PENGEMBANGAN GAME EDUKASI BERBASIS INTERTEKSTUAL UNTUK MENGKONSTRUKSI MODEL MENTAL PESERTA DIDIK PADA KONSEP PENURUNAN TEKANAN UAP SEBAGAI SIFAT KOLIGATIF LARUTAN

Anisa Listiawati, - (2024) PENGEMBANGAN GAME EDUKASI BERBASIS INTERTEKSTUAL UNTUK MENGKONSTRUKSI MODEL MENTAL PESERTA DIDIK PADA KONSEP PENURUNAN TEKANAN UAP SEBAGAI SIFAT KOLIGATIF LARUTAN. S2 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_KIM_2112950_Title.pdf

Download (484kB)
[img] Text
S_KIM_2112950_Chapter1.pdf

Download (176kB)
[img] Text
S_KIM_2112950_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (540kB)
[img] Text
S_KIM_2112950_Chapter3.pdf

Download (528kB)
[img] Text
S_KIM_2112950_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (5MB)
[img] Text
S_KIM_2112950_Chapter5.pdf

Download (133kB)
[img] Text
S_KIM_2112950_Appendix.pdf
Restricted to Staf Perpustakaan

Download (907kB)
Official URL: https://repository.upi.edu

Abstract

Penelitian bertujuan dalam mengembangkan game edukasi berbasis intertekstual untuk mengkonstruksi model mental peserta didik pada konsep penurunan tekanan uap sebagai sifat koligatif larutan. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan (R&D) dalam skala kecil. Pada tahap uji coba terbatas melibatkan kelas kontrol dan kelas eksperimen. Pada kelas kontrol menggunakan metode pembelajaran konvensional, dan kelas eksperimen menggunakan media game edukasi. Uji coba game dilakukan pada 15 orang peserta didik dari kelas eksperimen serta 2 guru kimia. Wawancara TDM-IAE dilakukan pada 6 peserta didik kelas kontrol dan 6 peserta didik kelas eksperimen. Data hasil TDM-IAE diolah secara kuantitatif dan dibuat pemetaan. Karakterisasi game edukasi berdasarkan aspek konten, aspek pedagogi, dan aspek multimedia. Game edukasi yang dikembangkan telah divalidasi berdasarkan aspek konten, pedagogi, dan multimedia dengan beberapa perbaikan yang dilakukan. Berdasarkan pada TDM-IAE diperoleh rata-rata skor akhir untuk kelas kontrol sebesar 86,34 sedangkan kelas eksperimen sebesar 87,495. Berdasarkan N-Gain kelas eksperimen, diperoleh lima peserta didik dengan peningkatan model mental tinggi, dan satu peserta didik dengan peningkatan model mental sedang. Sedangkan pada kelas kontrol, diperoleh empat peserta didik dengan peningkatan model mental tinggi dan dua peserta didik yang dengan peningkatan model mental sedang. Kelas eksperimen mengalami peningkatan lebih baik daripada kelas kontrol dan penggunaan game edukasi berbasis intertekstual dapat mengkonstruksi profil model mental secara mandiri. Guru memberikan persetujuan terhadap ketersediaan game edukasi, kejelasan video, animasi/karakter, kemudahan navigasi, pedagogi dan konten. Peserta didik memberikan tingkat persetujuan terhadap ketertarikan, keterlibatan, pemahaman konsep dan tampilan dalam game edukasi. The research aims to develop an intertextual-based educational game to construct students' mental models on the concept of vapor pressure reduction as a colligative property of solutions. The research method used is the small-scale research and development (R&D) method. In the limited trial stage involving the control class and the experimental class. The control class uses conventional learning methods, and the experimental class uses educational game media. The game trial was conducted on 15 students from the experimental class and 2 chemistry teachers. TDM-IAE interviews were conducted on 6 students in the control class and 6 students in the experimental class. The TDM-IAE data were processed quantitatively and a mapping was made. Characterization of educational games based on content aspects, pedagogical aspects, and multimedia aspects. The educational game developed has been validated based on content, pedagogical aspects, and multimedia aspects with several improvements made. Based on TDM-IAE, the average final score for the control class was 86.34 while the experimental class was 87.495. Based on the N-Gain value of the experimental class, five students were obtained with a high increase in mental models, and one student with a moderate increase in mental models. While in the control class, four students were obtained with a high increase in mental models and two students with a moderate increase in mental models. The experimental class experienced better improvement than the control class and the use of intertextual-based educational games can construct mental model profiles independently. Teachers gave their approval for the availability of educational games, clarity of videos, animations/characters, ease of navigation, pedagogy and content. Students gave their level of approval for interest, involvement, understanding of concepts and appearance in educational games.

Item Type: Thesis (S2)
Additional Information: https://scholar.google.com/citations?hl=en&user=QA5cXKwAAAAJ ID SINTA DOSEN PEMBIMBING WIJI: 6012036 SRI MULYANI: 6123713
Uncontrolled Keywords: Pengembangan Game Edukasi, Model Mental, Penurunan Tekanan Uap, Sifat Koligatif Larutan
Subjects: L Education > L Education (General)
Q Science > QD Chemistry
Divisions: Sekolah Pasca Sarjana > Pendidikan Kimia S-2
Depositing User: Anisa Listiawati
Date Deposited: 10 Sep 2024 06:13
Last Modified: 10 Sep 2024 06:13
URI: http://repository.upi.edu/id/eprint/122796

Actions (login required)

View Item View Item