RANCANGAN GAME EDUKASI SEBAGAI MEDIA PEMBELAJARAN ALTERNATIF FISIKA PADA MATERI GERAK PARABOLA

Authors

  • A. V. Mahaputra Program Studi Pendidikan Fisika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Jakarta, Jalan Rawamangun Muka, Jakarta Timur, 13220, Indonesia
  • A. Handjoko Permana Program Studi Pendidikan Fisika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Jakarta, Jalan Rawamangun Muka, Jakarta Timur, 13220, Indonesia
  • Dwi Susanti Program Studi Pendidikan Fisika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Jakarta, Jalan Rawamangun Muka, Jakarta Timur, 13220, Indonesia

DOI:

https://doi.org/10.21009/03.1201.PF02

Abstract

Abstrak

Penggunaan game edukasi sebagai media pembelajaran dapat meningkatkan motivasi, keterlibatan, serta interaksi siswa.  Dengan menggunakan pendekatan game edukasi dapat menciptakan pembelajaran yang menyenangkan sehingga siswa merasa tidak terlalu terbebani dan lebih santai. Penelitian ini bertujuan untuk merancang produk game edukasi pada materi gerak parabola. Penelitian ini menggunakan penelitian dan pengembangan (Research and Development atau R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Hasil dari penelitian ini diharapkan dapat bermanfaat dalam bidang pendidikan khususnya bagi guru Fisika sebagai inovasi penerapan game edukasi dalam pembelajaran. Berdasarkan hasil studi pendahuluan yang telah dilakukan peneliti, dengan mengumpulkan data melalui kuesioner kepada 31 orang siswa, menunjukkan bahwa siswa pernah memaikan game edukasi, sebanyak 74,2% siswa bosan mengerjakan soal latihan menggunakan buku, sebanyak 96,8% siswa tertarik untuk memainkan game sebagai media untuk mengerjakan soal latihan, sebanyak 100% siswa menganggap bahwa materi gerak parabola cocok untuk dibuatkan game sebagai media latihan, sebanyak 100% siswa setuju untuk dibuatkan pengembangan game edukasi sebagai media latihan pada materi gerak parabola.

Kata-kata kunci: tuliskan kata-kata kunci tidak lebih dari satu baris.

Abstract

The use of educational games as learning media can increase student motivation, involvement, and interaction. Using an educational game approach can create fun learning so that students feel less burdened and more relaxed. This study aims to design educational game products on parabolic motion material. This research uses research and development (Research and Development or R&D) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The results of this study are expected to be useful in the field of education, especially for Physics teachers as an innovation in the application of educational games in learning. Based on the results of a preliminary study conducted by researchers, by collecting data through questionnaires to 31 students, it shows that students have played educational games, as many as 74.2% of students are bored of doing practice questions using books, as many as 96.8% of students are interested in playing games. as a medium for working on practice questions, as many as 100% of students assumed that the parabolic motion material was suitable for making games as a training medium, as many as 100% of students agreed to develop educational games as a training medium on the parabolic motion material.

Keywords: Game Education, fun learning Projectile Motion.

References

[1] A. Manzano León et al., “Between level up and game over: A systematic literature review of gamification in education,” Sustainability (Switzerland), vol. 13, no. 4, pp. 1-14, 2021, doi: 10.3390/su13042247.
[2] Ma’sum, M. Y. Romdoni, R. Hermanto, “Game Edukasi Trigonometri Berbasis Web Untuk Media Pembelajaran,” Jurnal Ilmiah Sains Dan Teknologi, vol. 2, no. 1, p. 92, 2018.
[3] B. Firdaus, “Pengembangan Permainan Interaktif Android Untuk Siswa SMA Kelas X Pada Pokok Bahasan Gerak Parabola [skripsi],” Jakarta: Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Jakarta, 2019.
[4] N. Wahdaniyah, “Pengembangan Educational Game Pada Materi Fluida Untuk Peserta Didik SMA Kelas XI.pdf,” Jakarta: Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Jakarta, 2021.
[5] E. Jääskä, K. Aaltonen, J. Kujala, “Game-based learning in project sustainability management education,” Sustainability (Switzerland), vol. 13, no. 15, 2021, doi: 10.3390/su13158204.
[6] E. Boyle et al., “Serious Games As A Means To Promote Inclusive Thinking: A Case Study Of The Design And Development Of The Ru Eu? Game,” Digital Culture & Education, vol. 13, no. 2, pp. 73-93, 2021, [Online]. Available: https://research.ou.nl/en/publications/serious-games-as-a-means-to-promote-inclusive-thinking-a-case-stu%0Ahttps://research.ou.nl/ws/files/30833315/LB_chapter_subm_010920.pdf
[7] D. Dulari, “Media Pemecahan Soal Berbasis Komputer Untuk Meningkatkan eterampilan dan Prestasi Belajar,” Jurnal Cerdik: Jurnal Pendidikan dan Pengajaran, vol. 1, no. 1, pp. 1-10, 2021, doi: 10.21776/ub.jcerdik.2021.001.01.01
[8] Z. Yan, D. Boud, “Conceptualising assessment-as-learning,” Assessment as Learning: Maximising Opportunities for Student Learning and Achievement, pp. 11-24, 2022, doi: 10.4324/9781003052081-2.
[9] W. Wang, Y. Sun, “An Adaptive and Interactive 3D Simulation Platform for Physics Education using Machine Learning and Game Engine,” pp. 47-62, 2021, doi: 10.5121/csit.2021.111705.
[10] M. M. Elaish et al., “Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary,” IEEE Access, vol. 7, pp. 13326-13337, 2019, doi: 10.1109/ACCESS.2019.2891504
[11] R. M. Dewi et al., “Pelatihan Game Edukasi Android Berbasis HOTS Sebagai Media Evaluasi Pembelajaran,” Abimanyu: Journal of Community Engagement, vol. 1, no. 1, pp. 59-67, 2020, doi: 10.26740/abi.v1i1.6791.
[12] P. Cheng, R. Ding, “The effect of online review exercises on student course engagement and learning performance: A case study of an introductory financial accounting course at an international joint venture university,” Journal of Accounting Education, vol. 54, p. 100699, 2021, doi: 10.1016/j.jaccedu.2020.100699.
[13] M. Çoban, Y. Göktaş, “Which training method is more effective in earthquake training: Digital game, drill, or traditional training?,” Smart Learning Environments, vol. 9, no. 1, 2022, doi: 10.1186/s40561-022-00202-0.
[14] S. Rahimi et al., “Timing of Learning Supports in Educational Games can Impact Students’ Outcomes,” Computers and Education, vol. 190, p. 104600, 2022, doi: 10.1016/j.compedu.2022.104600.

Downloads

Published

2024-01-31

How to Cite

Mahaputra, A. V., Permana, A. H., & Susanti, D. (2024). RANCANGAN GAME EDUKASI SEBAGAI MEDIA PEMBELAJARAN ALTERNATIF FISIKA PADA MATERI GERAK PARABOLA. PROSIDING SEMINAR NASIONAL FISIKA (E-JOURNAL), 12(1), PF–7. https://doi.org/10.21009/03.1201.PF02

Issue

Section

Pendidikan Fisika dan Aplikasinya