAH PERTAMA (SMP). Doktor thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan model pembelajaran IPA berbasis gamifikasi. Model pembelajaran dikembangkan menggunakan penelitian pengembangan dengan mengkombinasikan model pengembangan Borg and Gall, model Dick, Carey&Carey dan model Hannafin&Peck. Proses pengembangan diawali dengan penelitian pendahuluan untuk mengumpulkan data serta informasi untuk mengetahui permasalahan pembelajaran serta potensi untuk mengembangkan model pembelajaran. Berdasarkan Langkah pengembangan model Dick, Carey and Carey, dalam pengembangan model melewati prose evaluasi formatif yaitu one-toone pakar, uji one-to-one peserta didik (user), uji kelompok kecil (small group), dan uji lapangan (field trial). Berdasarkan hasil evaluasi formatif ahli menunjukkan bahwa model ini sangat layak digunakan untuk pembelajaran dilihat dari hasil penilaian yang diberikan oleh ahli desain yaitu sebesar 3,65 sedangkan ahli materi memberikan nilai 3,68 dan ahli media 3.65. Sedangkan pada uji small group mendapatkan rata-rata 3,60 dan pada field test 3,67. Dari hasil evaluasi formatif baik dari uji formatif ahli dan uji formatif pada siswa disimpulkan bahwa model pembelajarann IPA berbasis gamifikasi layak untuk digunakan dalam pembelajaran. Berdasarkan hasil uji t pada skor pre test dan post test didapatkan hasil rata- rata sebesar 38,59 untuk pre test dan rata- rata post test sebesar 72,89 sehingga dapat disimpulkan terdapat perbedaan yang signifikan. Hasil uji efektivitas didapatkan hasil t-hitung sebesar 18.65 sehingga t-hitung > t-tabel 18.65 > 0.6 serta nilai signifikansi < 0,5 yaitu 0. Maka dapat disimpulkan bahwa model pembelajaran IPA berbasis gamifikasi memiliki pengaruh yang signifikan terhadap hasil belajar siswa. Analisis Efektivitas Model Pembelajaran IPA berbasis gamifikasi menunjukkan bahwa model ini cukup efektif untuk meningkatkan aspek pengetahuan dan keterampilan, hal ini terlihat dari nilai N-Gain sebesar 0.56 atau 56%. Model ini diharapkan terus berkembang, memberikan manfaat dalam pembelajaran IPA dan memberikan kontribusi berharga dalam pembelajaran. Kata kunci: Model Pembelajaran, Learning Management System, Gamifikasi, Pembelajaran IPA ***** This research aims to develop a gamification-based science learning model. The learning model was developed using development research by combining the Borg and Gall development model, the Dick, Carey&Carey model and the Hannafin&Peck model. The development process begins with preliminary research to collect data and information to determine learning problems and the potential to develop learning models. Based on the development steps of the Dick, Carey and Carey model, the development of the model goes through a formative evaluation process, namely one-to-one experts, one-to-one tests of students (users), small group tests, and field trials. Based on the results of the expert formative evaluation, it shows that this model is very feasible to use for learning seen from the assessment results given by the design expert which amounted to 3.65 while the material expert gave a score of 3.68 and the media expert 3.65. Meanwhile, the small group test received an average of 3.60 and the field test 3.67. From the results of the formative evaluation of both the expert formative test and the formative test on students, it is concluded that the gamification-based science learning model is suitable for use in learning. Based on the results of the t test on the pre-test and post-test scores, the average result is 38.59 for the pre-test and the average post-test is 72.89 so it can be concluded that there is a significant difference. The effectiveness test results obtained a t-count of 18.65 so that the t-count> t-table 18.65> 0.6 and the significance value <0.5, namely 0. So it can be concluded that the gamificationbased science learning model has a significant effect on student learning outcomes. Analysis of the Effectiveness of the Gamification-based Science Learning Model shows that this model is effective enough to improve aspects of knowledge and skills, this can be seen from the N-Gain value of 0.56 or 56%. This model is expected to continue to develop, provide benefits in science learning and make a valuable contribution to learning. Keywords: Learning Model, Learning Management System, Gamification, Science Learning

Item Type: Thesis (Doktor)
Additional Information: 1). Prof. Dr. Muhammad Japar, M.Si. ; 2). Dr. Indina Tarjiah, M.Pd.
Subjects: Pendidikan > Teori, Penelitian Pendidikan
Pendidikan > Media Pembelajaran
Pendidikan > Aneka Ragam tentang Pendidikan
Divisions: PASCASARJANA > S3 Teknologi Pendidikan
Depositing User: Users 26311 not found.
Date Deposited: 25 Feb 2025 04:28
Last Modified: 25 Feb 2025 04:28
URI: http://repository.unj.ac.id/id/eprint/53411

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