Pengembangan Game Space Escape Room berorientasi kemampuan berpikir tingkat tinggi pada materi Korosi

Wati, Erna (2023) Pengembangan Game Space Escape Room berorientasi kemampuan berpikir tingkat tinggi pada materi Korosi. Sarjana thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

INDONESIA : Kemampuan berpikir tingkat tinggi peserta didik masih relatif lemah dikarenakan belum terbiasa diberikan soal evaluasi dengan level kognitif tinggi. Oleh karena itu, peneliti mengembangkan media pembelajaran yang menyediakan latihan soal C4-C6 dengan mengambil konsep belajar dan bermain berupa pengembangan game space escape room . Penelitian ini bertujuan untuk mendeskripsikan tampilan, menganalisis hasil uji validasi dan menganalisis hasil uji kelayakan game space escape room . Metode penelitian yang digunakan adalah Desain Based Research (DBR) dengan pendekatan ADDIE yang telah dimodifikasi dengan tahapan analisis (Analysis), perencanaan (Desain), dan pengembangan (Development). Hasil pengembangan game space escape room berorientasi kemampuan berpikir tingkat tinggi dideskripsikan dengan tampilan berupa penyelesaian rintangan berupa puzzle, temukan perbedaan pada gambar, memasukan kode beserta quiz pada materi korosi. Adapun hasil uji validasi yang dilakukan kepada tiga orang dosen Pendidikan Kimia UIN Sunan Gunung Djati Bandung, diperoleh rhitung pada aspek substansi materi sebesar 0,68, pada aspek rekayasa perangkat lunak sebesar 0,73, dan aspek komunikasi visual sebesar 0,69 yang dapat dinyatakan valid. Kemudian hasil uji kelayakan game kepada 14 orang responden diperoleh rata-rata persentase kelayakan sebesar 85,92% dinyatakan layak untuk digunakan sebagai media pembelajaran dengan interpretasi tinggi. Untuk penelitian selanjutnya, disarankan untuk memvisualisasikan game escape room dengan teknologi 3D agar misi petualangan terasa lebih nyata. ENGLISH : Students' high-level thinking skills are still relatively weak because they are not used to being given evaluation questions at a high cognitive level. Therefore, the researcher developed learning media that provides C4-C6 practice questions by taking the concept of learning and playing in the form of developing a space escape room game. This study aims to describe the appearance, analyze the results of the validation test and analyze the results of the feasibility test of the space escape room game. The research method used is Design Based Research (DBR) with the ADDIE approach which has been modified with the stages of analysis (Analysis), planning (Design), and development (Development). The results of the development of the space escape room game oriented to higher order thinking skills are described in the form of solving obstacles in the form of puzzles, finding differences in pictures, entering codes along with quizzes on corrosion material. As for the results of the validation test conducted on three lecturers of Chemistry Education at UIN Sunan Gunung Djati Bandung, it was obtained that rcount on the substance aspect of the material was 0.68, on the software engineering aspect was 0.73, and the visual communication aspect was 0.69 which can be stated valid. Then the results of the game feasibility test on 14 respondents obtained an average percentage of eligibility of 85.92% declared feasible to be used as learning media with high interpretation. For further research, it is recommended to visualize escape room games with 3D technology so that the adventure missions feel more real.

Item Type: Thesis (Sarjana)
Uncontrolled Keywords: Game edukasi; Kemampuan berpikir tingkat tinggi; korosi; space escape room
Subjects: Educational Institutions, Schools and Their Activities
Adventure, Collected Accounts of Events
Divisions: Fakultas Tarbiyah dan Keguruan > Program Studi Pendidikan Kimia
Depositing User: Erna Wati
Date Deposited: 24 Jul 2023 06:10
Last Modified: 24 Jul 2023 06:10
URI: https://digilib.uinsgd.ac.id/id/eprint/71973

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