PENGEMBANGAN MEDIA DIGITAL GAMES BASED LEARNING (DGBL) PADA PEMBELAJARAN SISTEM REPRODUKSI MANUSIA DI SMP

  • Rizki Raharyu Noviami Jurusan Biologi, FMIPA Universitas Negeri Semarang, Indonesia Gedung D6 Lt.1 Jl Raya Sekaran Gunungpati Semarang Indonesia 50229
  • Lisdiana Lisdiana Jurusan Biologi, FMIPA Universitas Negeri Semarang, Indonesia Gedung D6 Lt.1 Jl Raya Sekaran Gunungpati Semarang Indonesia 50229
  • Wulan Christijanti Jurusan Biologi, FMIPA Universitas Negeri Semarang, Indonesia Gedung D6 Lt.1 Jl Raya Sekaran Gunungpati Semarang Indonesia 50229
Keywords: Digital Games Based Learning media, human reproduction system, result of study

Abstract

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.

References

Barbarick KA. 2010. Crossword puzzle as learning tools in introductory soil science. J. Nat Res & Life Sci Edu.10(2): 145-149

Brom C., Sisler V., and Slavik R. 2009. Implementing digital game-based learning in school:Augmented learning environtment of Europe 2045. Multimedia System. 16(1):23-41

Clark D. 2006. Game and E-learning. Sunderland: Caspian Learning

Davis TM., Shepherd B., and Zwiefelhofer T., 2009. Reviewing for exams: Do crossword puzzle help in the success of student learning?.J. Effect Teach 9(3): 4-10

Joiner R., Iacovides J., Owen M., Gavin C., Clibbery S., Darling J., and Drew B., 2010. Digital games, gender and learning in engineering: Do female s benefit as much as males. J. Sci Edu Techno 20: 178-185

Ifansyah MN. Mahtarami A. 2010. Pengembangan game pembelajaran otomata finit. Seminar Nasional Informatika UPN Veteran Yogyakarta. Yogyakarta

Ismail, A. 2006.Education Games (Menjadi Cerdas dan Ceria dengan Permainan Edukatif). Yogyakarta: Pilar Media

Lakoro R. 2009. Mempertimbangkan peran permainan edukasi dalam pendidikan di Indonesia. Seminar Industri Kreatif ITS Tahun 2009. Surabaya

Pranata M. 2004. Efek redundansi desain pesan multimedia dan teori pemrosesan informasi.J. Nirmana 6(2): 171-182

Rahmani N. 2011. Pengajar cerdas dengan joyful learning. On line at www.bppk. depkeu.go.id/pengajar-cerdas-dengan-joyful-learning.pdf

Shaffer DW., Squire KD., Halverson R., & Gee JP.2004. Video games and the future of learning. Phi Delta Kappan. 87 (2): 104-111

Sugiyono. 2008. Metode Penelitian Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.

Sukmadinata N.S. 2009. Metode Penelitian Pendidikan. Bandung: Remaja Rosdakarya

Suprapto. 2006. Peningkatan kualitas pendidikan melalui media pembelajaran menggunakan media teknologi informasi di sekolah. J. Ekonomi dan Pendidikan 3(1): 34-41

Published
2012-12-05
Section
Articles