PENGEMBANGAN GAME EDUKASI BERBASIS INTERTEKSTUAL UNTUK MENGKONSTRUKSI MODEL MENTAL SISWA PADA KONSEP KENAIKAN TITIK DIDIH LARUTAN

Naili Afwillah, - (2024) PENGEMBANGAN GAME EDUKASI BERBASIS INTERTEKSTUAL UNTUK MENGKONSTRUKSI MODEL MENTAL SISWA PADA KONSEP KENAIKAN TITIK DIDIH LARUTAN. S2 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

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.

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 > Jurusan Pendidikan Kimia > 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

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