Vol. 9 No. 5 (2023): May
Open Access
Peer Reviewed

Development of Science Learning Media Using Supcath Educational Games to Improve Student Learning Outcomes

Authors

DOI:

10.29303/jppipa.v9i5.3499

Published:

2023-05-31

Downloads

Abstract

Technological developments have a rapid influence on the world of education so there is a need for innovation. The student’s ability to solve problems is still relatively low, especially in solid pressure material. This study aims to produce educational game-based learning media that is valid, effective, and able to improve student learning outcomes. The instructional media developed by this researcher specifically focus on material related to pressure for grade 8. This research is a Research and Development study with the ADDIE research design (Analysis, Design, Development, Implementation, and Evaluation). Data was collected using expert validation sheets, student test sheets, and student response sheets. The results showed that learning media was valid and effective with an average percentage of validator ratings of 92.6% and an average N-gain value of 0.6. Referring to the results of the analysis that has been carried out, this learning media can be concluded as the learning media that are valid, effective, and able to improve student learning outcomes.

Keywords:

Educational games Learning outcomes Supcath

References

Akuba, S. F., Purnamasari, D., & Firdaus, R. (2020). Pengaruh Kemampuan Penalaran, Efikasi Diri dan Kemampuan Memecahkan Masalah Terhadap Penguasaan Konsep Matematika. JNPM (Jurnal Nasional Pendidikan Matematika), 4(1), 44. https://doi.org/10.33603/jnpm.v4i1.2827

Barokah, S, dan A. M. (2019). Pengembangan Media Pembelajaran Interaktif Fisika Berbasis Machromeedia Flash pada Materi Termodinamika untuk SMA. Jurnal Pendidikan Matematikan dan Ilmu Pengetahuan Alam, 26–32. https://doi.org/10.22437/jmpmipa.v8i2.10345

Budiman, H. (2017). Peran Teknologi Informasi Dan Komunikasi Dalam Pendidikan. Al-Tadzkiyyah: Jurnal Pendidikan Islam, 8(1), 31. https://doi.org/10.24042/atjpi.v8i1.2095

DrljaÄa, D., Latinović, B., Stanković, Ž., & Cvetković, D. (2017). ADDIE model for development of e-courses. (April). https://doi.org/10.15308/Sinteza-2017-242-247

Elinda, R. (2019). Dampak Game Online Bagi Pendidikan Anak. AL-Wardah, 13(2). http://dx.doi.org/10.46339/al-wardah.v13i2.217

Feng, S. (2022). The Detrimental Effects of Mobile Game Addiction on Chinese Primary School Students and Possible Interventions. Science Insights Education Frontiers, 13(2), 1911–1922. https://doi.org/10.15354/sief.22.re071

Habibi, N. M. (2022). Dampak Negatif Online Game terhadap Remaja. Bikotetik (Bimbingan dan Konseling Teori dan Praktik), 6(1), 30–35. https://doi.org/10.26740/bikotetik.v6n1.p30-35

Hamid, M. A., Ramadhani, R., Masrul, Juliana, Safitri, M., Munsarif, M., … Simarmata, J. (2020). Media Pembelajaran. Jakarta: Yayasan Kita Menulis.

Ichsan, I. Z., Dewi, A. K., Hermawati, Muthi, F., & Iriani, E. (2018). Pembelajaran IPA dan Lingkungan: Analisis Kebutuhan Media Pembelajaran pada SD, SMP, SMA di Tambun Selatan, Bekasi. JIPVA (Jurnal Pendidikan IPA Veteran), 2(2), 131–140. https://doi.org/10.31331/jipva.v2i2.682

Jamalludin, Handayani, R. D., & Nuraini, L. (2021). The Development of Interactive Learning Media of Parabolic Motion Lesson Materials with Patil Lele Traditional Games. Berkala Ilmiah Pendidikan Fisika, 9(2). https://doi.org/10.20527/bipf.v9i2.10399

Khanmurzina, R. R., Cherdymova, E. I., Toriia, R. A., Sukhodolova, E. M., & Tararina, L. I. (2020). Computer Games Influence on Everyday Social Practices of Students-Gamer. Contemporary Educational Technology, 11(1), 11–19. https://doi.org/10.30935/cet.641753

Kusoy, F. P., Mardan, U., & Rattu, J. A. (2021). Dampak Negative Game Online Terhadap Karakter Disiplin Siswa di SMP Katolik Don Bosco Bitung. Jurnal PPKN : Media Kajian Pancasila dan Kewarganegaraan, 1(1), 7–16. https://doi.org/10.53682/jpk.v1i1.817

Lintang, D., & Mayasari, T. (2018). Analisis profil kesulitan belajar siswa MTs. In Quantum: Seminar Nasional Fisika, dan Pendidikan Fisika, 25, 47–52. Retrieved from http://www.seminar.uad.ac.id/index.php/quantum/article/view/233

Mariana, Y. (2017). Film Animasi 3D Jurnalis Sindo. Jurnal Seni Desain dan Budaya, 2(1), 18–26. Retrieved from http://ejournal.uigm.ac.id/index.php/Besaung/article/view/244/252

Masya, H., & Candra, D. A. (2016). Faktor-Faktor yang Mempengaruhi Perilaku Gangguan Kecanduan Game Online pada Peserta Didik Kelas X Di Madrasah Aliyah Al Furqon Prabumulih Tahun Pelajaran 2015/2016. KONSELI Jurnal Bimbingan dan Konseling, 3. https://doi.org/10.24042/kons.v3i2.575

Muhabbatun Nisa, Fatimatul Munawaroh, M. Y. dan A. Y. R. W. (2022). Identifikasi Konsepsi Siswa Kelas VIII SMP Negeri 2 Blahbatuh pada Topik Tekanan Zat dan Penerapannya dalam Kehidupan Sehari-hari. Jurnal Natural Science Educational Research, 3(April), 41–48. https://doi.org/10.23887/jppsi.v3i1.24621

Mutiyasih., Y., & Dasna1, S. dan W. (2017). Identifikasi Penguasaan Konsep Tekanan Zat Cair Siswa SMP Berdasarkan Taksonomi Solo. Seminar Pend. IPA Pascasarjana UM, 84–91. Retrieved from https://core.ac.uk/download/pdf/267024012.pdf

Nisa, M., Munawaroh, F., Yasir, M., & Retno, Y. (2022). Analisis Miskonsepsi Siswa Pada Konsep Tekanan Zat di Kelas VIII SMP Negeri 2 Bangkalan. Junal Nser, 4(3), 183–192. https://doi.org/10.21107/nser.v4i3.8365

Oktavia, N., Sofia, A., Tyas, Ll., Khasanah, N. I., & Marfu’ani, N. R. (2015). Pembuatan Game Edukasi Berbasis Construct 2 Sebagai Media Pembelajaran Fisika untuk Siswa Sekolah Menengah Pertama. Proseding Seminar Nasional Fisikadan Aplikasinya, 56–67. Retrieved from https://adoc.pub/pembuatan-game-edukasi-berbasis-construct-2-sebagai-media-pe.html

Pratama, L. D., Lestari, W., & Bahauddin, A. (2019). Game Edukasi: Apakah membuat belajar lebih menarik? At- Ta’lim : Jurnal Pendidikan, 5(1), 39–50. https://doi.org/10.36835/attalim.v5i1.64

Putri, N. W. M., Hamiyati, H., & Doriza, S. (2020). Dampak Game Online: Studi Fenomena Perilaku Trash-Talk Pada Remaja. Jurnal Psikologi Malahayati, 2(2), 72-85. Retrieved from https://core.ac.uk/download/pdf/353678409.pdf

Reyssier, S., Hallifax, S., Serna, A., Marty, J.-C., Simonian, S., & Lavoué, E. (2020). The Impact of Game Elements on Learner Motivation: Influence of Initial Motivation and Player Profile. IEEE Transactions on Learning Technologies, 15(1), 42–54. https://doi.org/10.1109/TLT.2022.3153239.

Ridoi, M. (2018). Cara Mudah Membuah Game Edukasi Dengan Contruct 2. Malang: Seamolec.

Sa’ad, M. I. (2020). Otodidak Web Programming: Membuat Website Edutainment. Jakarta: PT Elex Media Komputindo. Retrieved from https://ejournal.unesa.ac.id/index.php/pensa/article/view/19814

Saidah, R. N. (2017). Keterampilan Pemecahan Masalah IPA Siswa SMP Kelas VIII Pada Materi Tekanan Zat Cair. PENSA: E-Jurnal Pendidikan Sains, 5(03). Retrieved from https://ejournal.unesa.ac.id/index.php/pensa/article/view/19814

Sugiyono. (2015). Metode Penelitian Pendidikan. Bandung:Alfabeta, hal. 110–111. Bandung: Alfabeta.

Susilana, R., & Riyana, C. (2009). Media Pembelajaran. Bandung: CV Wacana Prima.

Udeozor, C., Russo-Abegão, F., & Glassey, J. (2023). Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research. International Journal of Educational Technology in Higher Education, 20(1). https://doi.org/10.1186/s41239-022-00369-z

Ummah. (2021). Media Pembelajaran Matermatika. Malang: Ummpres.

Author Biographies

Jamalludin, Universitas Jember

Author Origin : Indonesia

Rif’ati Dina Handayani, University of Jember

Author Origin : Indonesia

Sri Handono Budi Prastowo, University of Jember

Author Origin : Indonesia

Downloads

Download data is not yet available.

How to Cite

Jamalludin, J., Handayani, R. D. ., & Prastowo, S. H. B. . (2023). Development of Science Learning Media Using Supcath Educational Games to Improve Student Learning Outcomes. Jurnal Penelitian Pendidikan IPA, 9(5), 2397–2402. https://doi.org/10.29303/jppipa.v9i5.3499