Implementasi Games Pembelajaran “Felix and the Virology Zone†Berbasis RPG Maker MV pada Pembelajaran Biologi terhadap Keterampilan Proses Sains
DOI:
https://doi.org/10.31629/ph.v4i2.2537Keywords:
Learning Games, RPG, science process skills.Abstract
The learning process of biology hasn’t led to direct observation of the object to be studied, this has an impact on the development of students' science process skills which cannot be oriented properly to the learning process of biology. The purpose of this study was to determine the application of the android version of RPG Maker MV based learning games to improve science process skills on the concept of viruses. The research method used Quasi-Experimental Design with Nonequivalent Control Group Pretest-Postest. The results showed the value of Sig. (2-tailed) of 0.000 <0.05, student responses> 50%, the rest answered strongly agree. So it can be concluded that, there is a significant difference in effectiveness between the implementation of the android version of the RPG Maker MV based learning game "Felix And The Virology Zone" with conventional methods in improving science process skills and students give very positive responses.
References
Andini, T. E., Hidayat, S., & Fadillah, E. N. (2018). Scientific process skills: Preliminary study towards senior high school student in Palembang. Jurnal Pendidikan Biologi Indonesia, 4(3), 243–250. https://doi.org/10.22219/jpbi.v4i3.6784
Azizah, N., & Kurniawati, Y. (2013). Introducting Physics Early Childhood Children Using Creative Science Games in RA Darrutaqwa Tasikmalaya. Indonesian Journal of Early Childhood, 2(2), 50–57.
Cresswell, J. (2014). Research Design - Qualitative, Quantitative, & Mixed Methods Approaches. https://doi.org/10.1002/macp.200400177
Georgiev, T., Georgieva, E., & Smrikarov, A. (2004). M-Learning - a New Stage of Õ-Learning. International Conference on Computer Systems and Technologies - CompSysTech’, (June), 1. https://doi.org/10.1145/1050330.1050437
Heinich, R., Molenda, M., Russell, J., & Smaldino, S. (2012). Instructional Media and Technology for Learning. International Journal of Distributed and Parallel Systems, 3, 8. https://doi.org/10.1016/J.ARABJC.2011.11.008
Hermawan, D. P., Herumurti, D., & Kuswardayan, I. (2017). Efektivitas Penggunaan Game Edukasi Berjenis Puzzle, RPG dan Puzzle RPG Sebagai Sarana Belajar Matematika. JUTI: Jurnal Ilmiah Teknologi Informasi, 15(2), 195. https://doi.org/10.12962/j24068535.v15i2.a663
Malley, C. O., Vavoula, G., Glew, J. P., Taylor, J., Sharples, M., Lonsdale, P., … Sharples, M. (2005). Guidelines for learning / teaching / tutoring in a mobile environment To cite this version : Public Deliverable from the MOBILearn Project (D.4.1).
Rasyid, A., Iswari, R. I., Marwoto, P., & Rinto, R. (2020). The effectiveness of mobile learning role play game (rpg) maker mv in improving students’ critical thinking ability. Journal of Physics: Conference Series, 1567(4), 0–6. https://doi.org/10.1088/1742-6596/1567/4/042088
Rasyid, Abdur, & Gaffar, A. A. (2019). Pengembangan Aplikasi Mobile Learning Model Games “Antibody vs Antigen†Menggunakan RPG Maker MV pada Pembelajaran Biologi Konsep Sistem Imun. Biodik, 5(3), 225–238. https://doi.org/10.22437/bio.v5i3.7870
Serafimov, L. A. (2014). Mobile Technologies in Learning. (May).
Sugandi, M. K., & Rasyid, A. (2019). Multimedia Adobe Flash Pembelajaran Biologi Melalui Project Based Learning Untuk Meningkatkan Kreativitas siswa pada konsep ekosistem. Jurnal Ilmiah Pendidikan Biologi, 5(3), 181–196.
Talakua, C., & Sesca Elly, S. (2020). Pengaruh Penggunaan Media Pembelajaran Biologi Berbasis Mobile Learning terhadap Minat dan Kemampuan Berpikir Kreatif Siswa SMA Kota Masohi. Biodik, 6(1), 46–57. https://doi.org/10.22437/bio.v6i1.8061
Zeidan, A. H., & Jayosi, M. R. (2014). Science Process Skills and Attitudes toward Science among Palestinian Secondary School Students. World Journal of Education, 5(1), 13–24. https://doi.org/10.5430/wje.v5n1p13