Tirtamayasandi, Alif Purnama and , Sukirman, S.T., M.T and , Drs. Sujalwo, M.Kom (2018) Perancangan Media Pembelajaran Berbasis Game Edukasi untuk Meningkatkan Pemahaman Materi Gerak Lurus IPA SMP. Skripsi thesis, Universitas Muhammadiyah Surakarta.
PDF (Halaman Depan)
HALAMAN DEPAN.pdf Download (1MB) |
|
PDF (Bab I)
BAB I.pdf Download (1MB) |
|
PDF (Bab II)
BAB II.pdf Restricted to Repository staff only Download (1MB) | Request a copy |
|
PDF (Bab III)
BAB III.pdf Restricted to Repository staff only Download (1MB) | Request a copy |
|
PDF (Bab IV)
BAB IV.pdf Restricted to Repository staff only Download (5MB) | Request a copy |
|
PDF (Bab V)
BAB V.pdf Restricted to Repository staff only Download (3MB) | Request a copy |
|
PDF (Daftar Pustaka)
DAFTAR PUSTAKA.pdf Download (619kB) |
|
PDF (Lampiran)
LAMPIRAN.pdf Restricted to Repository staff only Download (14MB) | Request a copy |
|
PDF (Pernyataan Publikasi Ilmiah)
SURAT PERNYATAAN PUBLIKASI ILMIAH.pdf Restricted to Repository staff only Download (516kB) | Request a copy |
|
PDF (Naskah Publikasi)
Naskah Publikasi.pdf Download (1MB) |
Abstract
Science subjects with straight motion material are the basic material for students to learn further material, but the learning media used so far haven’t been able to optimize student learning outcomes on these lessons, thus the need for development of the learning media used. This study aims to determine the feasibility and effectiveness of educational media-based educational games. The method used in this research is Research and Development. The procedures in the research are the phase of problem identification, data collection, design, media validation, media revision, material validation, material revision, student test, product revision, and final product. Data collection method used is in the form of questionnaire used to measure the feasibility of learning media. And pre-test post-test used to measure the effectiveness of learning media. Data analysis method used to calculate the questionnaire value using a percentage descriptive formula, while to calculate the value of the pre-test and post-test using the normality test, mann-whitney u test, and N-gain. The results in this study show that the percentage of average worthiness by media experts is 78,75% so that it is included in the appropriate category, and by the material expert is 86,65% in the very feasible category. Meanwhile, by 26 students in SMP Muhammadiyah 1 Klaten obtained 85% in the very feasible category. The test result of the average increase in student’s pre-test value is 58,5, and the post-test is 82,3, an increase is 28,9%. The conclusion in this research is instructional media based on educational appropriately used on science subject of straight motion material, and effectively used to improve the understanding of the material and student learning outcomes.
Item Type: | Karya ilmiah (Skripsi) |
---|---|
Uncontrolled Keywords: | media pembelajaran, game edukasi, gerak lurus, IPA, game 2D |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika |
Depositing User: | ALIF PURNAMA TIRTAMAYASANDI |
Date Deposited: | 15 Aug 2018 04:31 |
Last Modified: | 15 Aug 2018 04:31 |
URI: | http://eprints.ums.ac.id/id/eprint/66486 |
Actions (login required)
View Item |