PEMBELAJARAN MATERI PEMBANGUNAN BERKELANJUTAN MENGGUNAKAN BOTANICAL ECO-GAMIFICATION UNTUK MENINGKATKAN KOMPETENSI ESD, KREATIVITAS DAN ENGAGEMENT MAHASISWA

Zuliande Zidan, - (2024) PEMBELAJARAN MATERI PEMBANGUNAN BERKELANJUTAN MENGGUNAKAN BOTANICAL ECO-GAMIFICATION UNTUK MENINGKATKAN KOMPETENSI ESD, KREATIVITAS DAN ENGAGEMENT MAHASISWA. S2 thesis, Universitas Pendidikan Indonesia.

[img] Text
T_BIO_2208398_Title.pdf

Download (788kB)
[img] Text
T_BIO_2208398_Chapter1.pdf

Download (321kB)
[img] Text
T_BIO_2208398_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (326kB)
[img] Text
T_BIO_2208398_Chapter3.pdf

Download (684kB)
[img] Text
T_BIO_2208398_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (568kB)
[img] Text
T_BIO_2208398_Chapter5.pdf

Download (122kB)
[img] Text
T_BIO_2208398_Appendix.pdf
Restricted to Staf Perpustakaan

Download (2MB)
Official URL: https://repository.upi.edu/

Abstract

ABSTRAK Kompetensi Education for Sustainable Development (ESD) dan keterampilan kreativitas menjadi salah satu kompetensi kunci untuk menghadapi masa depan khususnya bagi generasi Z. Penerapan kompetensi tersebut pada jenjang pendidikan memiliki hambatan yakni kurangnya sumber belajar yang mendukung ESD, dan karakteristik generasi Z yang membutuhkan pembelajaran aktif berbasis teknologi. Untuk mengatasi hambatan tersebut, dikembangkan sumber belajar yang mendukung ESD di kebun Botani UPI serta pembelajaran aktif berbasis gamifikasi yang dinamakan program Botanical Eco-gamification. Tujuan dari penelitian ini ialah menjelaskan penerapan program Botanical Eco-gamification dan efektivitasnya dalam meningkatkan kompetensi ESD, keterampilan kreativitas, dan engagement mahasiswa pada materi pembangunan berkelanjutan. Metode penelitian yang digunakan ialah penelitian kuantitatif dengan one-group pretest-posttest design dengan instrumen berupa tes, kuesioner dan penugasan. Hasil penelitian menunjukkan pembelajaran materi pembangunan berkelanjutan melalui program Botanical Eco-gamification memiliki pengaruh yang signifikan untuk meningkatkan hasil belajar mahasiswa pada kategori sedang (N-Gain: 0,33) dari hasil belajar awal pada kategori baik (67,04) menjadi kategori sangat baik (81,93) setelah perlakuan. Mahasiswa merespon program yang dilaksanakan baik dalam meningkatkan keterampilan kreativitas (76,29) dan pelaksanaan program secara umum sangat baik (86,79). ABSTRACT Education for Sustainable Development (ESD) competencies and creativity skills are one of the key competencies for facing the future, especially for generation Z. The application of these competencies at the educational level has obstacles, namely the lack of learning resources that support ESD, and the characteristics of generation Z which requires active learning based on technology. To overcome these obstacles, learning resources that support ESD were developed in the UPI Botanical garden as well as gamification-based active learning called the Botanical Eco-gamification program. The aim of this research is to explain the application of the Botanical Eco-gamification program and its effectiveness in increasing ESD competence, creativity skills and student engagement in sustainable development material. The research method used is quantitative research with a one-group pretest-posttest design with instruments in the form of tests, questionnaires and assignments. The research results show that learning sustainable development material through the Botanical Eco-gamification program has a significant influence on improving student learning outcomes in the medium category (N-Gain: 0.33) from initial learning outcomes in the good category (67.04) to the very good category (81.93) after treatment. Students responded well to the program in improving creativity skills (76.29) and the implementation of the program was generally very good (86.79).

Item Type: Thesis (S2)
Additional Information: https://scholar.google.com/citations?user=SjTNtcoAAAAJ&hl=en ID SINTA Dosen Pembimbing: Saefudin.: 6721267 Kusnadi: 6002975
Uncontrolled Keywords: Kompetensi ESD; Keterampilan Kreativitas; Engagement; Gamifikasi; Outdoor Learning; SDGs. ESD Competency; Creativity Skills; Engagement; Gamification; Outdoor Learning; SDGs
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB2300 Higher Education
Q Science > QH Natural history > QH301 Biology
Divisions: Sekolah Pasca Sarjana > Pendidikan Biologi S-2
Depositing User: Zuliande Zidan
Date Deposited: 19 Apr 2024 03:38
Last Modified: 19 Apr 2024 03:38
URI: http://repository.upi.edu/id/eprint/116715

Actions (login required)

View Item View Item