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Gamifikasi Berbasis Website Untuk Mata Kuliah Manajemen Sistem Informasi Di Program Studi S1 Teknologi Pendidikan FIP UNJ Menggunakan Model Integrative Learning Design Framework (ILDF). Ariani, Diana; Widyaningrum, Retno; Suprayekti
Jurnal Pembelajaran Inovatif Vol. 7 No. 2 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.072.04

Abstract

Penelitian pengembangan ini bertujuan untuk: 1) menghasilkan produk berupa media Smart Box. 2) Menguji keefektifan penggunaan produk pengembangan media Smart Box untuk Siswa kelas 4 di SDN Cijujung 01 Kabupaten Bogor. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model 4D, Thiagarajan (1974). Pengumpulan data menggunakan wawancara, angket, dan test, dengan subjek melibatkan satu guru kelas 4D dan 34 siswa kelas 4D SDN Cijujung 01 Kabupaten Bogor. Analisis data menggunakan teknil analisis data kualitatif dan kuantitaif. Hasil penelitian ini adalah uji coba small group dengan nilai 63,37% kategori “efektif”, uji coba field test dengan nilai 66,59% kategori “efektif”, hasil angket respon uji coba small group dengan skor 97,1% kategori “sangat valid”, hasil angket uji coba field test dengan skor 95,2% kategori “sangat valid”. Kesimpulan Hasil penelitian adalah: (1) Media Smart Box dapat meningkatkan pemahaman belajar siswa kelas 4 di SDN Cijujung 01 Kabupaten Bogor, dan (2) Media Smart Box efektif digunakan sebagai media pembelajaran “Pendidikan Pancasila” di kelas 4.
Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students Suprayekti; Kunto Imbar; Della Nuari; Ariani, Diana; Widyaningrum, Retno; Kustandi, Cecep
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i2.34717

Abstract

The lack of practice questions given by the teacher resulted in students having difficulties in operating multiplication. This study aims to produce an android-based gamification application as a medium to support the learning process in operating multiplication material for third grade elementary school students. This development research uses the Rapid Prototyping model. The subjects involved in this study consisted of 2 material experts, 1 instructional design expert, 1 media expert, 3 students for individual trials, 9 students for small group trials, and 15 students for field trials. Data collection methods used are unstructured interviews and questionnaires. The gamification development process is carried out through 5 stages, namely (a) needs analysis and content analysis, (b) determining objectives, (c) building prototypes, (d) utilizing prototypes, (e) system installation and maintenance. The results of the expert review showed improvement, the results of individual trials and small group trials for all aspects received a positive response but there were 3 suggestions for improvement in the small group test, and the results of the field trial of 15 students had achieved a score above the minimum completeness criteria. Based on the results of this analysis, it can be concluded that Android-based gamification media can be used as enrichment for independent learning for third grade elementary school students.