Development of Learning Tools Using Discovery Learning Model Equipped with Science Marble Games to Improve Student's Critical Thinking Skills

Ulinnuha Naely Safira, E. N. Savitri
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Abstract

This study aims to determine the characteristics and feasibility of the discovery learning model assisted by marble science games which was developed to improve students' critical thinking skills. This type of research is a research and development study with the ADDIE research model. The research subjects were students of class VIII SMP Kesatrian 1 Semarang. The research data were obtained from the feasibility test of the device developed by the experts as well as a questionnaire about the use of marble games as media science. The results of the due diligence analysis by the experts were stated to be very suitable for use with an average percentage of 83.88%. Questionnaire students' responses regarding the use of marble games science media were stated to be suitable for use with a percentage of 79.67%. Based on this it can be concluded that the development of discovery learning models assisted by science marble games is very feasible to be used to improve students' critical thinking skills.
利用科学弹珠游戏的发现学习模式开发学习工具,提高学生的批判性思维能力
本研究旨在确定以弹珠科学游戏为辅助的发现学习模式的特点和可行性,以提高学生的批判性思维能力。这类研究是采用ADDIE研究模式的研发研究。研究对象为三宝垄中学八班学生。研究数据来源于专家开发的设备的可行性测试以及关于弹珠游戏作为媒介科学使用的问卷调查。专家的尽职调查分析结果被认为非常适合使用,平均百分比为83.88%。问卷学生对弹珠游戏科学媒体使用的回答表示适合使用的比例为79.67%。基于此,我们可以得出结论,在科学弹珠游戏的辅助下开发发现学习模式对于提高学生的批判性思维能力是非常可行的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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