PERMAINAN EDUKASI “ELEKTROTEKTIF” BERBASIS CASE BASED LEARNING PADA MATERI LISTRIK

RIZKA MILENIA PUTRI, . (2023) PERMAINAN EDUKASI “ELEKTROTEKTIF” BERBASIS CASE BASED LEARNING PADA MATERI LISTRIK. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Pembelajaran fisika relevan dengan banyak kasus dalam kehidupan sehari-hari. Berbagai media telah dikembangkan untuk pembelajaran fisika seperti permainan edukasi. Permainan edukasi bisa digunakan sebagai cara untuk memotivasi siswa yang sebagai besar merupakan digital native yang lahir dan tumbuh di lingkungan digital. Penelitian ini bertujuan untuk menghasilkan produk permainan edukasi berbasis case based learning pada materi listrik dengan nama Elektrotektif. Penelitian ini menggunakan metode research and development dengan model ADDIE. Hasil penelitian ini adalah permainan edukasi berbasis case based learning yang berhubungan dengan kelistrikan dalam kehidupan sehari-hari seperti sengatan listrik, kelebihan beban dan electrostatic discharged. Hasil uji kelayakan mendapatkan nilai 83% oleh ahli materi, 85% dari ahli media pembelajaran dan 99% dari ahli perangkat lunak dengan intepretasi “layak”. Pada tahap implementasi, hasil uji coba oleh guru mendapatkan nilai 98% dan uji coba oleh siswa mendapatkan nilai 87%. Maka, dapat disimpulkan bahwa media pembelajaran permainan edukasi berbasis case based learning dengan nama Elektrotektif layak untuk digunakan sebagai media pendukung pembelajaran fisika. Learning physics is relevant to many cases in everyday life. Various media have been developed for physics learning, e.g., educational games. Educational games can be used as a way to motivate students who are mostly digital native who were born and grew up in an all-digital environment. This research aims to produce a case-based educational game on electricity called Elektrotektif. This study used the research and development method with the ADDIE model. The result is an investigative game in which there are cases related to electricity in daily life, such as short circuits, electrocution, and electrostatic discharge. The quantitative evaluation results in a value of 83% from material expert, 85% from learning media expert, and 99% from software expert, with the interpretation "feasible”. At the implementation stage, the result from teachers were 98% and from the students were 87%. Thus, it can be interpreted that the case-based educational game learning media with the name Elektrotektif is feasible to be used as a learning companion media.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dewi Muliyati, S.Pd., M.Si., M.Sc. ; 2). Riser Fahdiran, M.Si.
Subjects: Pendidikan > Media Pembelajaran
Sains > Sains, Ilmu Pengetahuan Alam
Sains > Fisika
Divisions: FMIPA > S1 Pendidikan Fisika
Depositing User: Users 17796 not found.
Date Deposited: 09 Mar 2023 05:12
Last Modified: 09 Mar 2023 05:12
URI: http://repository.unj.ac.id/id/eprint/38223

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