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Development of Construct 2-based Educative Game in The Topic of Environmental Pollution Nur Hasanah; Nur Qomaria; Badrud Tamam; Dwi Bagus Rendy Astid Putra; Aditya Rakhmawan
Indonesian Journal of Mathematics and Natural Science Education Vol 3 No 2 (2022): Indonesian Journal of Mathematics and Natural Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, IAIN Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/mass.v3i2.93

Abstract

This study aims to determine student responses and feasibility of construct 2-based educative game in the topic of environmental pollution. This study is included in the research and development using Waterfall development model. This model consists of five stages, namely analysis, design, implementation (coding), testing and maintenance. The test subjects in this study were 30 students of class VII B, MTs Sumenep. The results of the feasibility test of the construct 2-based educative game obtained an average validity value of 82.5% with a very valid category and an expert reliability value of 95.5% with a very reliable category. The results obtained from the student response questionnaire were 87.16% with very good criteria. Therefore, it can be concluded that construct 2-based educative game in environmental pollution topic can be used in the learning process.
Development of Construct 2-based Educative Game in The Topic of Environmental Pollution Nur Hasanah; Nur Qomaria; Badrud Tamam; Dwi Bagus Rendy Astid Putra; Aditya Rakhmawan
Indonesian Journal of Mathematics and Natural Science Education Vol. 3 No. 2 (2022): Indonesian Journal of Mathematics and Natural Science Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, UIN Kiai Haji Achmad Siddiq Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35719/mass.v3i2.93

Abstract

This study aims to determine student responses and feasibility of construct 2-based educative game in the topic of environmental pollution. This study is included in the research and development using Waterfall development model. This model consists of five stages, namely analysis, design, implementation (coding), testing and maintenance. The test subjects in this study were 30 students of class VII B, MTs Sumenep. The results of the feasibility test of the construct 2-based educative game obtained an average validity value of 82.5% with a very valid category and an expert reliability value of 95.5% with a very reliable category. The results obtained from the student response questionnaire were 87.16% with very good criteria. Therefore, it can be concluded that construct 2-based educative game in environmental pollution topic can be used in the learning process.
PENGEMBANGAN FLASHCARD TERINTEGRASI GOOGLE SITE PADA MATERI BUMI DAN TATA SURYA Muhammad Rahadian Alif Putra; Aditya Rakhmawan; yamin yamin; Try Hartiningsih; Sunu Wahyudhi
Natural Science Education Research Vol 9, No 1 (2026): Natural Science Education Research
Publisher : Program Studi Pendidikan IPA, Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/nser.v9i1.31076

Abstract

The development of integrated Flashcards using Google Sites to improve students' conceptual understanding is aimed at determining the validity of the product, student readability, student responses, and improving students' conceptual understanding. The selected material is the earth and the solar system. The development model uses the ADDIE model (Analyzes, Design, Development, Implementation, Evaluation). The research subjects consisted of individual tests with 3 students, small group tests with 10 students, and large group tests with 24 students. The research instrument was a validation questionnaire from material experts, media experts, and science teachers. The results of the study showed that: (1) the percentage of the media validity test was 98.2% with a very valid category, the material validity test was 100% with a very valid category, (2) the results of the student readability test had an average percentage of 86.11% in the individual test with a very valid category, 86.67% in the small group test with a very valid category, and 84.38% in the large group test with a very valid category, (3) the students' responses to the Google site integrated Flashcard obtained an average of 85.42% in the individual test with a very valid category, 85.83% in the small group test with a very valid category, and 81.51% in the large group test with a very valid category