The Development Of Crossword Game Media On Virus Material

PENGEMBANGAN MEDIA GAME CROSSWORD PADA VIRUS MATERIAL Abstract Crossword game media was a learning tool that serves features to understand the concept and solve a problem. The media provides many features that facilitate students to learn enjoyably. This study aims to develop a viable and effective...

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Autores principales: Mardiana Nata Ruron, risya pramana situmorang, Susanti Pudji Hastuti
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Publicado: Universitas Islam Negeri Syarif Hidayatullah Jakarta 2020
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Acceso en línea:https://doaj.org/article/303f9505fda24f63bf48055bd7dfb7ef
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spelling oai:doaj.org-article:303f9505fda24f63bf48055bd7dfb7ef2021-12-01T10:42:52ZThe Development Of Crossword Game Media On Virus Material1979-72812443-128110.15408/es.v12i2.15095https://doaj.org/article/303f9505fda24f63bf48055bd7dfb7ef2020-12-01T00:00:00Zhttp://journal.uinjkt.ac.id/index.php/edusains/article/view/15095https://doaj.org/toc/1979-7281https://doaj.org/toc/2443-1281PENGEMBANGAN MEDIA GAME CROSSWORD PADA VIRUS MATERIAL Abstract Crossword game media was a learning tool that serves features to understand the concept and solve a problem. The media provides many features that facilitate students to learn enjoyably. This study aims to develop a viable and effective product to improve students' problem-solving skills and conceptual understanding. The ADDIE model is used as a type of research and development. The subjects were students of X-grade senior high school in Salatiga. Data collection was carried out through observation, questionnaires, and tests. Media experts and material experts carried out the validation of products. Teachers were involved in giving feedback about the practicality of the media. The validation concluded that the product was feasibly based on the media aspect= 85,5% (feasible) and the material aspect = 81,25% (feasible). The product's development has improved problem-solving skills and conceptual understanding effectively that the t-test showed a significant value with acquisition sig. 2 tailed < 0,05. The results indicate that the crossword game was feasible and effective in improving problem-solving skills and conceptual understanding. Abstrak Media crossword game merupakan salah satu media belajar siswa, menyediakan fitur untuk menjadikan siswa dapat memahami konsep dan memecahkan masalah. Crossword game menyediakan banyak fitur yang memudahkan siswa untuk belajar dengan menyenangkan. Penelitian ini bertujuan untuk mengembangkan produk yang layak dan efektif untuk meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual siswa. Model ADDIE digunakan sebagai penelitian dan pengembangan. Subjek penelitian adalah siswa SMA kelas X di Salatiga. Pengumpulan data dilakukan melalui observasi, kuesioner, dan tes. Validasi produk melibatkan ahli media dan materi. Guru dilibatkan untuk memberikan umpan balik tentang kepraktisan media. Berdasarkan validasi, disimpulkan bahwa produk layak berdasarkan aspek media = 85,5% (layak) dan aspek material = 81,25% (layak). Pengembangan dari produk telah meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual secara efektif sehingga berdasarkan uji-t menunjukkan nilai yang signifikan dengan perolehan sig. 2 tailed <0,05. Hasil menunjukkan bahwa media crossword game layak dan efektif dalam meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual.Mardiana Nata Ruronrisya pramana situmorangSusanti Pudji HastutiUniversitas Islam Negeri Syarif Hidayatullah Jakartaarticlecrossword gamepemecahan masalahpemahaman konsepcrossword gameproblem-solvingconceptual understandingScience (General)Q1-390ENIDEDUSAINS, Vol 12, Iss 2, Pp 188-195 (2020)
institution DOAJ
collection DOAJ
language EN
ID
topic crossword game
pemecahan masalah
pemahaman konsep
crossword game
problem-solving
conceptual understanding
Science (General)
Q1-390
spellingShingle crossword game
pemecahan masalah
pemahaman konsep
crossword game
problem-solving
conceptual understanding
Science (General)
Q1-390
Mardiana Nata Ruron
risya pramana situmorang
Susanti Pudji Hastuti
The Development Of Crossword Game Media On Virus Material
description PENGEMBANGAN MEDIA GAME CROSSWORD PADA VIRUS MATERIAL Abstract Crossword game media was a learning tool that serves features to understand the concept and solve a problem. The media provides many features that facilitate students to learn enjoyably. This study aims to develop a viable and effective product to improve students' problem-solving skills and conceptual understanding. The ADDIE model is used as a type of research and development. The subjects were students of X-grade senior high school in Salatiga. Data collection was carried out through observation, questionnaires, and tests. Media experts and material experts carried out the validation of products. Teachers were involved in giving feedback about the practicality of the media. The validation concluded that the product was feasibly based on the media aspect= 85,5% (feasible) and the material aspect = 81,25% (feasible). The product's development has improved problem-solving skills and conceptual understanding effectively that the t-test showed a significant value with acquisition sig. 2 tailed < 0,05. The results indicate that the crossword game was feasible and effective in improving problem-solving skills and conceptual understanding. Abstrak Media crossword game merupakan salah satu media belajar siswa, menyediakan fitur untuk menjadikan siswa dapat memahami konsep dan memecahkan masalah. Crossword game menyediakan banyak fitur yang memudahkan siswa untuk belajar dengan menyenangkan. Penelitian ini bertujuan untuk mengembangkan produk yang layak dan efektif untuk meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual siswa. Model ADDIE digunakan sebagai penelitian dan pengembangan. Subjek penelitian adalah siswa SMA kelas X di Salatiga. Pengumpulan data dilakukan melalui observasi, kuesioner, dan tes. Validasi produk melibatkan ahli media dan materi. Guru dilibatkan untuk memberikan umpan balik tentang kepraktisan media. Berdasarkan validasi, disimpulkan bahwa produk layak berdasarkan aspek media = 85,5% (layak) dan aspek material = 81,25% (layak). Pengembangan dari produk telah meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual secara efektif sehingga berdasarkan uji-t menunjukkan nilai yang signifikan dengan perolehan sig. 2 tailed <0,05. Hasil menunjukkan bahwa media crossword game layak dan efektif dalam meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual.
format article
author Mardiana Nata Ruron
risya pramana situmorang
Susanti Pudji Hastuti
author_facet Mardiana Nata Ruron
risya pramana situmorang
Susanti Pudji Hastuti
author_sort Mardiana Nata Ruron
title The Development Of Crossword Game Media On Virus Material
title_short The Development Of Crossword Game Media On Virus Material
title_full The Development Of Crossword Game Media On Virus Material
title_fullStr The Development Of Crossword Game Media On Virus Material
title_full_unstemmed The Development Of Crossword Game Media On Virus Material
title_sort development of crossword game media on virus material
publisher Universitas Islam Negeri Syarif Hidayatullah Jakarta
publishDate 2020
url https://doaj.org/article/303f9505fda24f63bf48055bd7dfb7ef
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