Hartono Hartono
UIN Walisongo Semarang

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PENGEMBANGAN MEDIA PEMBELAJARAN DENGAN ADOBE ANIMATE CC PADA MATERI GERAK PARABOLA Irman Said Prastyo; Hartono Hartono
Phenomenon : Jurnal Pendidikan MIPA Vol 10, No 1 (2020): Jurnal Pendidikan MIPA
Publisher : Faculty of Science and Technology, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/phen.2020.10.1.6854

Abstract

Penelitian ini bertujuan untuk merancang, membuat dan mengetahui kelayakan media pembelajaran dengan Adobe Animate CC pada materi gerak parabola. Penelitian ini termasuk ke dalam jenis penelitian Research and Developement (RD). Teknik pengumpulan data menggunakan observasi dan angket. Hasil penelitian menunjukkan bahwa aplikasi tersebut layak digunakan, yaitu ditandai dengan skor rata-rata oleh empat ahli teknologi sebesar 89,375. Pada penilaian SUS, menurut Adjective Rating aplikasi masuk ke dalam kategori excellent dengan Grade Scale bekategori B dan Acceptability Ranges masuk pada kategori acceptable.
FlowMaster: A Gamified Media Based on Discovery Learning for Developing Critical Thinking Skills on the Concept of Dynamic Fluids Imam Akmal Sadad; Joko Budi Porenomo Joko; Hartono Hartono
Physics Communication Vol. 10 No. 1 (2026): February 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/pc.v10i1.31500

Abstract

This study aims to develop FlowMaster, a gamified instructional media based on discovery learning, designed to enhance students' critical thinking skills in the context of Dynamic Fluids. The research adopts an R&D (Research and Development) approach utilizing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The study involved 60 eleventh-grade science students from SMA Negeri 9 Semarang, divided into an experimental group (using FlowMaster) and a control group (using conventional media). Expert validation results indicated a very high level of feasibility for the media aspect (93.33%) and a high feasibility for the content aspect (81.11%). Effectiveness testing employed a quasi-experimental design, revealing a significant improvement in critical thinking skills within the experimental group (N-Gain = 0.779; categorized as high), outperforming the control group (N-Gain = 0.659). Analysis of critical thinking indicators showed that FlowMaster was most effective in enhancing decision-making skills (N-Gain = 0.78) and the ability to provide simple explanations (N-Gain = 0.85), supported by gamification features such as Discovery Missions and interactive simulations. These findings demonstrate that integrating gamification with discovery learning through FlutterFlow-based media offers an innovative solution for fostering students’ cognitive engagement, aligned with the demands of 21st-century education.