Andini Shafa Akhmadi, - (2024) PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA PADA PEMBELAJARAN ELEMEN OLAHAN HASIL HEWANI. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Pengembangan media pembelajaran untuk diterapkan dalam pembelajaran di kelas perlu dilakukan untuk meningkatkan motivasi dan hasil belajar siswa SMK PPN Tanjungsari pada pembelajaran elemen olahan hasil hewani. Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran gamifikasi pada pembelajaran materi hasil ternak unggas yang dikembangkan dalam bentuk powerpoint yang terintegrasi dengan classpoint dan mengetahui keterlaksanaan pembelajaran, motivasi, serta hasil belajar kognitif dan afektif siswa saat pembelajaran tersebut. Media pembelajaran gamifikasi dikembangkan menggunakan metode Research and Development (R&D) model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Penerapan media pembelajaran gamifikasi untuk mengetahui dampaknya pada motivasi dan hasil belajar kognitif serta afektif siswa dilakukan melalui Penelitian Tindakan Kelas (PTK) dua siklus. Sampel pada PTK ini adalah siswa kelas XI APHP 1 SMK PPN Tanjungsari tahun ajaran 2023-2024. Media pembelajaran gamifikasi pada materi hasil ternak unggas yang telah dikembangkan dinyatakan “sangat layak” berdasarkan hasil validasi ahli materi, ahli bahasa, ahli media, dan respon siswa. Keterlaksanaan pembelajaran menggunakan media gamifikasi termasuk dalam kategori “sangat baik” pada siklus I maupun siklus II. Motivasi belajar siswa termasuk dalam kategori “tinggi” pada siklus I dan kategori “sangat tinggi” pada siklus II. Hasil belajar kognitif siswa termasuk dalam kategori “tinggi” pada siklus I dan “sangat tinggi” pada siklus II. Hasil belajar afektif siswa termasuk dalam kategori “baik” pada siklus I dan “sangat baik” pada siklus II. Media pembelajaran gamifikasi pada pembelajaran materi hasil ternak unggas yang dikembangkan dapat membantu siswa untuk meningkatkan motivasi dan hasil belajar siswa pada aspek kognitif dan afektif. The development of instructional media for classroom use is essential to enhance the motivation and learning outcomes of students at SMK PPN Tanjungsari in the subject of processing animal products. This research aims to assess the feasibility of gamified instructional media in teaching poultry farming materials, developed in the form of a PowerPoint presentation integrated with ClassPoint, as well as to evaluate the implementation of the teaching process, student motivation, and cognitive and affective learning outcomes. The gamified instructional media was developed using the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The implementation of the gamified instructional media to assess its impact on student motivation and cognitive and affective learning outcomes was carried out through Classroom Action Research (CAR) over two cycles. The sample in this CAR was the XI APHP 1 class students of SMK PPN Tanjungsari for the 2023-2024 academic year. The gamified instructional media on poultry farming materials was found to be "highly feasible" based on validation results from subject matter experts, language experts, media experts, and student responses. The implementation of learning using gamified media was categorized as "excellent" in both cycle I and cycle II. Student motivation was categorized as "high" in cycle I and "very high" in cycle II. Students' cognitive learning outcomes were categorized as "high" in cycle I and "very high" in cycle II. Students' affective learning outcomes were categorized as "good" in cycle I and "very good" in cycle II. The gamified instructional media developed for poultry farming materials can help students enhance their motivation and learning outcomes in both cognitive and affective aspects.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?hl=id&user=cjfcN1gAAAAJ ID SINTA Dosen Pembimbing: Yatti Sugiarti: 5993933 Dwi Lestari Rahayu: 5994045 |
Uncontrolled Keywords: | Media Pembelajaran Gamifikasi, Classpoint, Motivasi Belajar, Hasil Belajar Gamified Learning Media, ClassPoint, Learning Motivation, Learning Outcomes |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education S Agriculture > S Agriculture (General) |
Divisions: | Fakultas Pendidikan Teknik dan Industri > Jurusan Pendidikan Kesejahteraan Keluarga > Program Studi Pendidikan Teknologi Agroindustri |
Depositing User: | Andini Shafa Akhmadi |
Date Deposited: | 02 Oct 2024 01:32 |
Last Modified: | 02 Oct 2024 01:32 |
URI: | http://repository.upi.edu/id/eprint/125624 |
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