Development of Web-Based Game Based Learning Media to Improve High School Students' Understanding of Concepts in Economics Subjects

Authors

  • Asmaul Khusnah Universitas Negeri Surabaya
  • Retno Mustika Dewi

Keywords:

Development, Learning Media, Game Based Learning, Snakes and Ladders, Concept Understanding

Abstract

This research aims to (1) determine the feasibility of the web-based snakes and ladders game based learning media; (2) analyze the effectiveness of using web-based snakes and ladders game based learning media; (3) improving student learning outcomes through the use of web-based game based learning media; and (4) knowing students' responses to web-based game based learning media. The type of research used is research and development with the ADDIE development model by Dick and Carry which consists of 5 stages, namely analysis, design, development, Implementation, & evaluation. Product trials were carried out on a limited basis on 31 high school students using a One Group Pretest-Posttest trial design which was analyzed using n-gain score testing and paired sample tests. The results of the research analysis show (1) the product developed is very worthy for use with an assessment based on material experts of 94.6% and media experts of 91.3% (2) the development product is known to be rated good on effective learning indicators based on student responses with an average assessment of 79.74% (3) Media that is implemented effectively can improve student learning outcomes as indicated by the gain score of 0.65 with the sig t test. 0.00 < 0.05. Thus, it can be concluded that the web-based snakes and ladders game based learning media is very worthy to be used as a support for student learning media, especially in increasing high school students' understanding of concepts.

References

Akbar, M. F., Salsabila, R. S., Wahyudi, M. F., Dewi, A. P. M., Gaol, F. L., Matsuo, T., & Hutagalung, F. (2022). The Impact of the Development of Learning Technology Media on the Learning Process for High School Students. In Computer Networks and Inventive Communication Technologies: Proceedings of Fifth ICCNCT 2022 (pp. 785–796). Springer.
Bistari, B. (2018). Konsep Dan Indikator Pembelajaran Efektif. In Jurnal Kajian Pembelajaran dan Keilmuan (Vol. 1, Issue 2, p. 13). https://doi.org/10.26418/jurnalkpk.v1i2.25082
Bruner, J. S., Olver, R. R., & Greenfield, P. M. (1966). Studies in cognitive growth.
Budiman, E., Parassa, Y., Haerullah, H., Moeis, D., Soekarta, R., & Jamil, M. (2018). The effect of mobile learning media on student learning motivation in data structure courses. 2018 3rd International Conference on Information Technology, Information System and Electrical Engineering (ICITISEE), 60–64.
Dewi, S. Z., & Ibrahim, T. (2019). Pentingnya Pemahaman Konsep untuk Mengatasi Miskonsepsi dalam Materi Belajar IPA di Sekolah Dasar. Jurnal Pendidikan UNIGA, 13(1), 130–136.
Elmunsyah, H., Hidayat, W. N., & Asfani, K. (2019). Influence of Augmented Reality on the Achievement and Student Learning Independence. 2019 International Seminar on Application for Technology of Information and Communication (ISemantic), 559–563.
Entwistle, N. (2017). Teaching for understanding at university: Deep approaches and distinctive ways of thinking. Bloomsbury Publishing.
Fajrie, N. (2023). Konsep Perkembangan Anak dalam Paradigma Pembelajaran. Penerbit NEM.
Fisch, S. M. (2013). Cross‐platform learning: On the nature of children’s learning from multiple media platforms. New Directions for Child and Adolescent Development, 2013(139), 59–70.
Höft, L., & Bernholt, S. (2019). Longitudinal couplings between interest and conceptual understanding in secondary school chemistry: an activity-based perspective. International Journal of Science Education, 41(5), 607–627. https://doi.org/10.1080/09500693.2019.1571650
Kristanto, A. (2016). Media Pembelajaran. In Bintang Sutabaya.
Lisnawati, I. (2021). Speaking learning based on multimedia. Journal of Language and Linguistic Studies, 17(4), 2046–2056. https://doi.org/10.52462/jlls.147
Meriyati, M., Latifah, S., Hidayah, N., Shawmi, A. N., Amrullah, M. A., & Fitriana, N. S. (2019). Snake and Ladder Game Integrated with Asmaul-husna: Development of Learning Media. Journal of Physics: Conference Series, 1155(1). https://doi.org/10.1088/1742-6596/1155/1/012024
Mufidah. (2023). Penerapan Teams Games Tournament dengan Media Ular Tangga untuk Meningkatkan Aktivitas dan Hasil Belajar Ekonomi Peserta Didik Kelas XII-IPS 3 MAN 1 Jembrana. 3(3), 1–23.
Novita, L., & Sundari, F. S. (2020). Peningkatan Hasil Belajar Siswa Menggunakan Media Game Ular Tangga Digital. Jurnal Basicedu, 4(3), 716–724. https://doi.org/10.31004/basicedu.v4i3.428
Perdana, S. A. (2018). Analisis Kualitas Instrumen Pengukuran Pemahaman Konsep Persamaan Kuadrat Melalui Teori Tes Klasik Dan Rasch Model. Jurnal Kiprah, 6(1), 41–48. https://doi.org/10.31629/kiprah.v6i1.574
Petrus, S., Suriyanti, Y., & Relita, D. T. (2023). Pengembangan Media Pembelajaran Ular Tangga Pada Mata Pelajaran Ips Terpadu. Jurnal Pendidikan Ekonomi (JURKAMI), 8(1), 266–276. https://doi.org/10.31932/jpe.v8i1.2252
Pho, A., & Dinscore, A. (2015). Game-Based Learning Overview and Definition. Tips and Trends Instructional Technologies Commitee, Spring 2015, 1–5. https://acrl.ala.org/IS/wp-content/uploads/2014/05/spring2015.pdf
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Rahim, F. R., Sari, S. Y., Sundari, P. D., Aulia, F., & Fauza, N. (2022). Interactive design of physics learning media: The role of teachers and students in a teaching innovation. Journal of Physics: Conference Series, 2309(1). https://doi.org/10.1088/1742-6596/2309/1/012075
Riduwan, M. B. A. (2015). Skala pengukuran variabel-variabel penelitian. Alf. Bandung.
Sahasrabudhe, V., & Kanungo, S. (2014). Appropriate media choice for e-learning effectiveness: Role of learning domain and learning style. Computers & Education, 76, 237–249.
Saputra, D. S., Yuliati, Y., & Rachmadtullah, R. (2019). Use of ladder snake media in improving student learning outcomes in mathematics learning in elementary school. Journal of Physics: Conference Series, 1363(1). https://doi.org/10.1088/1742-6596/1363/1/012058
Scheiter, K. (2021). Technology-enhanced learning and teaching: an overview. Zeitschrift Fur Erziehungswissenschaft, 24(5), 1039–1060. https://doi.org/10.1007/s11618-021-01047-y
Sugiyono, D. (2013). Metode penelitian pendidikan pendekatan kuantitatif, kualitatif dan R&D.
Syarifuddin., Utari, E. D., Fahrudin, F., Ansari, A., & Ichsan, A. S. (2022). Media Pembelajaran (Dari Masa Konvensional Hingga Masa Digital). In Hikmah (Vol. 18, Issue 1).
Treceñe, J. K. D., Batan, M. B., & Abines, A. L. (2023). Development of a Digital Snake and Ladder Game As a Strategic Intervention Material for Basic Education. Journal of Engineering Science and Technology, 18, 48–58.
Trybus, J. (2015). Game-based learning: What it is, why it works, and where it’s going. New Media Institute, 6.
Zheng, Y., Zhang, J., Li, Y., Wu, X., Ding, R., Luo, X., Liu, P., & Huang, J. (2024). Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement. Heliyon, 10(1), e23490. https://doi.org/10.1016/j.heliyon.2023.e23490

Downloads

Published

2024-12-10

How to Cite

Khusnah, A., & Dewi, R. M. (2024). Development of Web-Based Game Based Learning Media to Improve High School Students’ Understanding of Concepts in Economics Subjects. International Student Conference on Business, Education, Economics, Accounting, and Management (ISC-BEAM), 2(1), 452–476. Retrieved from https://journal.unj.ac.id/unj/index.php/isc-beam/article/view/46692