Hestiningtyas, Annisa (2020) Pengembangan Permainan Edukasi Chemistry Fusion Pada Perangkat Bergerak Menggunakan Metode Iterative And Rapid Prototyping. Sarjana thesis, Universitas Brawijaya.
Abstract
Metode pembelajaran dalam dunia pendidikan khususnya pendidikan formal yang berlangsung di Sekolah pada umumnya terbatas pada presentasi dan diskusi yang dilakukan oleh guru saja, sehingga metode ini sering dianggap kurang efektif karena mengakibatkan siswa cepat merasa jenuh dan bosan. Selain itu, media pembelajaran yang digunakan saat proses belajar dapat dikatakan kurang memadai, sehingga murid cenderung pasif dalam mengikuti proses pembelajaran. Kimia adalah mata pelajaran yang mulai diajarkan di SMA sebagai materi dasar. Dalam dunia pendidikan pada mata pelajaran kimia, materi tentang Hidrokarbon dan Minyak Bumi sangat diperlukan oleh para siswa yang ingin memperdalam ilmu kimia. Saat ini, Guna membantu memberikan upaya untuk membentuk budaya pembelajaraan yang inovatif dan kreatif melalui media pembelajaran berbasis digital, khususnya mobile edukasi, maka penulis mengembangkan sebuah permainan edukasi yang memfokuskan pada mata pelajaran kimia. Pengembangan permainan edukasi ini menggunakan penerapan dari metode iterative dan rapid prototyping. Hasil pengujian usability menggunakan kuisioner diperoleh hasil perhitungan sebesar 81,62 %. Hasil perhitungan tersebut selanjutnya dikonversi dengan tabel skala Likert sehingga menunjukkan skala “Sangat Layak” dan dapat dijadikan sebagai bahan ajar/media pembelajaran kimia khususnya pada materi hidrokrabon dan minyak bumi di SMA Negeri 2 Tenggarong Seber
English Abstract
Learning methods in the world of education, especially formal education that takes place in schools are generally limited to presentations and discussions conducted by teachers only, so this method is often considered less effective because it causes students to quickly feel bored and bored. In addition, the learning media used during the learning process can be said to be inadequate, so students tend to be passive in following the learning process. Chemistry is a subject that is taught in high school as a basic material. In the world of education in chemistry, material about Hydrocarbons and Petroleum is needed by students who want to deepen chemistry. At present, to help provide efforts to shape innovative and creative learning cultures through digital-based learning media, specifically mobile education, the authors develop an educational game that focuses on chemistry subjects. The development of this educational game uses the application of iterative and rapid prototyping methods. Usability test results using a questionnaire obtained calculation results of 81.62%. The calculation results are then converted to a Likert scale table so that the scale shows "Very Feasible" and can be used as teaching material/media for learning chemistry, especially on hydrocrabon and petroleum materials at SMA Negeri 2 Tenggarong Seberang
Other obstract
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Item Type: | Thesis (Sarjana) |
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Identification Number: | SKR/FILKOM/2020/132/052003105 |
Uncontrolled Keywords: | game edukasi, metode iterative dan rapid prototyping, quality assurance, usability, educational game, iterative method, rapid prototyping, quality assurance, usability. |
Subjects: | 000 Computer science, information and general works > 005 Computer programming, programs, data > 005.4 Systems programming and programs > 005.43 Systems programs > 005.433 71 Systems programs (Education) |
Divisions: | Fakultas Ilmu Komputer > Teknik Informatika |
Depositing User: | Budi Wahyono Wahyono |
Date Deposited: | 13 Aug 2020 01:49 |
Last Modified: | 20 Sep 2024 01:29 |
URI: | http://repository.ub.ac.id/id/eprint/181043 |
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