PENGEMBANGAN MEDIA DIGITAL GAMES BASED LEARNING (DGBL) PADA PEMBELAJARAN SISTEM REPRODUKSI MANUSIA DI SMP - Noviami, Rizki Raharyu; Lisdiana, Lisdiana; Christijanti, Wulan (Journal of Biology Education, 2012)
Penelitian ini bertujuan untuk mengkaji proses pengembangan dan keefektifan media Digital Games Based Learning (DGBL) pada pembelajaran sistem reproduksi manusia di SMP. Penelitian ini merupakan penelitian Research and Development (R&D). Ada dua tahapan dalam penelitian ini, yaitu tahap proses pengembangan media DGBL (identifikasi potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba skala kecil, dan revisi produk) dan uji efektivitas (uji pemakaian, revisi produk, dan produk akhir). Dalam penelitian ini efektivitas diukur dari siswa yang nilainya ?75 mencapai 75% total siswa, siswa yang memiliki minat baik mencapai 75% total siswa, dan siswa yang   sangat aktif mencapai 75% total siswa. Hasil penelitian menunjukkan bahwa media DGBL efektif dan layak digunakan sebagai media pembelajaran pada materi sistem reproduksi manusia di SMP. The study is aimed to analyze the process of development and effectiveness of DGBL media in human’s reproduction material in Junior High School. This is a Research and Development (R&D) work. There are two steps in conducting this research, the first one is the process of developing DGBL media (potential and problem identification, data collection, product design, design validation, limited scale trial, and product revising). The second one is effectiveness test (test of usage, product revising, dan final product). In the study the effectiveness is measured from students attaining grade ?75 covering 75% of the total students, students who have good interest reaching out 75% of the total students, and students who are very active and reach out 75% of the total students. According to the result of the study the DGBL media is effective and feasible to use as the learning media in the human’s reproduction material in Junior High School.