PENGEMBANGAN MULTIMEDIA PEMBELAJARAN GAME EDUKASI BERBENTUK ADVENTURE BERBASIS PENDIDIKAN KARAKTER PADA MATERI SISTEM PENCERNAAN - Hakim, Arif Rahman; Marianti, Aditya; Utami, Nur Rahayu (Journal of Biology Education, 2013)
This research aims to test the feasibility of the character based adventure education game using the digestive system study materials. The method of this research is Research and Development. The researchÂ  media was explored by experts and tested in two stages, i.e:Â  the stage of small-scale testing and large-scale testing. The subjects of small-scale testing are 20 students of eighth grade in SMP N 1 Wonopringgo and the subjects of large-scale testingÂ  are 2 classes in SMP N 21 Semarang. Data for the media feasibility test was collected from media experts and material experts as well as teachers and students. The media effectiveness was interpreted from student learning outcomes. The student character values were ââobtained from the tests, assignments and questionnaires. Data analysis showed that the media was feasible and the media was categorized as good. None of the teachers and students responded that lesser than âwellâ criteria. More than 85.45% of students received learning outcomes of above KKM (80). The results of student character analysis showed more than 75% ofÂ  students high scores on each character. It was concluded that the media developed is feasible as a learning media in junior high school.Â Penelitian ini bertujuan untuk menguji kelayakan multimedia game edukasi berbentuk adventure berbasis pendidikan karakter pada materi sistem pencernaan. Metode penelitian yang digunakan adalah Research and Development. Dalam penelitian ini media yang dikembangkan ditelaah oleh pakar dan diujicobakan melalui 2 tahap, yaitu tahap uji coba skala kecil dan uji coba skala besar. Subjek uji coba skala kecil yaitu 20 siswa kelas VIII di SMP N 1 Wonopringgo dan subjek uji coba skala besar yaitu 2 kelas siswa kelas VIII di SMP N 21 Semarang. Data kelayakan media diperoleh dari pakar media dan materi;Â  guru dan siswa. Data keefektifan media diperoleh dari hasil belajar siswa. Data nilai karakter siswa diperoleh dari tes, penugasan dan angket. Hasil analisis kelayakan media menunjukan bahwa media layak digunakan ditunjukkan dari, penilaian oleh ahli media dan ahli materi memperoleh kriteria layak. Guru dan 100% siswa memberikan tanggapan sangat baik dan baik. 85,45% siswa memperoleh hasil belajar diatas KKM (80). Lebih dari 75% siswa memiliki skor karakter yang tinggi pada masing-masing karakter. Simpulan dari penelitian ini adalah media game edukasi yang dikembangkan layak digunakan sebagai media pembelajaran di SMP.Â