Naili Afwillah, - (2024) PENGEMBANGAN GAME EDUKASI BERBASIS INTERTEKSTUAL UNTUK MENGKONSTRUKSI MODEL MENTAL SISWA PADA KONSEP KENAIKAN TITIK DIDIH LARUTAN. S2 thesis, Universitas Pendidikan Indonesia.
Abstract
Penelitian dilakukan bertujuan untuk mengembangkan produk game edukasi berbasis
intertekstual untuk mengkonstruksi model mental siswa pada konsep kenaikan titik didih
larutan sebagai sifat koligatif larutan. Penelitian ini menggunakan metode penelitian dan
pengembangan dalam skala kecil yang dilanjutkan dengan penelitian eksperimen.
Penelitian ini melibatkan kelas kontrol dan kelas eksperimen untuk wawancara
menggunakan Tes Diagnostik Model Mental - Interview About Event. Kelas kontrol
diberikan materi dengan metode konvensional sedangkan kelas eksperimen menggunakan
game edukasi. Uji coba produk dilakukan pada 15 orang siswa dari kelas eksperimen serta
2 guru sains. Wawancara dilakukan pada 6 orang siswa kelas kontrol dan 6 orang siswa
kelas eksperimen. Data hasil wawancara akan ditranskripsi dan diolah secara kuantitatif
menggunakan N-gain. Karakterisasi game dimulai dari analisis kompetensi dasar, multipel
representasi, miskonsepsi hingga desain game edukasi. Game edukasi dikembangkan
berdasarkan aspek konten, aspek pedagogi, dan aspek multimedia yang telah divalidasi
oleh ahli bidang kimia fisik, ahli pedagogi dan ahli media. Berdasarkan hasil pengolahan
data N-gain, diperoleh rerata kelas kontrol sebesar 43,98 sedangkan rerata skor kelas
eksperimen sebesar 49,08. Artinya siswa yang belajar menggunakan game edukasi secara
mandiri dapat mengalami peningkatan atau konstruksi model mental yang setara dengan
siswa di kelas kontrol yang mengalami pembelajaran dengan bantuan guru. Berdasarkan
perolehan nilai N-gain, terdapat 3 siswa kelas eksperimen dengan nilai N-gain tinggi
sedangkan pada kelas kontrol terdapat dua siswa. Guru memberikan tanggapan setuju
terhadap kejelasan karakter, peran game, navigasi, prinsip belajar, dan konten pada produk
game edukasi. Tanggapan siswa secara garis besar memberikan tanggapan setuju terhadap
aspek-aspek ketertarikan, keterlibatan, dan dan tampilan game edukasi.
The study aims to develop an intertextual-based educational game product to construct
students' mental models on the concept of boiling point elevation of solutions as colligative
properties of solutions. This study used a small-scale research and development method
that continued with experimental research. This study involved a control class and an
experimental class for interviews using the Diagnostic Model Mental Test - Interview About
Event. The control class was given material using conventional methods while the
experimental class used educational games. Product trials were conducted on 15 students
from the experimental class and 2 science teachers. Interviews were conducted on 6
students from the control class and 6 students from the experimental class. Interview data
will be transcribed and processed quantitatively using N-gain. Game characterization
starts from the analysis of basic competency, multiple representation, misconception to
educational game design. Educational games are developed based on content aspects,
pedagogical aspects, and multimedia aspects that have been validated by experts in
physical chemistry, pedagogical experts and media experts. Based on the results of N-gain
data processing, the average score of the control class was 43.98 while the average score
of the experimental class was 49.08. This means that students who learn to use educational
games independently can experience an increase or construction of mental models that are
equivalent to students in the control class who experience learning with teacher assistance.
Based on the N-gain value, there are 3 students in the experimental class with high N-gain
values while in the control class there are two students. The teachers gave an affirmative
response to the clarity of the characters, game roles, navigation, learning principles, and
content of the educational game product. The students' responses generally gave an
affirmative response to the aspects of interest, involvement, and appearance of the
educational game.
![]() |
Text
T_KIM_2112937_TITLE.pdf Download (615kB) |
![]() |
Text
T_KIM_2112937_CHAPTER 1.pdf Download (197kB) |
![]() |
Text
T_KIM_2112937_CHAPTER 2.pdf Restricted to Staf Perpustakaan Download (499kB) |
![]() |
Text
T_KIM_2112937_CHAPTER 3.pdf Download (362kB) |
![]() |
Text
T_KIM_2112937_CHAPTER 4.pdf Restricted to Staf Perpustakaan Download (1MB) |
![]() |
Text
T_KIM_2112937_CHAPTER 5.pdf Download (248kB) |
![]() |
Text
T_KIM_2112937_APPENDIX.pdf Restricted to Staf Perpustakaan Download (4MB) |
Item Type: | Thesis (S2) |
---|---|
Additional Information: | https://scholar.google.com/citations?user=pBF9ReUAAAAJ&hl=en SINTAID: 6012036 SINTAID: 6123713 |
Uncontrolled Keywords: | game edukasi, intertekstual, model mental, sifat koligatif larutan colligative properties, educational game, intertextual, mental models |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Kimia - S1 > Program Studi Pendidikan Kimia |
Depositing User: | Naili Afwillah |
Date Deposited: | 07 Sep 2024 16:57 |
Last Modified: | 11 Sep 2024 23:34 |
URI: | http://repository.upi.edu/id/eprint/123483 |
Actions (login required)
![]() |
View Item |