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Penelitian ini bertujuan mengembangkan Mobile Learning Berbantu Puzzle, menguji kelayakan Mobile Learning Berbantu Puzzle, serta menguji keefektifan Mobile Learning Berbantu Puzzle terhadap materi IPAS daur hidup hewan pada siswa kelas V SDN 2 Redin Purworejo. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis research and development (R&D). Prosedur pengembangan dengan model pengembangan ADDIE. Teknik pengambilan sampel menggunakan teknik purposive sampling. Teknik pengumpulan data menggunakan wawancara, angket, tes dan dokumentasi. Analisis data dilakukan dengan uji kelayakan dan uji keefektifan media. Teknik analisis data awal dengan Uji normalitas dan analisis data akhir dengan Uji t berpasangan dan Uji N-gain. Hasil uji t dua sampel dependen pada tes akhir kelompok besar diperoleh nilai = 16,929 dan = 2,093. Dari hasil perhitungan diperoleh = 16,929 > = 2,093 maka H0 ditolak dan Ha diterima atau diartikan bahwa Game Puzzle Mobile Learning efektif digunakan dalam pembelajaran untuk meningkatkan hasil belajar IPAS pada materi daur hidup hewan. N-gain pada uji kelompok kecil dan besar sebesar 0,80 dan 0,75 dan termasuk pada kategori tinggi. Peneliti menyarankan kepada guru untuk dapat menggunakan Mobile Learning Berbantu Puzzle sebagai salah satu media untuk meningkatkan kemampuan siswa dalam memahami materi sejenis.
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Referensi
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- Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/j.procs.2019.09.005
- Beng Keat, O. Y., Wahid, N., Murli, N., & Hamid, R. A. (2018). Augmented Reality to Induce Enjoyment in Edutainment Mobile Game. JOIV : International Journal on Informatics Visualization, 2(3–2), 188. https://doi.org/10.30630/joiv.2.3-2.139
- Diaz Renavitasari, I. R., & Afif Supianto, A. (2018). Educational Game For Training Spatial Ability Using Tangram Puzzle. 2018 International Conference on Sustainable Information Engineering and Technology (SIET), 174–179. https://doi.org/10.1109/SIET.2018.8693164
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- Ke, G.-N., Tan, R. W. W., & Palmer, S. (2022). Brain Activity and Aggressive Behavior of Online Gamers. International Journal of Cyber Behavior, Psychology and Learning, 12(1), 1–19. https://doi.org/10.4018/IJCBPL.304903
- Kristianti, N., Purnawati, N., & Suyoto, S. (2018). Virtual Education with Puzzle Games for Early Childhood – A Study of Indonesia. International Journal of Engineering Pedagogy (IJEP), 8(2), 14–22. https://doi.org/10.3991/ijep.v8i2.7943
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- Muliyati, D., Septyaningrum, L. D., & Permana, H. (2022). “Black Journey” - The mobile apps development of physics educational game. AIP Conference Proceedings, 020031. https://doi.org/10.1063/5.0102469
- Pallavicini, F., Ferrari, A., & Mantovani, F. (2018). Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology, 9. https://doi.org/10.3389/fpsyg.2018.02127
- Peleg, R., Yayon, M., Katchevich, D., Moria-Shipony, M., & Blonder, R. (2019). A Lab-Based Chemical Escape Room: Educational, Mobile, and Fun! Journal of Chemical Education, 96(5), 955–960. https://doi.org/10.1021/acs.jchemed.8b00406
- Petritis, S. J., Byrd, K. M., & Schneller, W. (2022). Hybridization Gamified: A Mobile App for Learning About Hybridization. Journal of Chemical Education, 99(3), 1155–1159. https://doi.org/10.1021/acs.jchemed.1c00890
- Sapundzhi, F., Kitanov, A., Lazarova, M., & Georgiev, S. (2023). A Mobile App Game Based on the Development and Design of a Puzzle Created for Educational Learning. In AIP Conference Proceedings (pp. 223–230). https://doi.org/10.1007/978-3-031-42134-1_22
- Tan, C. W., Ling, L., Yu, P.-D., Hang, C. N., & Wong, M. F. (2020). Mathematics Gamification in Mobile App Software for Personalized Learning at Scale. 2020 IEEE Integrated STEM Education Conference (ISEC), 1–5. https://doi.org/10.1109/ISEC49744.2020.9397846
Referensi
Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/j.procs.2019.09.005
Andreani, W., & Ying, Y. (2019). “PowPow” interactive game in supporting English vocabulary learning for elementary students. Procedia Computer Science, 157, 473–478. https://doi.org/10.1016/j.procs.2019.09.005
Beng Keat, O. Y., Wahid, N., Murli, N., & Hamid, R. A. (2018). Augmented Reality to Induce Enjoyment in Edutainment Mobile Game. JOIV : International Journal on Informatics Visualization, 2(3–2), 188. https://doi.org/10.30630/joiv.2.3-2.139
Diaz Renavitasari, I. R., & Afif Supianto, A. (2018). Educational Game For Training Spatial Ability Using Tangram Puzzle. 2018 International Conference on Sustainable Information Engineering and Technology (SIET), 174–179. https://doi.org/10.1109/SIET.2018.8693164
Gómez-Urquiza, J. L., Gómez-Salgado, J., Albendín-García, L., Correa-Rodríguez, M., González-Jiménez, E., & Cañadas-De la Fuente, G. A. (2019). The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Education Today, 72, 73–76. https://doi.org/10.1016/j.nedt.2018.10.018
Ke, G.-N., Tan, R. W. W., & Palmer, S. (2022). Brain Activity and Aggressive Behavior of Online Gamers. International Journal of Cyber Behavior, Psychology and Learning, 12(1), 1–19. https://doi.org/10.4018/IJCBPL.304903
Kristianti, N., Purnawati, N., & Suyoto, S. (2018). Virtual Education with Puzzle Games for Early Childhood – A Study of Indonesia. International Journal of Engineering Pedagogy (IJEP), 8(2), 14–22. https://doi.org/10.3991/ijep.v8i2.7943
Lu, S.-J., Liu, Y.-C., Chen, P.-J., & Hsieh, M.-R. (2020). Evaluation of AR embedded physical puzzle game on students’ learning achievement and motivation on elementary natural science. Interactive Learning Environments, 28(4), 451–463. https://doi.org/10.1080/10494820.2018.1541908
Muliyati, D., Septyaningrum, L. D., & Permana, H. (2022). “Black Journey” - The mobile apps development of physics educational game. AIP Conference Proceedings, 020031. https://doi.org/10.1063/5.0102469
Pallavicini, F., Ferrari, A., & Mantovani, F. (2018). Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology, 9. https://doi.org/10.3389/fpsyg.2018.02127
Peleg, R., Yayon, M., Katchevich, D., Moria-Shipony, M., & Blonder, R. (2019). A Lab-Based Chemical Escape Room: Educational, Mobile, and Fun! Journal of Chemical Education, 96(5), 955–960. https://doi.org/10.1021/acs.jchemed.8b00406
Petritis, S. J., Byrd, K. M., & Schneller, W. (2022). Hybridization Gamified: A Mobile App for Learning About Hybridization. Journal of Chemical Education, 99(3), 1155–1159. https://doi.org/10.1021/acs.jchemed.1c00890
Sapundzhi, F., Kitanov, A., Lazarova, M., & Georgiev, S. (2023). A Mobile App Game Based on the Development and Design of a Puzzle Created for Educational Learning. In AIP Conference Proceedings (pp. 223–230). https://doi.org/10.1007/978-3-031-42134-1_22
Tan, C. W., Ling, L., Yu, P.-D., Hang, C. N., & Wong, M. F. (2020). Mathematics Gamification in Mobile App Software for Personalized Learning at Scale. 2020 IEEE Integrated STEM Education Conference (ISEC), 1–5. https://doi.org/10.1109/ISEC49744.2020.9397846