Pengembangan Media Pembelajaran IPA Berbasis Game Edukasi Untuk Meningkatkan Minat Belajar

Nisah Anggreini, Zunaidy Abdullah Siregar, Rusdi Machrizal

Abstract


The learning process is still carried out using manual methods, so students tend to get bored quickly when participating in learning activities in class. The aim of this research is to improve science learning outcomes by applying educational role playing learning methods to Class 7 students at SMPN 2 Ratu for the 2023/2024 academic year. This research was carried out at SMPN 2 Ratu, Labuhanbatu Regency, North Sumatra Province. The subjects in this research were 7th grade students of SMPN 2 Ratu, Labuhanbatu Regency, North Sumatra Province. This research is classroom action research with 2 cycles, each cycle consisting of 4 activities, namely planning, action, observation and reflection followed by planning in the next cycle by utilizing the results of previous reflection. The solution design in question is an action in the form of a role-playing learning method in teaching the subject of the Solar System for Class 7 SMPN 2 Ratu to 31 people. Research findings show that learning science using the educational role playing learning method can improve student learning outcomes as evidenced by the increase in science learning outcomes each cycle, namely from an average of 70.52 to an average of 80.19. students feel happy studying science in the field of biology with material on the greenhouse effect and are interested in learning.


Keywords


science learning, role playing education game, learning interest

Full Text:

PDF

References


Aldoobie, N. (2018). ADDIE Model. American International Journal of Contemporary Research,. 5(6). https://doi.org/10.26877/e-dimas.v11i4.7025

Andrés, M. A.A., & Casas, M. G. (2023). Gaming in Higher Education: Students’Assesment on Game-Based Learning. Proceedings of the 45th Conference of the International Simulation and Gaming Association. Matematika, 3(1), 33–43. https://doi.org/10.17509/cd.v9i2.11339

Barak, M. (2020). Learning Science Via Animated Movies: Its effect on students’ thinking and motivation. Computer & Education. CogITo Smart Journal, 4(1), 37–45.

Cheng, Y. M. (2020). Investigating elementary school students’ technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1), 96–110.

Irsyadi, F. Y., & Nugroho, Y. S. (2019). Game Edukasi Pengenalan Anggota Tubuh Dan Pengenalan Angka Untuk Anak Berkebutuhan Khusus (ABK) Tunagrahita Berbasis Kinect. Prosiding Snatif. Matematika, 2(2), 13–20.

J.R. (2018).GENERATION M2: Media in the Lives of 8- to 18-Year-Olds Retrieved from http://www.kff.org/.

Kambey, W. (2021). Penerapan Model Pembelajaran Problem Based Learning pada Mata Pelajaran Multimedia di SMK. Edutik: Jurnal Pendidikan Teknologi Informasi dan Komunikasi. Jurnal Pendidikan Teknologi Informasi Dan Komunikasi, 1(2), 195–208. https://repository.unair.ac.id/23776/3/TESIS-ONNY FRANSINATA ANGGARA-111314153007_Part14.pdf

Kurnia, Rika, Tjipto Sumadi, and Yufiarti.‘Local Content Adiwiyata Curriculum and Responsive Web-Based Mitigation’.Unnes Science Education Journal 8, no. 3 (2019).

Munir, P. D. (2021). Multimedia Konsep & Aplikasi Dalam Pendidikan.

Papastergiou, M. (2019). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52. 1–12.

Perrotta, C. (2019). Game-based learning: latest evidence and future directions. NFER Research Programme: Innovation in Education). Slough: NFER.

Pratasik, S. (2021). Analisis Efektivitas Pembelajaran Daring. Penerbit Lakeisha. Jurnal Media Ekonomi Dan Bisnis.

Purwono, J. (2024). Penggunaan media audio-visual pada mata pelajaran ilmu pengetahuan alam di Sekolah Menengah Pertama Negeri 1 Pacitan. Matematika, 2(2), 8–11. http://jurnal.stkippersada.ac.id/jurnal/index.php/JPDP/

Rusman. Belajar Dan Pembelajaran Berorientasi Standar Proses Pendidikan. Jakarta: Kencana, 2017.

Smith, E. (2022). The Digital Native Debate in Higher Education: A comparative Analysis of Recent Literature. Canadian Journal of Learning and Technology. Wawasan: Jurnal Kediklatan Balai Diklat Keagamaan Jakarta, 38(3), 1–18.

Taufiq, M. (2022). Pengembangan Media Pembelajaran Ipa Terpadu Berkarakter Peduli Lingkungan Tema “Konservasi” Berpendekatan Science-Edutainment. Jurnal PendidikIPA Indonesia. 3(2).

Wena, M. (2022). Strategi Pembelajaran Inovatif Kontemporer. Jakarta: Bumi Aksara. 28–55.

Zandkarimi, Y. &. (2021). The Impact of E-learning on some Psychological Dimensions and Academic Achievement.International Journal of Education and Learning.Edunesia : Jurnal Ilmiah Pendidikan, 2(2), 49–56.

Zubaidah, S. (2018). Buku Guru Ilmu Pengetahuan Alam SMP/MTs Kelas VIII. Jakarta: Kemendikbud.




DOI: https://doi.org/10.33394/bioscientist.v12i2.14068

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Creative Commons License
Bioscientist : Jurnal Ilmiah Biologi is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License

Editorial Address: Pemuda Street No. 59A, Catur Building Floor I, Mataram City, West Nusa Tenggara Province, Indonesia