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.

    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.

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

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