Please use this identifier to cite or link to this item: 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 SizeFormat 
T1_432016008_Judul.pdfJudul876.26 kBAdobe PDFView/Open
T1_432016008_BAB I.pdf
  Until 2999-01-01
BAB I482.19 kBAdobe PDFView/Open
T1_432016008_BAB II.pdf
  Until 2999-01-01
BAB II670.42 kBAdobe PDFView/Open
T1_432016008_BAB III.pdf
  Until 2999-01-01
BAB III574.58 kBAdobe PDFView/Open
T1_432016008_BAB IV.pdf
  Until 2999-01-01
BAB IV330.09 kBAdobe PDFView/Open
T1_432016008_Daftar Pustaka.pdfDaftar Pustaka365.09 kBAdobe PDFView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.