七年级学生生物物质分类游戏科学学习电子模块的开发

Arneta Sari, Erda Muhartati, Elfa Oprasmani, A. N. Putri
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引用次数: 0

摘要

本研究采用ADDIE模型进行研究与开发。在讲师和教师使用问卷形式的工具进行的媒体和材料验证过程中,教师和学生使用问卷形式的工具来测量实用性,学生使用由20个问题组成的学习成果工具来测量有效性。媒体发展的结果以e模块的形式呈现,即材料专家的验证结果获得94%,媒体专家的验证结果获得90%,非常有效的标准。教师实践结果为96.6%,学生实践结果为96.91%,学生有效性结果为0.71,包括N-Gain公式计算的高类别,经典掌握比例为93.10%,具有非常有效的混合。根据研究结果,可以解释为科学学习电子模块在吸引力、易用性、材料调整和KKM成就有效性方面配备了关于实用生物分类的游戏。
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Development of Science Learning E-Module Equipped with Game On Material Classification of Living Things for Grade VII Students
This research is a research and development with the ADDIE model. In the media and material validation process carried out by lecturers and teachers using instruments in the form of questionnaires, to measure practicality by teachers and students using instruments in the form of questionnaires, and effectiveness for students was measured using learning outcomes instruments consisting of 20 questions. The results of media development in the form of e-modules, namely the results of the validation of material experts obtained 94%, the validation of media experts obtained 90% in very valid criteria. Then for the implementation results in the form of teacher practice results obtained 96.6%, student practice results obtained 96.91% on very practical features and student effectiveness results obtained at 0.71 including the high category calculated on the N-Gain formula and for classical mastery a proportion 93.10% is obtained with a very effective mixture. Based on the results of the research, it can be interpreted that the science learning e-module is equipped with a game about the classification of practical living things in terms of attractiveness, ease of use, material adjustment and effectiveness in terms of KKM achievement.
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