Game Media as the Fastest Brain Stimulus to Increase Children's Learning Capability

Authors

  • Erlina Sukmawati SMK Gotong Royong Semin
  • Rahmat Mulyono Universitas Sarjanawiyata Tamansiswa

DOI:

https://doi.org/10.31943/jurnal_risalah.v9i3.560

Keywords:

Learning Media, Simulation, Games, Learning Comprehension

Abstract

With the development of technology, education is required to be more advanced and modern to be able to keep pace with rapid technological developments. To be able to advance teacher education, they must begin to be open with more modern learning media, one of the learning media that needs to be developed is interactive multimedia based. The problem now is that teachers are not yet open to interactive multimedia-based learning media. The purpose of this study was to understand how simulation and game-based learning media affect students' learning comprehension in "Acid-Base" Chemistry learning at SMA Gotong Royong Semin Gunungkidul. The research was conducted with class X students in semester 2 of SMA Gotong Royong Semin, namely class XA (simulation-based learning media) as the control class and class XB (game-based learning media) as an experimental class with 40 students per class. The research method used is quasi-experimental. The chosen design is nonequivalent control group design. The sampling technique in this study used purposive sampling. Test the validity of the items based on the judgment of experts (judgment expert) and reliability test using Cronbach's Alpha. Data analysis techniques for testing research results used the normality test, homogeneity test, t test and Mann-Whitney test with data processing using the SPSS 17.0 program. The results of the study show that game-based learning media is better as a medium in conveying learning material in chemistry subjects for students' learning comprehension than simulation-based learning media. This is shown by the posttest hypothesis test. The results of the posttest hypothesis test with Mann-Whitney, the significance value is 0.00 <0.05, so Ho is rejected and Ha is accepted, which means that simulation-based learning media is different from game-based learning media as a medium in conveying learning material in chemistry subjects to student learning comprehension. In the descriptive analysis of the posttest data, it can be concluded that game media is better as a medium in conveying learning material in chemistry subjects for students' learning comprehension than simulation learning media.

Downloads

Download data is not yet available.

References

Sugiyono. (2016). Cara Mudah Menyusun Skripsi, Tesis, dan Disertasi.Bandung. Penerbit Alfabeta.

Sugiyono. (2018). Metode Penelitian Manajemen. Bandung: Penerbit Alfabeta. Moleong, Lexy J. (2005) Metodologi Penelitian Kualitatif, cetakan ke 21, Bandung: Remaja Rosdakarya

Lidiawati, Kasmawati, (2018), Implementasi Computer Based Test (CBT) Di Sekolah Menengah Kejuruan, Jurnal Pengabdian Pada Masyarakat Vol 3, No 1(2018)

Utami M.P. dan Sri R., (2018), Aplikasi Computer Based Test (CBT) Sebagai Alternatif Evaluasi Hasil Pembelajaran Siswa, Jurnal Sistem Informasi Vol 4 No 2 (2018)

Said, (2009), System E-Learning Dengan Pendekatan Evaluasi Pembelajaran, Seminar Nasional Aplikasi Teknologi Informasi 2009 (SNATI 2009)

Dewa A. S. A., (2016), Perancangan Aplikasi Computer Based Test (CBT) Berbasis Web (Studi Kasus Di SMP Negeri 2 Kuta - Badung), Jurnal Teknologi Informasi dan Komputer, Vol 2, No 1 (2016)

Marsudi, (2020), Implementasi CBT Management System di SMP Negeri 3 Pati, Surakarta Informatic Journal (SIJ), Vol 2, No 2 (2020)

Sidik M., Agus S., (2021), Implementasi Evaluasi Pembelajaran Berbasis Android (Studi Kasus Di SMK Muhammadiyah Se-Kota Metro Lampung), Jurnal Program Studi Administrasi Pendidikan Vol 1, No 1 (2021)

Karfindo, Firlan M., (2017), Pengembangan aplikasi Computer Based Test (CBT) untuk Sekolah Menengah Atas (SMA), Jurnal Ilmiah Teknologi Sistem Informasi, Vo 3, No 1, (2017)

Andika S., (2020), Manajemen Evaluasi Pembelajaran Guru Terhadap Hasil dan Kualitas Kinerja Guru Pada Sekolah Dasar Negeri 25 Lhoksukon, Jurnal Pendidik dan Kependidikan, Vol 1, No 2, (2020)

Putriani L.M., Alfian E, (2020), Evaluasi Manajemen Pembelajaran di Madrasah, Jurnal Manajemen Pendidikan, Vol 10, No 1, (2020)

Sugiyono, Sutarman, (2019), Pengembangan Sistem Computer Based Test (CBT) Tingkat Sekolah, Indonesian Journal of Business Intelligence, Vol2, No 1, (2019)

Fachrurazi, Manajemen Evaluasi Pendidikan Dalam Apilikasi Kegiatan Belajar Mengajar Di kelas

Sa’adatul M dan Ertien R, (2017), Implementasi Ujian Nasional Berbasis Komputer (Computer Based Test, CBT) Di SMP Negeri 1 Sidoarjo Kabupaten Sidoarjo, Jurnal Dinamika Governance FISIP UPN “Veteran” Jatim, Vol 7 No 1, (2017)

Santoso, Muhammad R. M., (2021), Rancang Bangun Aplikasi Computer Based Test Berbasis Web Pada SMP N 1 Katapang Kabupaten Bandung Selatan, Jurnal Teknik Informatika, Vol 13, No 2 (2021)

Wiji Hatmoko, (2015) Tahap Evaluasi Pembelajaran https://seputarpendidikansd.blogspot.com/2015/11/tahap-evaluasi- pembelajaran.html

Aris Kurniawan, (2016), Manfaat Evaluasi Pembelajaran, Makalah Perkuliahan http://ariskurniawan038.blogspot.com/2016/02/manfaat-evaluasi-dalam- pembelajaran.html

Downloads

Published

2023-09-22

How to Cite

Erlina Sukmawati, and Rahmat Mulyono. 2023. “Game Media As the Fastest Brain Stimulus to Increase Children’s Learning Capability”. Risalah, Jurnal Pendidikan Dan Studi Islam 9 (3):1306-23. https://doi.org/10.31943/jurnal_risalah.v9i3.560.

Issue

Section

Articles

Most read articles by the same author(s)