Development Si Ceria Game in Science Subjects in Class VIII SMP

Learning media is a tool for teachers to convey information during the learning process. However, many schools still use learning media that are less varied and less engaging, causing students to tend to lose focus during the explanation process in learning. With the presence of technology, it can be used as an engaging learning medium in the form of the cheerful game in the subject of Science. This research aims to produce a valid and practical cheerful game media for the 8th-grade junior high school Science subject. The type of research is development research known as Research and Development (R&D) using the 4D model. The development procedure in this research consists of 4 stages. (Define, Design, Develop, and Disseminate). The product validity test was conducted by 3 validators, namely 1 material validator and 2 media validators. The practicality test was trialed on eighth-grade students of SMP Muhammadiyah 6 Padang. Based on the assessment results from the material and media validators, the material validation obtained an average score of 4.60 with the category "Very Valid." Meanwhile, the media validation results from validator I obtained an average score of 4.00 with the category "Valid," and the media validation results from validator II obtained an average score of 4.86 with the category "Very Valid." After the media was deemed valid and feasible, it was tested on eighth-grade students at SMP, with the practicality test results obtaining an average score of 4.42 with the category "Very Practical." Based on the validity and practicality test results, it can be concluded that the developed Si Ceria game media is suitable for use in learning.

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Publication Details

Journal
JISIP (Jurnal Ilmu Sosial dan Pendidikan)
Published
2024-11-21
DOI
https://doi.org/10.58258/jisip.v8i4.7705
Primary Topic
STEM Education
Type
article
Field-Weighted Citation Impact
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article

Development Si Ceria Game in Science Subjects in Class VIII SMP

Mutiara Felicita Amsal, Alwen Bentri, Meldi Ade Kurnia Yusri, Bilqisti Rohmatun Alfitri
JISIP (Jurnal Ilmu Sosial dan Pendidikan)
STEM Education
article

Development Si Ceria Game in Science Subjects in Class VIII SMP

Mutiara Felicita Amsal, Alwen Bentri, Meldi Ade Kurnia Yusri, Bilqisti Rohmatun Alfitri
article en

Abstract

Learning media is a tool for teachers to convey information during the learning process. However, many schools still use learning media that are less varied and less engaging, causing students to tend to lose focus during the explanation process in learning. With the presence of technology, it can be used as an engaging learning medium in the form of the cheerful game in the subject of Science. This research aims to produce a valid and practical cheerful game media for the 8th-grade junior high school Science subject. The type of research is development research known as Research and Development (R&D) using the 4D model. The development procedure in this research consists of 4 stages. (Define, Design, Develop, and Disseminate). The product validity test was conducted by 3 validators, namely 1 material validator and 2 media validators. The practicality test was trialed on eighth-grade students of SMP Muhammadiyah 6 Padang. Based on the assessment results from the material and media validators, the material validation obtained an average score of 4.60 with the category "Very Valid." Meanwhile, the media validation results from validator I obtained an average score of 4.00 with the category "Valid," and the media validation results from validator II obtained an average score of 4.86 with the category "Very Valid." After the media was deemed valid and feasible, it was tested on eighth-grade students at SMP, with the practicality test results obtaining an average score of 4.42 with the category "Very Practical." Based on the validity and practicality test results, it can be concluded that the developed Si Ceria game media is suitable for use in learning.

JISIP (Jurnal Ilmu Sosial dan Pendidikan)Vol. 8(4)
State University of Padang (ID)
Openalex Percentile: Top 63%
STEM Education
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