PENGEMBANGAN BAHAN AJAR GAMIFIKASI BERBASIS CONTEXTUAL TEACHING LEARNING (CTL) PADA MATERI PELUANG

Rini Pangestu, Netriwati Netriwati, Rizki Wahyu Yunian Putra
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引用次数: 1

Abstract

AbstrakTujuan penelitian ini adalah mengembangkan bahan ajar gamifikasi berbasis Contxtual Teaching Lerning (CTL) layak dan menarik untuk digunakan peserta didik pada jenjang SMP/Mts. Penelitian ini menggunakan model pengembangan ADDIE (Analisys, Desaign, Development, Implementation dan Evaluation). Teknik analisis data pada penelitian ini menggunakan teknik analisis deskriptif kualitatif yang memaparkan hasil pengembangan produk bahan ajar. Data yang diperoleh melalui instrumen ujicoba dianalisis menggunakan statistik deskriptif kualitatif. Hasil validasi ahli materi dari 3 validator menunjukkan bahwa secara keseluruhan produk memperoleh nilai rata-rata sebesar 3,3 dan Hasil validasi ahli media memperoleh nilai rata-rata sebesar 3,6 sedangkan hasil validasi ahli bahasa memperoleh nilai rata-rata sebesar 3,3. Sementara hasil uji coba kelompok kecil dari 15 peserta didik Mts Darul A’mal Metro diperoleh hasil kemenarikan bahan ajar dengan nilai rata-rata 3,3. sedangkan uji coba kelompok besar yang dikalkukan di SMPN 3 Tanjung Raja Lampung Utara memperoleh nilai rata-rata 3,5. Dengan demikian, dapat disimpulkan bahwa pengembangan bahan ajar gamifikasi berbasis contextual teaching learning (CTL) pada kriteria sangat layak dan menarik.Kata Kunci: Gamifikasi, Contextual Teachung Learning (CTL), peluang  AbstractThe purpose of this research is to develop the teaching material of Gamification based on Contxtual Teaching Lerning (CTL) which is feasible and interesting for learners use in junior high school / Mts. This research uses ADDIE development model (Analisys, Desaign, Development, Implementation and Evaluation). Data analysis techniques in this study using descriptive qualitative analysis techniques that describe the results of product development teaching materials. Data obtained through test instruments were analyzed using qualitative descriptive statistics. Expert material validation result from 3 validator indicate that overall product get average value equal to 3,3 and result of validation of media expert get average value equal to 3,6 while result of validation of linguist get average value equal to 3,3. While the results of small group trial of 15 students Mts Darul A'mal Metro obtained the results of attractiveness of teaching materials with an average value of 3.3. while the large group trial that was admitted in SMPN 3 Tanjung Raja Lampung Utara got an average value of 3.5. Thus, it can be concluded that the development of gamification teaching materials based on contextual teaching learning (CTL) on criteria is very feasible and interesting.Keywords: Gamification, Contextual Teachung Learning (CTL), opportunity
在机会材料上建立基于概念教学的综合教学材料
本研究的目的是开发一种可行的、有价值的、有吸引力的基于合同教学材料(CTL),供初三班的学习者使用。本研究采用ADDIE开发模式(分析器、设计、发展、实现和评估)。本研究的数据分析技术采用定性描述性分析技术,概述了教学产品开发的结果。通过测试仪器获得的数据采用描述性质的统计数据进行分析。三个验证器对材料的专家验证表明,总体产品平均得分为3.3分,媒体专家验证为3.6分,而语言学家验证为3.3分。与此同时,15名Mts Darul A mal Metro学习者中的一小群人获得了平均绩点3.3。而在南榜国王南榜3个角进行的大型试验中,平均成绩为3.5分。因此,可以得出结论,基于概念教学(CTL)的综合教学材料的发展在标准上是非常可行和有趣的。关键词:Gamifikasi, Contextual Teachung学习(CTL), AbstractThe机会这个研究的目的是要冲洗Gamification材料教书》改编自Contxtual学教书(CTL),这是可行的,为learners用有趣在初中高中- Mts。这个研究利用艾迪发展模型(Analisys清醒一下,开发,Implementation和调查员)。数据分析技术在这个研究中使用通过测试仪器对合格数据进行分析。从3个间接验证数据中获得的平均验证值为3.3,再到媒体验证平均为3.6,再到语言学家证明平均为3.3。15个学生的小试验结果显示出…令人兴奋的都市环境与此同时,在南榜国王角3号的大试验组获得了3。5的平均成绩。因此,这可能会得出结论,基于critic知识的农业教学发展是非常令人兴奋和有趣的。比喻,概念教学(CTL),机会
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