%A NIM.: 21204082024 Ravi Dwi Ramandhika, S.Pd %O Pembimbing: Dr. Andi Prastowo, S.P.d.I., M.Pd.I %T PENGEMBANGAN MEDIA EVALUASI PEMBELAJARAN BERBASIS GAME PADA PEMBELAJARAN IPAS UNTUK MENINGKATKAN EFIKASI DIRI DAN SELF REGULATION PESERTA DIDIK SEKOLAH DASAR %X Science learning is still a difficult subject for students to understand, because the evaluation of science learning still uses written evaluation methods that make students feel bored, this has an impact on decreasing self-efficacy and selfregulation of students. With the development of game-based learning evaluation media, it aims to be able to answer these problems, in the hope that it can increase self-efficacy and self-regulation of students. This research uses mix methods research combining qualitative and quantitative research approaches. With development using the model developed by Thiagarajan, namely the 4-D model (Define, Design, Development, and Dissemination). Definition is used to find out problems and is used as a necessity for development. Planning the stages in which the researcher designs the concept. Development of stages where researchers conduct product testing and product validation. Dissemination of the stages of researchers disseminating products that have been tested. Media development carried out in accordance with the development procedure obtained the feasibility results of the evaluation media developed obtained an average value of 85.6% with the category "very feasible". This is strengthened by effectiveness tests, namely increasing self-efficacy and selfregulation of students, so that game-based learning evaluation media is effectively used. The effectiveness of game-based evaluation media self-efficacy from paired sample t-test is known t count 2.321 and Sign 0.028, while the test results of one sample t-test efficacy get t count results 9.290 and Sign 0.000. And the results of the effectiveness of self-regulation get the results of t count 2.061 and Sing 0.049, the results of the one sample t-test test are known t count 9.579 and Sign 0.000, then from both efficacy effectiveness tests and the second self-regulation shows the effectiveness criterion of effectiveness. %K Media Evaluasi Pembelajaran Berbasis Game, Efikasi Diri, Selfregulation, Ilmu Pengetahuan Alam dan Sosial %D 2024 %I UIN SUNAN KALIJAGA YOGYAKARTA %L digilib64940