PENGEMBANGAN APLIKASI GAME EDUKASI “SAVE THE EGGS” UNTUK MENINGKATKAN PEMAHAMAN KONSEP DAN MINAT SISWA PADA MATERI PERSAMAAN DAN PERTIDAKSAMAAN LINEAR SATU VARIABEL

JATI, WAHYU DAMAR (2022) PENGEMBANGAN APLIKASI GAME EDUKASI “SAVE THE EGGS” UNTUK MENINGKATKAN PEMAHAMAN KONSEP DAN MINAT SISWA PADA MATERI PERSAMAAN DAN PERTIDAKSAMAAN LINEAR SATU VARIABEL. S2 thesis, Fakultas Ilmu Pendidikan.

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Abstract

The Covid-19 outbreak encourages the use of digital technology in the learning process. Educational game is an innovation be used to facilitate the learning process and accommodate students’ enjoyment. This research aims to: (1) produce a worthy educational game application “Save the Eggs” to improve students’ conceptual understanding and interest, and (2) enhancing students’ conceptual understanding and interest in linear equations and inequalities of one variable material with educational game application “Save the Eggs”. This study used Alessi & Trollip development model which is called Research and Development (R&D). The model that used in this research consist of three stages, namely the planning, design, and development. Continuously evaluation was carried out at each stage to determine the quality of the product being developed. The development phase was alpha tests and beta tests to determine the feasibility of educational game applications as well as their effectiveness in improving student conceptual understanding along with interest in one variable equation and inequality materials. Alpha tests involved material experts and media experts respectively. Beta tests included Beta Test 1 and Beta Test 2. Beta test 1 was conducted by 15 grade VII students of State Junior High School 1 Bantul. While, the Beta Test 2 was carried out by 30 grade VII students of State Junior High School 1 Bantul. Techniques for collecting data used were interviews, questionnaires, and tests. The results of this study are: (1) the educational game application "Save the Eggs" is a combination of visual novel and arcade game that contains form of linear equations and inequalities of one variable that can be operated with Android operating system devices. (2) the educational game application "Save the Eggs" is declared as eligible based on the assessment from material expert with an average score of 3.44 with "Excellent" category, and the assessment of media experts with an average score of 3.23 with "Excellent" category. (3) The educational game application "Save the Eggs" is effective to improve conceptual understanding with the score is 0.58 and students’ interest is 0.34. Therefore, the ability of educational game applications is effective to improve students’ conceptual understanding and interests concluded in the "Medium" category.

Item Type: Thesis (S2)
Uncontrolled Keywords: game edukasi, pemahaman konsep, minat
Subjects: Pendidikan > Teknologi Pendidikan
Divisions: Fakultas Ilmu Pendidikan dan Psikologi (FIPP) > Teknologi Pendidikan
Depositing User: Perpustakaan FIP
Date Deposited: 19 Aug 2022 03:04
Last Modified: 22 Aug 2022 01:07
URI: http://eprints.uny.ac.id/id/eprint/74050

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