PENGEMBANGAN GAME EDUKATIF UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN KETERAMPILAN BERPIKIR KRITIS SISWA KELAS V SEKOLAH DASAR

Fitriyadi, Nur (2022) PENGEMBANGAN GAME EDUKATIF UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN KETERAMPILAN BERPIKIR KRITIS SISWA KELAS V SEKOLAH DASAR. S2 thesis, Universitas Negeri Yogyakarta.

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Abstract

This research aimed to produce an educational game and to describe the effectiveness of the produced media in increasing the learning motivation and critical thinking skills of the 5th graders. This research and development refers to the steps formulated by Borg and Gall. The development design consists of ten steps: (1) information collection, (2) planning, (3) preliminary product development, (4) preliminary field testing, (5) main product revision, (6) main field testing, (7) operational product revision, (8) operational field testing, (9) final product revision, and (10) dissemination and implementation. The subjects of the preliminary field testing were three students and one teacher of SD Sorogenen 2. The subjects of the main field were six students and two teachers of SD Tamanan 1. The subjects of the operational field testing were 23 students and one teacher of SD Kledokan as the control class and 29 students and one teacher of SD Tunjungsari 2 as the experimental class. The data collection was conducted using a game rubric sheet, a learning motivation scale, teacher’s and student’s response scales, and pretest and posttest questions. The result are as follows. (1) The developed educational game was appropriate to increase student’s learning motivation and critical thinking skills. The feasibility can be seen from the scores obtained from material expert and a media expert that fall into the “good” and “very good” category. The result of the teacher’s and student’s response about using the educational game showed that it can be used to help the learning activity. (2) The developed educational game is effective in increasing student’s learning motivation and critical thinking skills. The effectiveness can be seen from the difference in the significance of learning motivation and critical thinking skills scores before and after using the educational game.

Item Type: Thesis (S2)
Uncontrolled Keywords: media, game edukatif, motivasi belajar, keterampilan berpikir kritis
Subjects: Pendidikan > Pendidikan Dasar
Divisions: Fakultas Ilmu Pendidikan dan Psikologi (FIPP) > PGSD - Pendidikan Guru Sekolah Dasar
Depositing User: Perpustakaan FIP
Date Deposited: 18 Aug 2022 03:01
Last Modified: 18 Aug 2022 03:01
URI: http://eprints.uny.ac.id/id/eprint/74018

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