期刊名称:Bioedukasi: Jurnal Pendidikan Biologi FKIP UM Metro
印刷版ISSN:2086-4701
电子版ISSN:2442-9805
出版年度:2021
卷号:12
期号:1
页码:1-16
DOI:10.24127/bioedukasi.v12i1.3759
语种:Indonesian
出版社:Universitas Muhammadiyah Metro
摘要:Science and Technology in education demand teachers as educators with integrated innovations in technological developments. The media is used to improve understanding of educational game-based material with student characteristics. The research aims to develop and the feasibility of digital educational games on the Plantae SMA class X material. This type of research uses development (R&D). The research model used is ADDIE with five stages: (1) analyze, (2) design, (3) development, (4) implementation, and (5) evaluation. . The instrument used a questionnaire and test (Pretest-Postest). The questionnaire assessment data were analyzed using the quantitative descriptive test, the pre-test and post-test assessment data were analyzed using the N-Gain test. Based on the results of the game assessment analysis by media experts with a total score of 3.40 (very good), then the assessment by the material expert with a total score of 3.48 (very good), then the assessment by the teacher with a total score of 3.23 (very good), and assessment by students with a total score of 3.38 (very good). The implementation of the game "Adventure Of Plant" shows that there is an increase in the average pretest score of 57 and the average post-test score of 77, with the N-Gain analysis result of 0.47 (moderate). Conclusion: digital education game research on Plantae material is suitable for use as a learning medium, but it has a (moderate) influence on student learning outcomes in understanding the concept of learning. Kata kunci: ADDIE, Game Edukasi Digital, Materi Plantae, Media Pembelajaran.