Development of Web-Based Game Based Learning Media to Improve High School Students' Understanding of Concepts in Economics Subjects

This research aims to (1) determine the feasibility of the web-based snakes and ladders game based learning media; (2) analyze the effectiveness of using web-based snakes and ladders game based learning media; (3) improving student learning outcomes through the use of web-based game based learning media; and (4) knowing students' responses to web-based game based learning media. The type of research used is research and development with the ADDIE development model by Dick and Carry which consists of 5 stages, namely analysis, design, development, Implementation, & evaluation. Product trials were carried out on a limited basis on 31 high school students using a One Group Pretest-Posttest trial design which was analyzed using n-gain score testing and paired sample tests. The results of the research analysis show (1) the product developed is very worthy for use with an assessment based on material experts of 94.6% and media experts of 91.3% (2) the development product is known to be rated good on effective learning indicators based on student responses with an average assessment of 79.74% (3) Media that is implemented effectively can improve student learning outcomes as indicated by the gain score of 0.65 with the sig t test. 0.00 < 0.05. Thus, it can be concluded that the web-based snakes and ladders game based learning media is very worthy to be used as a support for student learning media, especially in increasing high school students' understanding of concepts.

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Publication Details

Journal
Proceeding of International Student Conference on Business, Education, Economics, Accounting, and Management.
Published
2024-09-08
DOI
https://doi.org/10.21009/isc-beam.012.31
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Development of Web-Based Game Based Learning Media to Improve High School Students' Understanding of Concepts in Economics Subjects

Retno Mustika Dewi, Asmaul Khusnah
Proceeding of International Student Conference on Business, Education, Economics, Accounting, and Management.
Educational Games and Gamification
article

Development of Web-Based Game Based Learning Media to Improve High School Students' Understanding of Concepts in Economics Subjects

Retno Mustika Dewi, Asmaul Khusnah
article en

Abstract

This research aims to (1) determine the feasibility of the web-based snakes and ladders game based learning media; (2) analyze the effectiveness of using web-based snakes and ladders game based learning media; (3) improving student learning outcomes through the use of web-based game based learning media; and (4) knowing students' responses to web-based game based learning media. The type of research used is research and development with the ADDIE development model by Dick and Carry which consists of 5 stages, namely analysis, design, development, Implementation, & evaluation. Product trials were carried out on a limited basis on 31 high school students using a One Group Pretest-Posttest trial design which was analyzed using n-gain score testing and paired sample tests. The results of the research analysis show (1) the product developed is very worthy for use with an assessment based on material experts of 94.6% and media experts of 91.3% (2) the development product is known to be rated good on effective learning indicators based on student responses with an average assessment of 79.74% (3) Media that is implemented effectively can improve student learning outcomes as indicated by the gain score of 0.65 with the sig t test. 0.00 < 0.05. Thus, it can be concluded that the web-based snakes and ladders game based learning media is very worthy to be used as a support for student learning media, especially in increasing high school students' understanding of concepts.

Proceeding of International Student Conference on Business, Education, Economics, Accounting, and Management.Vol. 2(1)
Universitas Negeri Surabaya (ID)
Quality Education
Openalex Percentile: Top 80%
Educational Games and Gamification
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