PENGEMBANGAN GAME EDUKASI "YOUR CHOICE" UNTUK MELATIH DECISSION MAKING SKILL PESERTA DIDIK PADA MATERI ATOM
DEVELOPMENT OF GAME EDUCATION "YOUR CHOICE" TO TRAIN DECISSION MAKING SKILL OF GRADE X STUDENT IN ATOMIC MATTER
Putri, Yoriska Noventi. (2024). Pengembangan Game Edukasi “YourChoice” Untuk Melatih Decission Making Skill Peserta Didik Pada Materi Atom. Tesis, Magister Program Studi Pendidikan Sains, Pascasarjana, Universitas Negeri Surabaya, Pembimbing: (I) Prof. Dr. Achmad Lutfi, M.Pd. dan (II) Prof. Dr. Harun Nasrudin, M.S.
Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa game edukasi “YourChoice” yang valid, praktis, dan efektif dalam melatihkan keterampilan decision making skill peserta didik pada materi atom. Pengembangan media ini dilengkapi dengan modul ajar, lembar tes decision making skill, dan rubrik penilaian decision making skill. Pengembangan media pembelajaran menggunakan model ADDIE yang terdiri atas lima fase yaitu Fase Analisis (Analize), Fase Desain (Design), Fase Pengembangan (Development), Fase Implementasi (Implementation), dan Fase Evaluasi (Evaluate). Subjek penelitian yang digunakan adalah peserta didik kelas X MAN 1 Ponorogo yang telah diajarkan materi atom.
Desain penelitian yang digunakan dalam penelitian ini adalah One Group Pretest-Posttest Design, dengan empat teknik pengumpalan data yaitu (1) metode validasi untuk memperoleh data validasi media pembelajaran dan komponen pelengkapnya, (2) metode observasi untuk mengetahui keterlaksanaan tahap proses pembelajaran, (3) metode tes untuk memperoleh data decision making skill peserta didik, dan (4) metode angket untuk mengetahui respon peserta didik terkait pelaksanaan pembelajaran menggunakan media pembelajran yang dikembangkan.
Edugame “Your Choice” dan komponen pendukungnya dinyatakan valid dengan skor modus 3 dan 4 pada validitas isi dan validitas konstruk. Hasil validitas diperkuat dengan hasil percentage of agreement antar validator dengan perolehan sebesar ≥ 85%. Edugame “Your Choice” dan komponen pendukungnya dinyatakan praktis dengan persentase rata-rata keterlaksanaan pembelajaran pada uji coba terbatas di kelas X-E yaitu 95% dan pada uji coba luas di kelas X-F dan X-G sebesar 91%. Persentase rata-rata aktifitas peserta didik yang relevan pada uji coba terbatas kelas X-E yaitu 93% dan pada uji coba luas kelas X-F dan X-G sebesar 95%. Respon peserta didik terhadap penggunaan edugame yaitu ≥ 85% dengan kategori sangat baik. Ketuntasan klasikal pada uji coba terbatas yaitu 93% dan ketuntasan klasikal pada uji coba luas yaitu 96.6% dan 96.7%. Hasil uji statistika menggunakan uji Wilcoxon sign rank menunjukkan bahwa decision making skill peserta didik mengalami peningkatan setelah pembelajaran menggunakan edugame “Your Choice”. Berdasarkan penelitian yang telah dilakukan dapat disimpulkan bahwa edugame “Your Choice” beserta komponen pendukungnya layak digunakan untuk melatihkan decision making skill peserta didik
Kata Kunci: Game Edukasi, Game Based Learning, Game, Decission Making Skill, Atom.
Putri, Yoriska Noventi. (2024). Development of Game Education 'YourChoice' to Train Decision Making Skill Students in Atomic Matter. Thesis, Master Program of Sciene Education, State University of Surabaya, Supervisor: (I) Prof. Dr. Achmad Lutfi, M.Pd. and (II) Prof. Dr. Harun Nasrudin, M.S.
This research aims to produce learning media in the form of game education "YourChoice" that are valid, practical, and effective in practicing students' decision-making skills in atomic matter. This media development is equipped with teaching modules, decision making skill test sheets, and decision-making skill assessment rubrics. The development of learning media uses the ADDIE model which consists of five phases, namely the Analysis Phase (Analyze), Design Phase (Design), Development Phase (Development), Implementation Phase (Implementation), and Evaluation Phase (Evaluate). The research subjects used were students in class X MAN 1 Ponorogo who had been taught atomic matter.
The research design used in this study was One Group Pretest Posttest Design, with four data collection techniques, namely (1) validation method to obtain validation data of learning media and its complementary components, (2) observation method to determine the implementation of the learning process stage, (3) test method to obtain data on students' decision making skills, and (4) questionnaire method to determine students' responses regarding the implementation of learning using the developed learning media.
Game education "Your Choice" and its supporting components were declared valid with mode scores of 3 and 4 in content validity and construct validity. The validity results are strengthened by the percentage of agreement between validators with a gain of ≥ 85%. Game Education "Your Choice" and its supporting components were declared practical with an average percentage of learning implementation in limited trials in class X-E, namely 95% and in extensive trials in classes X-F and X-G of 91%. The average percentage of relevant student activity in the limited trials of class X-E was 93% and in the wide trials of classes X-F and X-G it was 95%. Student responses to the use of education were ≥ 85% in the very good category. Classical completeness in limited trials is 93% and classical completeness in extensive trials is 96.6% and 96.7%. The results of statistical tests using the Wilcoxon sign rank test show that students' decision making skills have increased after learning using the game education "Your Choice". Based on the research that has been conducted, it can be concluded that the game education "Your Choice" and its supporting components are suitable for training students' decision making skills.
Keywords: Game Education, Game Based Learning, Game, Decission Making Skill, Atom.