Analysis of Student Response Using Rasch Modeling to The Android-Based Educational Game Learning Media "SiGN" (Synchronization Game for Metabolism Education)
{"title":"Analysis of Student Response Using Rasch Modeling to The Android-Based Educational Game Learning Media \"SiGN\" (Synchronization Game for Metabolism Education)","authors":"S. Cahyani, B. Sugiharto, S. Santosa","doi":"10.1145/3452144.3453841","DOIUrl":null,"url":null,"abstract":"This study aims to (1) produce SiGN (Synchronization Game for Metabolism Education) learning media products and (2) determine students' responses to the SiGN (Synchronization Game for Metabolism Education) learning media. This research is a type of RnD (reseach and development). The development model used in this study is ADDIE which consists of (1) Analyze, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. This research was conducted at SMAN 5 Surakarta as the subject of educational game research at the month of February 2020. Students' response data to the product development results were obtained from a questionnaire and analyzed using the Rasch model obtained from 111 students as research samples. This research has produced a media product in the form of an educational game application called SiGN (Synchronization Game for Metabolism Education) which can be installed on an Android OS mobile phone and declared feasible by media experts and material experts after product revisions according to the recommendations. This study also concluded that students' responses to the SiGN game were positive (enthusiastic), but the aspect of ease in operating the game still received the smallest rating from some students.","PeriodicalId":107308,"journal":{"name":"Proceedings of the 4th International Conference on Learning Innovation and Quality Education","volume":"101 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 4th International Conference on Learning Innovation and Quality Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3452144.3453841","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This study aims to (1) produce SiGN (Synchronization Game for Metabolism Education) learning media products and (2) determine students' responses to the SiGN (Synchronization Game for Metabolism Education) learning media. This research is a type of RnD (reseach and development). The development model used in this study is ADDIE which consists of (1) Analyze, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. This research was conducted at SMAN 5 Surakarta as the subject of educational game research at the month of February 2020. Students' response data to the product development results were obtained from a questionnaire and analyzed using the Rasch model obtained from 111 students as research samples. This research has produced a media product in the form of an educational game application called SiGN (Synchronization Game for Metabolism Education) which can be installed on an Android OS mobile phone and declared feasible by media experts and material experts after product revisions according to the recommendations. This study also concluded that students' responses to the SiGN game were positive (enthusiastic), but the aspect of ease in operating the game still received the smallest rating from some students.
本研究旨在(1)制作SiGN (Synchronization Game for Metabolism Education)学习媒体产品;(2)确定学生对SiGN (Synchronization Game for Metabolism Education)学习媒体的反应。这项研究是一种RnD(研究与开发)。本研究使用的开发模型是ADDIE,由(1)分析,(2)设计,(3)开发,(4)实施,(5)评估组成。该研究是作为教育游戏研究的主题于2020年2月在SMAN 5 Surakarta进行的。通过问卷调查获得学生对产品开发结果的反应数据,并使用111名学生作为研究样本的Rasch模型进行分析。本研究以教育游戏应用SiGN (Synchronization game for Metabolism Education)的形式制作了一款媒体产品,可以安装在Android操作系统的手机上,并根据建议进行产品修订,经媒体专家和材料专家宣布可行。本研究还得出结论,学生对SiGN游戏的反应是积极的(热情的),但在操作游戏的易用性方面仍然得到了一些学生的最低评价。