Development of Interactive Game-Based Learning Media Assisted by Classpoint to Enhance Student Learning Motivation

Ilham Muhammad Nur, Rosane Medriati, Eko Risdianto

Abstract


As a result of the needs analysis, students stated that they had difficulty understanding physics learning and needed encouragement for students to make it easier for them to understand learning. This study aims to determine the feasibility of developing media, know student responses to the development of media, and Know student motivation after using interactive game-based learning media assisted by the Classpoint application. This research uses the Research and Development (R&D) method using the 4D model. The sample used was twenty-six students, and the teacher was one person. Research data were obtained through expert validation sheets, student response questionnaires, and student motivation pretest-posttest, which were analyzed qualitative and quantitative.  The overall learning media validation results show a score of eighty-six point two, which is included in the very feasible category, student response is eighty-one percent, which shows a good category, and there is an increase in motivation of twelve point five percent which is classified as moderate motivation with N-Gain results of zero point four. as for the research subjects are tenth grade students of Public Senior High School 08 Bengkulu City.


Full Text:

PDF

References


Ariani, D. (2020). Gamifikasi untuk Pembelajaran. Jurnal Pembelajaran Inovatif, 3(2), 144–149. https://doi.org/10.21009/jpi.032.09

Basile, V. S., Masellis, M., McIntyre, R. S., Meltzer, H. Y., Lieberman, J. A., & Kennedy, J. L. (2001). Genetic dissection of atypical antipsychotic-induced weight gain: novel preliminary data

on the pharmacogenetic puzzle. Journal of Clinical Psychiatry, 62(23), 45-66.

Hariyanto, B., MZ, I., SU, W., & Rindawati. (2022). 4D Model Learning Device Development Method of the Physical Geography Field Work Guidance Book. MATEC Web of Conferences, 372, 05008. https://doi.org/10.1051/matecconf/202237205008

Hasbi, H., Rukhviyanti, N., & Gunawan, H. (2020). Pembinaan Motivasi Belajar Siswa Menggunakan Metode ARCS. E-Dimas: Jurnal Pengabdian Kepada Masyarakat, 11(3), 254–259. https://doi.org/10.26877/e-dimas.v11i3.5653

Jamil, M. M. (2019). Optimalisasi model ARCS dalam pembelajaran saintifik untuk meningkatkan motivasi belajar peserta didik pada peminatan mata pelajaran geografi di kelas matematika ilmu alam. IJIS Edu: Indonesian Journal of Integrated Science Education, 1(1), 7-24.

Jarlis, R., Supriyanti, J., Syuhada, F. A., Ananto, A., Taufiqqurahman, T., Putri, S. D., & Rahmi, P. (2023). Development of Student Worksheets Based Inquiry using PhET Simulations to Enhance the Curiosity Attitude of High School Students. Asian Journal of Science Education, 5(1), 90–101. https://doi.org/10.24815/ajse.v5i1.30861

Kastawi, N. S., Nugroho, A., & Miyono, N. (2021). Kontribusi Motivasi Kerja dan Peran Kepala Sekolah Terhadap Profesionalisme Guru SMA. Kelola: Jurnal Manajemen Pendidikan, 8(1), 77–93. https://doi.org/10.24246/j.jk.2021.v8.i1.p77-93

Mardianto, Y., Abdul Azis, L., & Amelia, R. (2022). Menganalisi Respon Siswa Terhadap Pembelajaran Materi Perbandingan dan Skala Menggunakan Pendekatan Kontekstual. Jurnal Pembelajaran Matematika Inovatif, 5(5), 1313–1322. https://doi.org/10.22460/jpmi.v5i5.1313-1322

Medriati, R., Putri, D. H., & Santoso, B. (2020). Upaya Meningkatkan Motivasi Belajar Dan Kemampuan Pemecahan Masalah Siswa Melalui Model Problem Based Learning Berbantu Alat Peraga Konsep Gerak Lurus. Jurnal Kumparan Fisika, 3(1), 11–18. https://doi.org/10.33369/jkf.3.1.11-18

Nissa, I. C., Febrilia, B. R. A., Astutik, F., & Iswawan, M. G. (2021). Perspektif siswa terhadap e-learning berdasarkan model motivasi ARCS. Media Pendidikan Matematika, 9(1), 19-33.

Oktavia, M., Prasasty, A. T., & Isroyati, I. (2019). Uji Normalitas Gain untuk Pemantapan dan Modul dengan One Group Pre and Post Test. Simposium Nasional Ilmiah & Call for Paper Unindra (Simponi), 1(1). https://doi.org/10.30998/simponi.v0i0.439

Rahmah, S., Ngadimin, N., & Halim, A. (2020). Development of student worksheets based on a scientific approach using the group investigation model. Asian Journal of Science Education, 2(2), 128-142. https://doi.org/10.24815/ajse.v2i2.18393

Rahmayani, D., & Subekti, H. (2022). Efek Aplikasi Quizizz terhadap Motivasi Dan Hasil Belajar Kognitif Siswa SMP pada Materi Sistem Pernapasan Manusia. PENSA: E-JURNAL PENDIDIKAN SAINS, 10(1), 117-121.

Risdianto, E. (2019). Analisis Pendidikan Indonesia di Era Revolusi Industri 4.0. Research Gate, April(January), 1–16.

Rumhadi, T. (2017). Urgensi Motivasi dalam Proses Pembelajaran. Jurnal Diklat Keagamaan, 11(1), 33–41.

Sahlan, S., Widodo, W., & Ishafit, I. (2021). Pengaruh Model Experiential Learning Berbantuan Aplikasi Phyphox Terhadap Motivasi Belajar Fisika Di Sma. Karst : JURNAL PENDIDIKAN FISIKA DAN TERAPANNYA, 4(2), 76–82. https://doi.org/10.46918/karst.v4i2.1142

Santosa, T. A., & Yulianti, S. (2020). Pengaruh Pemberian Kuis Terhadap Peningkatan Motivasi Belajar Biologi Siswa Di Sma Negeri 7 Kerinci. Edusaintek : Jurnal Pendidikan, Sains Dan Teknologi, 7(2), 1–18. https://doi.org/10.47668/edusaintek.v7i2.58

Siahaan, A. D., Medriati, R., & Risdianto, E. (2019). Menggunakan Teknologi Augmented Reality Pada Materi. Jurnal Kumparan Fisika, 2(2), 91–98.

Sugiyono, P. D. (2013). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Alfabeta..

Sugiyono, P. D. (2014). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Sukarno, S., & Salamah, S. (2019). Pengaruh Model Pembelajaran ARCS (Attention, Relevance, Confidence, Satisfaction.) dan Motivasi Terhadap Hasil Belajar IPS Siswa Kelas V SD Negeri 75 Kota Bengkulu. At-Ta’lim : Media Informasi Pendidikan Islam, 18(1), 137. https://doi.org/10.29300/attalim.v18i1.1867

Syukri, M., Ukhaira, Z., Zainuddin, Z., Herliana, F., & Arsad, N. M. (2022). The Influence of STEAM-Based Learning Application on Students’ Critical Thinking Ability. Asian Journal of Science Education, 4(2), 37–45. https://doi.org/10.24815/ajse.v4i2.28272

Wao, Y. P., Priska, M., & Peni, N. (2022). Persepsi Mahasiswa Terhadap Penggunaan Media Pembelajaran Interaktif Classpoint Pada Mata Kuliah Zoologi Invertebrata. Jurnal Inovasi Pembelajaran Biologi, 3(2), 76–87. https://doi.org/10.26740/jipb.v3n2.p76-87

Wardana, S., & Sagoro, E. M. (2019). Implementasi Gamifikasi Berbantu Media Kahoot Untuk Meningkatkan Aktivitas Belajar, Motivasi Belajar, Dan Hasil Belajar Jurnal Penyesuaian Siswa Kelas X Akuntansi 3 Di Smk Koperasi Yogyakarta Tahun Ajaran 2018/2019. Jurnal Pendidikan Akuntansi Indonesia, 17(2), 46–57. https://doi.org/10.21831/jpai.v17i2.28693




DOI: https://doi.org/10.24815/ajse.v6i1.36129

Article Metrics

Abstract view : 16 times
PDF - 13 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Ilham Muhammad Nur

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Asian Journal of Science Education

ISSN  2715-5641 (online)
Organized by Universitas Syiah Kuala
Published by Universitas Syiah Kuala
Website  : http://jurnal.usk.ac.id/ajse
Email     : ajse@usk.ac.id


Creative Commons License

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. | bokep jepang

View My Stats