Pengembangan Game SIRAJA Berbasis Articulate Storyline 3 untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik Kelas V

  • Aris Dwiyanto Universitas Negeri Semarang, Semarang, Jawa Tengah,  Indonesia
  • Tri Joko Raharjo Universitas Negeri Semarang, Semarang, Jawa Tengah,  Indonesia
  • Supriyadi Supriyadi Universitas Negeri Semarang, Semarang, Jawa Tengah,  Indonesia
  • Nuni Widiarti Universitas Negeri Semarang, Semarang, Jawa Tengah,  Indonesia
  • Fathur Rokhman Universitas Negeri Semarang, Semarang, Jawa Tengah,  Indonesia
  • Barokah Isdaryanti Universitas Negeri Semarang, Semarang, Jawa Tengah,  Indonesia

Abstract

Teachers need to strive for innovation in creating new media so that the learning of Natural Sciences becomes easier for students. The purpose of this research is to describe the characteristics, validity, and effectiveness of SIRAJA in enhancing critical thinking skills. This research is a type of developmental research. The researcher used various methods to collect data, including interviews, questionnaires, observations, documentation, and tests. The researcher used a one-group pretest-posttest experimental design. The data obtained was then tested for effectiveness, normality, and the increase in critical thinking scores from the pretest and posttest based on the Hake gain. Meanwhile, the responses from the student and teacher questionnaires were evaluated using a Likert scale. The analysis of the learning outcomes of the respondents, who were the subjects of the study, showed that the pretest score of 59 increased to 77 on the posttest. The percentage of learning mastery also significantly increased, from 20% on the pretest to 85% on the posttest. The normality test used was the one-sample Shapiro-Wilk test, which found an asymptotic significance value of 0.388 for the pretest and 0.616 for the posttest, exceeding the significance level of 0.05. Therefore, the researcher concluded that the utilization of SIRAJA positively impacts the critical thinking of fifth-grade students.

Keywords: Articulate Storyline 3, educational game, critical thinking

PDF Downloads

Download data is not yet available.
Published
2024-05-31
How to Cite:
Dwiyanto, A., Raharjo, T. J., Supriyadi, S., Widiarti, N., Rokhman, F., & Isdaryanti, B. (2024). Pengembangan Game SIRAJA Berbasis Articulate Storyline 3 untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik Kelas V. Ideguru: Jurnal Karya Ilmiah Guru, 9(3), 1305-1312. https://doi.org/10.51169/ideguru.v9i3.1105
Section
Research Articles
Abstract viewed: 85 times
PDF (Bahasa Indonesia) downloaded: 48 times

References

Ahadi, G. D., & Zain, N. N. L. E. (2023). Pemeriksaan Uji Kenormalan dengan Kolmogorov-Smirnov, Anderson-Darling dan Shapiro-Wilk. EIGEN MATHEMATICS JOURNAL, 11–19. https://doi.org/10.29303/emj.v6i1.131

Antara, I. G. W. S., & Dewantara, K. A. K. (2022). E-Scrapbook: The Needs of HOTS Oriented Digital Learning Media in Elementary Schools. Journal for Lesson and Learning Studies, 5(1), 71–76. https://doi.org/10.23887/jlls.v5i1.48533

Azzahro, T. A., & Subekti, F. E. (2022). Systematic Literature Review: Efektivitas Penggunaan Media Evaluasi Digital dalam Pembelajaran Matematika. Biormatika: Jurnal Ilmiah Fakultas Keguruan Dan Ilmu Pendidikan, 08(02), 207–213. http://ejournal.unsub.ac.id/index.php/FKIP

Baist, A., Pradja, B. P., Nopitasari, D., & Pamungkas, A. S. (2019). Optimalisasi Performa Mahapeserta didik Melalui Penggunaan Bahan Ajar Komputasi Matematika Berbantuan Software Mathematica. Kreano, Jurnal Matematika Kreatif-Inovatif, 10(2), 165–170. https://doi.org/10.15294/kreano.v10i2.21244

Damayanti, D. (2021). The Use of Learning Media to Support the Quality of the Learning Process. Social, Humanities, and Educational Studies (SHEs): Conference Series, 4(6), 938–943. https://jurnal.uns.ac.id/shes

Dwitiyanti, N., Kumala, S. A., & Widiyatun, F. (2020). Using the ADDIE model in development of physics unit convertion application based on Android as learning media. Formatif: Jurnal Ilmiah Pendidikan MIPA, 10(2). https://doi.org/10.30998/formatif.v10i2.5933

Fransiska, K. A. W., Suarni, N. K., & Margunayasa, I. G. (2024). Perkembangan Kognitif Peserta didik pada Penggunaan Media Pembelajaran Digital Ditinjau dari Teori Jean Piaget: Kajian Literatur Sistematis. Ideguru: Jurnal Karya Ilmiah Guru, 9(2), 466–471. https://doi.org/10.51169/ideguru.v9i2.839

Heliawati, L., Lidiawati, L., & Pursitasari, I. D. (2022). Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning. International Journal of Evaluation and Research in Education, 11(3), 1435–1444. https://doi.org/10.11591/ijere.v11i3.22168

Kade, I. B., Sudana, M., Suyasa, W. A., & Agustini, K. (2021). Efektivitas Media Pembelajaran Berkonsep Gamifikasi Pengenalan Tata Surya Mata Pelajaran IPA Terpadu Kelas VII di SMP Negeri 2 Kubutambahan. Jurnal Pendidikan Teknologi Dan Kejuruan, 18(1).

Lutfi, A. (2021). Gamifikasi untuk Pendidikan: Pembelajaran Kimia yang Menyenangkan pada Masa Pandemi Covid-19. Jurnal Pendidikan Kimia Indonesia, 5(2), 94–101.

Ma, C. M. S., Shek, D. T. L., & Chen, J. M. T. (2019). Changes in the Participants in a Community-Based Positive Youth Development Program in Hong Kong: Objective Outcome Evaluation Using a One-Group Pretest-Posttest Design. Applied Research in Quality of Life, 14(4), 961–979. https://doi.org/10.1007/s11482-018-9632-1

Mahendra, A., Dewi, N. L., & Wahyuni, L. (2021). Analysis of The Formative Assessment Planning During Online Learning: A Case Study. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 8(2), 157–166. https://doi.org/10.17977/um031v8i22021p157

Qorimah, E. N., Laksono, W. C., Hidayati, Y. M., & Desstya, A. (2022). Kebutuhan Pengembangan Media Pembelajaran Berbasis Augmented Reality (AR) pada Materi Rantai Makanan. Jurnal Pedagogi Dan Pembelajaran, 5(1), 57–63. https://doi.org/10.23887/jp2.v5i1.46290

Rahmawati, Y., Febriyana, M. M., Bhakti, Y. B., Astuti, I. A. D., & Suendarti, M. (2022). Pengembangan Media Pembelajaran Fisika Berbasis Game Edukasi: Analisis Bibliometrik Menggunakan Software VOSViewer (2017-2022). Jurnal Penelitian Pembelajaran Fisika, 13(2), 257–266. https://doi.org/10.26877/jp2f.v13i2.13170

Soedarnadi, E. W., & Sulisworo, D. (2022). Pengembangan Media Pembelajaran Audiovisual Berbasis Masalah Berbantuan Google Classroom untuk Meningkatkan Kemampuan Berpikir Kritis Peserta didik. Ideguru: Jurnal Karya Ilmiah Guru, 7(3), 267–273. https://doi.org/10.51169/ideguru.v7i3.386

Stojanovska, M. (2021). Celebrating the International Year of Periodic Tabel with chemistry educational games and puzzles. Chemistry Teacher International, 3(1). https://doi.org/10.1515/cti-2019-0012

Yusuf, Q., Jusoh, Z., & Yusuf, Y. Q. (2019). Cooperative Learning Strategies to Enhance Writing Skills among Second Language Learners. In International Journal of Instruction (Vol. 12, Issue 1). www.e-iji.net