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https://repository.uksw.edu//handle/123456789/24900
Title: | Pengembangan Media Animasi Interaktif Crossword Game pada Materi Virus |
Authors: | Ruron, Maria Mardiana Nata |
Keywords: | crossword game;pemecahan masalah;pemahaman konsep |
Issue Date: | 2019 |
Abstract: | Media crossword game merupakan salah satu media belajar siswa, menyediakan fitur untuk menjadikan siswa dapat memahami konsep dan memecahkan masalah. Crossword game menyediakan banyak fitur yang memudahkan siswa untuk belajar dengan menyenangkan. Penelitian ini bertujuan untuk mengembangkan produk yang layak dan efektif untuk meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual siswa. Model ADDIE digunakan sebagai penelitian dan pengembangan. Subjek penelitian adalah siswa SMA kelas X di Salatiga. Pengumpulan data dilakukan melalui observasi, kuesioner, dan tes. Validasi produk melibatkan ahli media dan materi. Guru dilibatkan untuk memberikan umpan balik tentang kepraktisan media. Berdasarkan validasi, disimpulkan bahwa produk layak berdasarkan aspek media = 85,5% (layak) dan aspek material = 81,25% (layak). Pengembangan dari produk telah meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual secara efektif sehingga berdasarkan uji-t menunjukkan nilai yang signifikan dengan perolehan sig. 2 tailed <0,05. Hasil menunjukkan bahwa media crossword game layak dan efektif dalam meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual. Crossword game media was a learning tool that serves features to make students could understand the concept and solve a problem. The media provides many features that facilitate students to learn enjoyably. This study aims to develop a feasible and effective product to improve students' problem-solving skills and conceptual understanding. The ADDIE model used as the type of research and development. The subjects were students of X-grade senior high school in Salatiga. Data collection was carried out through observation, questionnaires, and tests. Validation of products was carried out by media experts and material experts. Teachers were involved to give feedback about the practicality of the media. Based on the validation, it concluded that the product was feasibly based on the media aspect= 85,5% (feasible) and the material aspect = 81,25% (feasible). The development of the product have improved problem-solving skills and conceptual understanding effectively that the t-test showed a significant value with acquisition sig. 2 tailed < 0,05. The results indicate that the crossword game was feasible and effective to improve problem-solving skills and conceptual understanding |
URI: | https://repository.uksw.edu/handle/123456789/24900 |
Appears in Collections: | T1 - Biology Education |
Files in This Item:
File | Description | Size | Format | |
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T1_432016008_Judul.pdf | Judul | 876.26 kB | Adobe PDF | View/Open |
T1_432016008_BAB I.pdf Until 2999-01-01 | BAB I | 482.19 kB | Adobe PDF | View/Open |
T1_432016008_BAB II.pdf Until 2999-01-01 | BAB II | 670.42 kB | Adobe PDF | View/Open |
T1_432016008_BAB III.pdf Until 2999-01-01 | BAB III | 574.58 kB | Adobe PDF | View/Open |
T1_432016008_BAB IV.pdf Until 2999-01-01 | BAB IV | 330.09 kB | Adobe PDF | View/Open |
T1_432016008_Daftar Pustaka.pdf | Daftar Pustaka | 365.09 kB | Adobe PDF | View/Open |
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