IKA MARYANI, . (2025) PENGEMBANGAN GAMIFIKASI E-LEARNING PADA MATERI PEMANASAN GLOBAL. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Teknologi komunikasi dan informasi berkembang pesat dan memberikan dampak signifikan terhadap perkembangan masyarakat. Sudah sepatutnya, teknologi dalam pendidikan menjadi komponen yang digunakan dalam proses pembelajaran. E-learning merupakan sistem pembelajaran elektronik yang menggunakan teknologi internet sebagai sarana dalam proses pembelajaran. Gamifikasi menjadi salah satu upaya pendekatan pembelajaran untuk memperkaya pengalaman belajar siswa. Penelitian ini bertujuan untuk menghasilkan produk gamifikasi e-learning pada materi pemanasan global dan menguji kelayakannya sebagai media pendukung pembelajaran fisika. Penelitian ini menggunakan metode research and development dengan model ADDIE, dengan tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. E-learning yang dikembangkan berhasil dinyatakan “Sangat Layak” oleh para ahli dengan penilaian oleh ahli materi sebesar (90,63%) dan ahli media sebesar (87,50%). Kemudian dilakukan uji persepsi oleh tiga guru fisika yang dinyatakan “Sangat Setuju” dengan rata-rata persentase 93,80%. Kemudian gamifikasi e-learning diimplementasikan ke-60 peserta didik di dua SMA Jakarta dengan kategori “Sangat Setuju” dan persentase rata-rata sebesar 86,08%. Oleh sebab itu, gamifikasi e-learning pada materi pemanasan global yang dikembangan dinyatakan “Sangat Layak” dan dapat digunakan sebagai media pembelajaran untuk peserta didik.*****Communication and information technology is growing rapidly and has a significant impact on the development of society. It is fitting that technology in education becomes a component used in the learning process. E-learning is an electronic learning system that uses internet technology as a means in the learning process. Gamification is one of the learning approaches to enrich students' learning experience. This research aims to produce gamification e-learning products on global warming material and test its feasibility as a supporting medium for physics learning. This study uses the research and development method with the ADDIE model, with the stages of analysis, design, development, implementation, and evaluation. The developed e-learning was successfully declared “Very Feasible” by experts with an assessment by material experts amounting to (90.63%) and media experts amounting to (87.50%). Then a perception test was conducted by three physics teachers who were declared “Strongly Agree” with an average percentage of 93.80%. Then e-learning gamification was implemented to 60 students in two Jakarta high schools with the category “Strongly Agree” and an average percentage of 86.08%. Therefore, the e-learning gamification on global warming material developed is declared “Very Feasible” and can be used as a learning media for students.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dewi Muliyati, S.Pd., M.Si., M.Sc. 2). Fauzi Bakri, S.Pd., M.Si. |
Subjects: | Pendidikan > Media Pembelajaran Sains > Sains, Ilmu Pengetahuan Alam Sains > Fisika |
Divisions: | FMIPA > S1 Pendidikan Fisika |
Depositing User: | Users 26476 not found. |
Date Deposited: | 25 Feb 2025 07:16 |
Last Modified: | 25 Feb 2025 07:16 |
URI: | http://repository.unj.ac.id/id/eprint/53475 |
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