Abstract

The purpose of this study is to test the development of a proper Chemistry Adventure Game as an android-based game media on Chemistry Bond material at MA Negeri 2 Mojokerto. Practicality. Practicality is obtained from students' observation and questionnaire responses. The research method used is a research and development body carried out until practicality of android-based game media for students. Practicality test at X MIPA 1 class MA Negeri 2 Mojokerto. The data obtained from the practicality of the media Chemistry Adventure Game (1) 86,3% students, activity with a very practical category, (2) 87,88% questionnaire responses with a very practical category. Based on the results of the study, it can be concluded that the developed Chemistry Adventure game is suitable for use as a learning media.

Highlights

  • The purpose of this study is to test the development of a proper Chemistry Adventure Game as an android-based game media

  • Practicality is obtained from students' observation and questionnaire responses

  • The data obtained from the practicality of the media Chemistry Adventure Game

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Summary

Analisis Observasi aktivitas Peserta Didik

Analisis ini didapat melalui lembar observasi aktivitas peserta didik yang digunakan untuk melihat proses dan perkembangan aktivitas yang terjadi selama pembelajaran berlangsung. Data hasil kepraktisan media permainan dalam pembelajaran di kelas dianalisis dengan menghitung persentase kepraktisan yang menggunakan kriteria skala guttman dengan ketentuan pernyataan “ya” = 1 dan “tidak” = 0 (Riduwan, 2015). Data yang diperoleh akan diolah dengan menggunakan persamaan (1) dan (2). Permainan dikatakan praktis jika diperoleh prosentase kepraktisan tiap indikator berada pada katagori valid hingga sangat valid atau mencapai skor ≥61%. Permainan dikatakan praktis jika diperoleh prosentase kepraktisan tiap indikator berada pada katagori valid hingga sangat valid atau mencapai skor ≥61%. (Trianto, 2010)

Analisis Respon Peserta Didik Terhadap Media Permainan
HASIL DAN PEMBAHASAN
Hasil Observasi Aktivitas Peserta Didik
Mengetahui ketertarikan peserta didik saat menggunakan permainan
Mengetahui aktivitas belajar siswa menggunakan permainan
Mengetahui pemahaman peserta didik terhadap materi yang diberikan
Tingkat Ketertarikan Peserta Didik Terhadap Permainan
Tingkat Kemudahan Memahami Materi
Tingkat Kemudahan dalam Penggunaan Permainan
DAFTAR RUJUKAN
Pembelajaran dan
Full Text
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