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Abstrak

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.

Kata Kunci

Animal Life Cycle, Science, Puzzle-Assisted Mobile Learning.

Rincian Artikel

Cara Mengutip
Nur’aini, Z., & Sunarso, A. (2024). A Pengembangan Media Mobile Learning Berbantu Puzzle Untuk Meningkatkan Hasil Belajar IPAS Siswa: Development of Puzzle-Assisted Mobile Learning Media to Improve Student Science Learning Outcomes. PendIPA Journal of Science Education, 8(1), 10–16. https://doi.org/10.33369/pendipa.8.1.10-16

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