Eko Tristyo Purwanto
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PENGEMBANGAN MODUL AJAR BERBASIS MOTIVASI MODEL ARCS PADA MATA PELAJARAN INFORMATIKA KELAS VIII SMPN 15 MALANG Perdana, Sigit; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26644

Abstract

This study was conducted to develop a Learning Module based on ARCS learning motivation model in informatics subjects for class VIII of junior high school. This study used a research and development method (Research and Development) with the ADDIE development model. The trial design used was a one-group pretest-posttest design. The results of the study showed that the learning module developed based on the ARCS model was categorized as very valid, with an average validation of construction experts and material experts obtained a percentage of 95.8% with a very valid category. In the effectiveness test of the learning module in the cognitive domain, there was an increase with an average gain value of 0.61, including the moderate category. So that the results of the validity and effectiveness test of the learning module, a conclusion was obtained that the development of a learning module based on ARCS motivation model in informatics subjects for class VIII of SMPN 15 Malang was declared feasible to use.
A STUDI KASUS PENGGUNAAN BOARD GAME DALAM MENINGKATKAN MINAT BELAJAR PESERTA DIDIK PADA MATA PELAJARAN INFORMATIKA DI SMPN 15 MALANG Handayani, Nia Okta; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31547

Abstract

Penelitian ini bertujuan menganalisis perancangan dan implementasi Board Game sebagai media pembelajaran serta dampaknya terhadap minat belajar peserta didik pada mata pelajaran Informatika di SMPN 15 Malang. Latar belakang penelitian ini adalah rendahnya minat belajar peserta didik akibat pendekatan pembelajaran yang monoton. Penelitian ini menggunakan metode studi kasus dengan pendekatan kualitatif deskriptif dan didukung data kuantitatif dari angket serta hasil evaluasi belajar. Subjek penelitian meliputi guru Informatika dan 30 peserta didik kelas VIII semester genap (fase D). Teknik pengumpulan data mencakup observasi, wawancara mendalam, dokumentasi, dan angket minat belajar, dengan validasi melalui triangulasi sumber dan metode. Hasil penelitian menunjukkan bahwa Board Game yang dirancang secara kontekstual dan sesuai materi Informatika mampu meningkatkan minat belajar peserta didik. Persentase peserta didik dengan kategori minat belajar tinggi meningkat dari 13% sebelum implementasi menjadi 60% sesudahnya. Selain itu, hasil evaluasi pembelajaran menunjukkan peningkatan jumlah peserta didik yang mencapai ketuntasan sesuai KKM. Strategi pedagogis guru seperti pendekatan kolaboratif, pembelajaran berbasis masalah, dan fasilitasi eksploratif turut mendukung efektivitas media ini. Kesimpulannya, Board Game merupakan media pembelajaran yang inovatif, efektif, dan aplikatif dalam meningkatkan minat dan hasil belajar peserta didik pada mata pelajaran Informatika di tingkat SMP.
ANALISIS USABILITY MEDIA GAME-BASED LEARNING DALAM KONTEKS PEMBELAJARAN INFORMATIKA DAN PENGARUHNYA TERHADAP MOTIVASI BELAJAR SISWA SMP Nurjihan Najma Zahera; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Process
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31893

Abstract

Game-based educational tools have emerged as a key innovation designed to foster student participation and boost motivation. This research examines the influence of such media on the learning motivation of middle school students. A quantitative research design was applied using a quasi-experimental method. The findings reveal that the use of game-based media leads to a significant improvement in students’ learning motivation when compared to traditional teaching approaches. This type of media contributes to a more stimulating, interactive, and challenging educational environment. As such, incorporating game elements into instructional practices presents a promising approach to enhancing student motivation in the context of modern, digitally-driven education. Based on to the System Usability Scale (SUS), the usability score achieved was 71.15, indicates that Game-Based Learning media contributes positively to increasing student motivation.