Rahmi Dwi Ningsih, J. Jamilah, Zulkarnaim Zulkarnaim, Muhammad Rijal
{"title":"基于生物寓教于乐的叠叠棋盘游戏:人类消化系统材料的学习媒体开发","authors":"Rahmi Dwi Ningsih, J. Jamilah, Zulkarnaim Zulkarnaim, Muhammad Rijal","doi":"10.24042/biosfer.v14i1.16232","DOIUrl":null,"url":null,"abstract":"The research aimed to determine the characteristics, validity, and practicality of the bioedutainment-based Jenga board game for teaching the digestive system topic to eighth-grade students of SMPN Sinjai. This research employed the research and development method with the ADDIE development model, involving 25 eighth-grade students as subjects. The ADDIE development model comprises five stages: analyze, design, develop, implement, and evaluate. The research instruments were questionnaires to obtain data on practicality and test items to obtain data on effectiveness. The analysis showed that the media had an attractive design and received a 100% validation rating. It was determined as highly practical by students and educators. The score of effectiveness was 77, reaching 96% completeness. Thus, the bioedutainment-based Jenga board game is valid, practical, and effective for classroom learning.ABSTRAK: Penelitian ini bertujuan untuk mengetahui karakteristik, validitas, dan kepraktisan media permainan papan Jenga berbasis bioedutainment untuk pembelajaran sistem pencernaan pada siswa kelas VIII SMPN Sinjai. Penelitian ini menggunakan metode penelitian dan pengembangan berdasarkan model pengembangan ADDIE, dengan melibatkan 25 siswa kelas VIII sebagai subjek. Model pengembangan ADDIE terdiri dari lima tahapan yaitu menganalisis, merancang, mengembangkan, menerapkan, dan mengevaluasi. Instrumen penelitian berupa angket untuk data kepraktisan, serta soal tes untuk data keefektifan. Hasil penelitian menunjukkan bahwa media tersebut memiliki desain yang menarik dan mendapat nilai validitas 100%. Itu dinilai sangat praktis oleh siswa dan pendidik. Data keefektifan menunjukkan skor 77, mencapai ketuntasan 96%. Dengan demikian, media permainan papan Jenga berbasis bioedutainment valid, praktis, dan efektif untuk pembelajaran di kelas.","PeriodicalId":33978,"journal":{"name":"Biosfer Jurnal Tadris Biologi","volume":"33 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Bioedutainment-Based Jenga Board Game: A Learning Media Development for Human Digestive System Material\",\"authors\":\"Rahmi Dwi Ningsih, J. Jamilah, Zulkarnaim Zulkarnaim, Muhammad Rijal\",\"doi\":\"10.24042/biosfer.v14i1.16232\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The research aimed to determine the characteristics, validity, and practicality of the bioedutainment-based Jenga board game for teaching the digestive system topic to eighth-grade students of SMPN Sinjai. This research employed the research and development method with the ADDIE development model, involving 25 eighth-grade students as subjects. The ADDIE development model comprises five stages: analyze, design, develop, implement, and evaluate. The research instruments were questionnaires to obtain data on practicality and test items to obtain data on effectiveness. The analysis showed that the media had an attractive design and received a 100% validation rating. It was determined as highly practical by students and educators. The score of effectiveness was 77, reaching 96% completeness. Thus, the bioedutainment-based Jenga board game is valid, practical, and effective for classroom learning.ABSTRAK: Penelitian ini bertujuan untuk mengetahui karakteristik, validitas, dan kepraktisan media permainan papan Jenga berbasis bioedutainment untuk pembelajaran sistem pencernaan pada siswa kelas VIII SMPN Sinjai. Penelitian ini menggunakan metode penelitian dan pengembangan berdasarkan model pengembangan ADDIE, dengan melibatkan 25 siswa kelas VIII sebagai subjek. Model pengembangan ADDIE terdiri dari lima tahapan yaitu menganalisis, merancang, mengembangkan, menerapkan, dan mengevaluasi. Instrumen penelitian berupa angket untuk data kepraktisan, serta soal tes untuk data keefektifan. Hasil penelitian menunjukkan bahwa media tersebut memiliki desain yang menarik dan mendapat nilai validitas 100%. Itu dinilai sangat praktis oleh siswa dan pendidik. Data keefektifan menunjukkan skor 77, mencapai ketuntasan 96%. 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引用次数: 0
摘要
本研究旨在确定生物寓教于乐的叠叠棋盘游戏在SMPN sinai八年级学生消化系统主题教学中的特点、有效性和实用性。本研究采用ADDIE发展模型的研究开发方法,以25名八年级学生为研究对象。ADDIE开发模型包括五个阶段:分析、设计、开发、实现和评估。研究工具为问卷调查,获取实用性数据;测试项目,获取有效性数据。分析表明,该媒体具有吸引人的设计,并获得100%的验证评级。学生和教育工作者认为它非常实用。有效率77分,完成率达96%。因此,基于生物寓教于乐的层层叠棋盘游戏对课堂学习是有效的、实用的和有效的。摘要:penpentitian ini bertujuan untuk mengetahui karakteristik, validitas, and kepaktisan media permainan Jenga - basis生物教育娱乐unpenbelajan系统penpentian系统和padsiswa kelas VIII SMPN sinja。Penelitian ini menggunakan方法Penelitian dan pengembangan berdasarkan模型pengembangan ADDIE, dengan melibatkan 25 siswa kelas VIII sebagai主题。模型:ADDIE terdiri dari lima tahapan yitu menganalis, merancang, menembangkan, menerapkan, dan mengevaluasi。仪器仪表的分离是指仪器仪表的分离,仪器仪表的分离是指仪器仪表的分离。哈西尔·佩内利安·梅农·朱克安·巴哈瓦媒体报道称,梅纳利安·梅纳利安·梅纳利安·梅纳利安·梅纳利安·梅纳利安·梅纳利安·梅纳利安的有效性为100%。这是一个非常好的例子。数据keefektifan menunjukkan skor 77, mencapai ketuntasan 96%。邓根德米克,媒体永久的papan Jenga基础生物教育娱乐有效,praktis, dan fektif untuk pembelajaran di kelas。
Bioedutainment-Based Jenga Board Game: A Learning Media Development for Human Digestive System Material
The research aimed to determine the characteristics, validity, and practicality of the bioedutainment-based Jenga board game for teaching the digestive system topic to eighth-grade students of SMPN Sinjai. This research employed the research and development method with the ADDIE development model, involving 25 eighth-grade students as subjects. The ADDIE development model comprises five stages: analyze, design, develop, implement, and evaluate. The research instruments were questionnaires to obtain data on practicality and test items to obtain data on effectiveness. The analysis showed that the media had an attractive design and received a 100% validation rating. It was determined as highly practical by students and educators. The score of effectiveness was 77, reaching 96% completeness. Thus, the bioedutainment-based Jenga board game is valid, practical, and effective for classroom learning.ABSTRAK: Penelitian ini bertujuan untuk mengetahui karakteristik, validitas, dan kepraktisan media permainan papan Jenga berbasis bioedutainment untuk pembelajaran sistem pencernaan pada siswa kelas VIII SMPN Sinjai. Penelitian ini menggunakan metode penelitian dan pengembangan berdasarkan model pengembangan ADDIE, dengan melibatkan 25 siswa kelas VIII sebagai subjek. Model pengembangan ADDIE terdiri dari lima tahapan yaitu menganalisis, merancang, mengembangkan, menerapkan, dan mengevaluasi. Instrumen penelitian berupa angket untuk data kepraktisan, serta soal tes untuk data keefektifan. Hasil penelitian menunjukkan bahwa media tersebut memiliki desain yang menarik dan mendapat nilai validitas 100%. Itu dinilai sangat praktis oleh siswa dan pendidik. Data keefektifan menunjukkan skor 77, mencapai ketuntasan 96%. Dengan demikian, media permainan papan Jenga berbasis bioedutainment valid, praktis, dan efektif untuk pembelajaran di kelas.