Abstract

This study is aimed to develop an educational game media called ludo-science that is compiled with Somatic Auditory Visualization Intellectually (SAVI) approach which can be used to train the activeness and students' conceptual understanding. The development procedure is reference to the ADDIE development model. The research data were obtained in the form of validation data, readability data, response data, activeness data, and pretest posttest scores. The results showed that after going through the product validation process by material experts obtained an average percentage of 92,70% and included in the category of very feasible. Product validation by media experts obtained an average percentage of 82,39% and included in the very feasible category. The average readability gained 95,75% and included in the excellent category. The results of activeness obtained an average activity of students by 82,94% and included in the category of very active. The pretest and posttest showed an increase in students' conceptual understanding. The classical calculation state that at the pretest the concept understands is 37,27% while at the posttest is 63,59%. The average questionnaire responses for the use of Ludo-science media with SAVI received an average of 86,79% and included in the excellent category.

Highlights

  • Conceptual understanding in science learning is one of the problems that is quite serious in the world of education today

  • SAVI-supported ludo-science media are of the feasibility of the media by validated by media experts

  • Teacher use responses questionnaire sheet which states that SAVI-ludo-science media can make learning activities student-centered

Read more

Summary

INTRODUCTION

The curriculum 2013 is a refinement of the mindset in developing learning patterns that were initially teacher-centered to student-centered (Ministry of Education and Culture, 2014). Winarti (2013) states that active learning is a teaching and learning system that emphasizes students' physical, mental, intellectual and emotional activeness in order to obtain learning outcomes in the form of a combination of cognitive, affective and psychomotor aspects. Khasanah (2016) said the activeness of students can be seen from responding to questions or instructions from the teacher, listening and paying attention to the teacher's explanation, dare to express opinions, and actively working on the questions given by the teacher. Wibowo (2016) revealed that the activeness of students in the learning process can stimulate and develop their understanding of a concept. 2. How is profile the activeness and students' conceptual understanding after implementing learning with Ludo-science media Somatic, Auditory, Visualization, Intellectual (SAVI) approach?. This research is a research and development research of SAVI ludoscience media in which the research that has been done has obtained the results including: (1) data analysis stage in the form of observations at a junior high school in Semarang, Indonesia, (2) data design stage, ( 3) development stage data in the form of data validation of SAVI ludo-science media by material and media experts, as well as media characteristics data (4) implementation stage data in the form of activeness profile data and students' conceptual understanding, (5) evaluation stage data in the form of data on students'.

91.67 Very decent
Special Display
12 The use of media is easy and practical
10 Can be used to
Motivation Of Senior High
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call