Abstract

This research aimed at describing the feasibility of gamification-based biology learning materials for senior high school students in the industrial agricultural area in Jember, Indonesia. The feasibility was based on the content validity, construct validity, and student responses. The development procedure of the learning materials used Plomp’s development model which consisted of the preliminary investigation - design - realization - test, evaluation, and revision – implementation stages. The learning materials developed in this research were the syllabus and lesson plans, material modules, gamification modules. The research data were collected using interviews, observation, tests, questionnaires and documentation. The feasibility of the developed learning materials obtained very feasible criteria based on the average score by the expert team. Therefore, it can be concluded that the learning materials developed in this research are very feasible to be implemented in schools viewed from the content validity, construct validity, and student responses.

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