PENGEMBANGAN E-LKPD IPAS BERBASIS GAME EDUKATIF DENGAN PENDEKATAN SOCIO SCIENTIFIC ISSUE UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN SIKAP ILMIAH PESERTA DIDIK

Rovika Meisya, NIM.: 22204085014 (2024) PENGEMBANGAN E-LKPD IPAS BERBASIS GAME EDUKATIF DENGAN PENDEKATAN SOCIO SCIENTIFIC ISSUE UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN SIKAP ILMIAH PESERTA DIDIK. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

Technology is highly favored by students today, with games being one of the examples. This enthusiasm has led technology to increasingly permeate the field of education. The education sector utilizes this technology in various aspects. This research aims to: (1) develop E-LKPD IPAS Based of Game Educational with a Socio Scientific Issue Approach; (2) describe the feasibility of the E-LKPD IPAS Based of Game Educational with a Socio Scientific Issue Approach; and (3) describe the influence of the E-LKPD in enhancing students' learning motivation and scientific attitudes. This development research adapts the ADDIE development model consisting of 5 steps: analysis, design, development, implementation, and evaluation. The product's feasibility was tested by media and subject matter experts. The trial involved 32 students as participants. Data collection utilized questionnaires and interviews. Data analysis employed descriptive analysis and the non-parametric Wilcoxon Signed-Rank Test for Pretest and Posttest. The trial was conducted at Adisucipto 1 Elementary School. The research findings indicate that: (1) The E-LKPD IPAS product based on an educational game approach with Socio Scientific Issue has been successfully developed. E-LKPD includes Achievement Learning, Tasks, Evaluation, and Developer Profile menus. The Tasks menu provides work instructions, animated conversations, and three educational games (detective game, matching game, and energy-saving puzzle poster) using a drag and drop system. The Evaluation menu offers multiple-choice questions with automated feedback for assessment. (2) The quality is very good, as indicated by the validation of media experts with a category rating of very feasible at a percentage score of 91.5, and validation by subject matter experts with a category rating of very feasible at a percentage score of 97.2. Teacher responses indicate a feasible category with a percentage score of 79, while student responses indicate a very feasible category with a percentage score of 84.32. (3) Wilcoxon test results on student learning motivation show an average score increase of 16.50, and scientific attitudes show an average score increase of 15.50. The Asymp.Sig.(2-tailed) values for learning motivation and scientific attitudes are 0.000, indicating a significant difference in learning motivation and scientific attitudes before and after using the E-LKPD IPAS based on educational games with a Socio Scientific Issue approach.

Item Type: Thesis (Masters)
Additional Information: Pembimbing: Dr. Hj. Siti Fatonah, S.Pd., M.Pd.
Uncontrolled Keywords: E-LKPD, Game Edukatif, Socio Scientific Issue
Subjects: 300 Ilmu Sosial > 370 Pendidikan > 371.33 Media Pembelajaran
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Guru Madrasah Ibtidaiyah (S2)
Depositing User: Muh Khabib, SIP.
Date Deposited: 19 Aug 2024 10:37
Last Modified: 19 Aug 2024 10:37
URI: http://digilib.uin-suka.ac.id/id/eprint/66611

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