The Effectiveness of Multimedia Learning of Science Adventure Game “The Adventure of Flora” as Practice Question for Junior High School Students

Learning media is a benchmark for teachers' success in delivering material and managing the class. This research aims to develop a valid, practical and effective learning media “The Adventure of Flora”. This media is a practice question in the form of a website-based learning game with plant classification material. The type of research used is R&D with a 4D model consisting of definition, design, development, and dissemination. The subjects of this study are 28 students of class VII-A MTsN 1 Kediri City. The research data was analyzed using a likert scale to measure the level of validity and an independent sample t-test to measure the level of effectiveness of a media. The average percentage obtained from the validity test was 91.5% with the category of suitable for use, from the practicality test it got 96% with the category of very practical and from the independent sample t-test it got a score of sig.(2-tailed) 0.000 which means H0 is rejected and Ha is accepted. It can be concluded that a website-based educational game has been produced that is valid, practical, and has a significant impact when used. Thus, this product can be disseminated to all junior high school students.

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Publication Details

Journal
Unnes Science Education Journal
Published
2024-12-26
DOI
https://doi.org/10.15294/usej.v13i3.7528
Primary Topic
Educational Games and Gamification
Type
article
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article

The Effectiveness of Multimedia Learning of Science Adventure Game “The Adventure of Flora” as Practice Question for Junior High School Students

Ummiy Fauziyah Laili, Zidah Chotamy Nuriyah, Ahmad Syamsudin
Unnes Science Education Journal
Educational Games and Gamification
article

The Effectiveness of Multimedia Learning of Science Adventure Game “The Adventure of Flora” as Practice Question for Junior High School Students

Ummiy Fauziyah Laili, Zidah Chotamy Nuriyah, Ahmad Syamsudin
article en

Abstract

Learning media is a benchmark for teachers' success in delivering material and managing the class. This research aims to develop a valid, practical and effective learning media “The Adventure of Flora”. This media is a practice question in the form of a website-based learning game with plant classification material. The type of research used is R&D with a 4D model consisting of definition, design, development, and dissemination. The subjects of this study are 28 students of class VII-A MTsN 1 Kediri City. The research data was analyzed using a likert scale to measure the level of validity and an independent sample t-test to measure the level of effectiveness of a media. The average percentage obtained from the validity test was 91.5% with the category of suitable for use, from the practicality test it got 96% with the category of very practical and from the independent sample t-test it got a score of sig.(2-tailed) 0.000 which means H0 is rejected and Ha is accepted. It can be concluded that a website-based educational game has been produced that is valid, practical, and has a significant impact when used. Thus, this product can be disseminated to all junior high school students.

Unnes Science Education JournalVol. 13(3)
Institut Agama Islam Negeri Bengkulu (ID)
Openalex Percentile: Top 63%
Educational Games and Gamification
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The Effectiveness of Multimedia Learning of Science Adventure Game “The Adventure of Flora” as Practice Question for Junior High School Students — Ummiy Fauziyah Laili, Zidah Chotamy Nuriyah, et al. · Unnes Science Education Journal (2024) | TGRS Research Map | TGRS