ANALYSIS OF STUDENTS’ RESPONSES TO GAME-BASED LEARNING METHODS ON MOTION AND FORCE TOPIC

Authors

  • Dina Rizkia Putri Universitas Negeri Padang

DOI:

https://doi.org/10.24036/semesta/vol7-iss1/304

Keywords:

Game based learning, students response, science learning

Abstract

The purpose of this research is to find out whether the game based learning method presented can be well received or not by students. Respondents in this study were 30 seventh grade students. The data collection technique used in this study was a student response questionnaire. The results of the data obtained and analyzed qualitatively descriptive and assisted by Microsoft Excel application on Windows. Based on the results of the student response questionnaire to the Game Based Learning learning method, the average percentage is 88% and is in the very good category. So it can be concluded that game based learning method gets a very good response from students.

References

Ambarini, N., Rosyidi, A., & Ariyanto, J. (2013). The Implementation of Card Sort Active Learning with Mind Mapping to Increase Students’ Learning Interest in Biology at the Students’ of VII-E SMP Negeri 5 Surakarta. Bio-Pedagogi, 2(1), 77. https://doi.org/10.20961/bio-pedagogi.v2i1.5280

Aziz, M. S., Zain, A. N. M., Samsudin, M. A. Bin, & Saleh, S. B. (2014). The impact of PBL on Undergraduate Physics Students’ Understanding of Thermodynamics. International Journal of Academic Research in Economics and Management Sciences, 3(4), 100–112. https://doi.org/10.6007/ijarems/v3-i4/1088

Dewi, H. R., & Yusro, A. C. (2016). Analisis Kesulitan Belajar Ipa Materi Gerak Pada Siswa Kelas VII. Jurnal Seminar Nasional Pendidikan Fisika II 2016, 19–23. https://doi.org/https://doi.org/10.2573/snpf.v0i0.913

Efendi, D. N., Supriadi, B., & Nuraini, L. (2021). Analisis Respon Siswa Terhadap Media Animasi Powerpoint Pokok Bahasan Kalor. Jurnal Pembelajaran Fisika, 10(2), 49. https://doi.org/10.19184/jpf.v10i2.23763

Indarta, Y., Jalinus, N., Waskito, W., Samala, A. D., Riyanda, A. R., & Adi, N. H. (2022). Relevansi Kurikulum Merdeka Belajar dengan Model Pembelajaran Abad 21 dalam Perkembangan Era Society 5.0. Edukatif : Jurnal Ilmu Pendidikan, 4(2), 3011–3024. https://doi.org/10.31004/edukatif.v4i2.2589

Kartika, A., Eftiwin, L., Fitri Lubis, M., & Walid, A. (2020). Profil Kemampuan Berpikir Kritis Siswa Kelas VIII SMP Pada Mata Pelajaran IPA. JARTIKA : Jurnal Riset Teknologi Dan Inovasi Pendidikan, 3(1), 1–10. https://doi.org/10.36765/jartika.v3i1.46

Maharani, A. A. P., & Widhniasih, L. K. S. (2016). Respon Siswa Terhadap Umpan Balik Guru Saat Pelajaran Bahasa Inggris Di Sd Saraswati 5 Denpasar. Jurnal Bakti Saraswati, 05(02), 1–11. https://doi.org/https://doi.org/10.22460/as.v3i2p%25p.3600

Maksum, A., & Umihani. (2018). ACTIVE LEARNING UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN. Jurnal Genealogi PAI, 4(2), 169–180. http://www.jurnal.uinbanten.ac.id/index.php/geneologi/article/view/806

Maulidina, M., Susilaningsih, S., & Abidin, Z. (2018). Pengembangan Game Based Learning Berbasis Pendekatan Saintifik Pada Siswa Kelas Iv Sekolah Dasar. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran) Kajian Dan Riset Dalam Teknologi Pembelajaran, 4(2), 113–118. https://doi.org/10.17977/um031v4i22018p113

Muslimin, Putri, R. I. D., & Somakim. (2012). Desain Pembelajaran Pengurangan Bilangan Bulat Melalui Permainan Tradisional Congklak Berbasis Pendidikan Matematika Realistik Indonesia di Kelas IV Sekolah Dasar. Kreano: Jurnal Matematika Kreatif-Inovatif, 3(2), 100–112. https://doi.org/https://doi.org/10.15294/kreano.v3i2.2642

Nasution, M. K. (2017). Penggunaan Metode Pembelajaran Dalam Peningkatan Hasil Belajar Siswa Sekolah Tinggi Agama Islam Swasta Lantaboer Jakarta. Corresspondence: Mardiah Kalsum Nasution, Sekolah Tinggi Agama Islam Swasta Lantaboer Jakarta. E-mail. STUDIA DIDAKTIKA: Jurnal Ilmiah Bidang Pendidikan, 11(1), 9–15. https://core.ac.uk/download/pdf/267962028.pdf

Nuryadin, N. (2017). Strategi Pendidikan Islam Di Era Digital. STRATEGI PENDIDIKAN ISLAM DI ERA DIGITAL, 3(1), 209. https://doi.org/10.24952/fitrah.v3i1.637

Permana, N. S. (2020). GAME BASED LEARNING SEBAGAI SALAH SATU SOLUSI DAN INOVASI PEMBELAJARAN BAGI GENERASI DIGITAL. Jurnal Pendidikan Agama Katolis (JPAK), 9(2), 110. https://doi.org/10.12681/edusc.3109

Priyaningsih, S., & Suyono, S. (2020). Penerapan Metode Permainan untuk Meningkatkan Hasil dan Minat Belajar Matematika Siswa SMP. Prisma, 9(2), 146. https://doi.org/10.35194/jp.v9i2.1069

Putri, C. A. (2023). MODEL PEMBELAJARAN BERORIENTASI STUDENT CENTERED MENUJU TRANSISI KURIKULUM MERDEKA. Ibtidaiyyah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah E-, 2(1), 15–30. https://doi.org/https://doi.org/10.18860/ijpgmi.v2i2.2977

Rahayu, T., Mayasari, T., & Huriawati, F. (2019). Pengembangan Media Website Hybrid Learning berbasis Kemampuan Literasi Digital dalam Pembelajaran Fisika. Jurnal Pendidikan Fisika, 7(1), 130. https://doi.org/10.24127/jpf.v7i1.1567

Ridwan. (2013). Belajar mudah penelitian untuk guru-karyawan dan peneliti pemula. Alfabeta.

Saskiah. (2023). Game-based learning: Strengthening islamic religious education learning process. Journal of Community Services (Pengabdian Kepada Masyarakat), 1(2), 175–186. https://doi.org/https://doi.org/10.17509/dedicated.v1i2.59832

Sugiyono. (2022). Metode Penelitian. Alfabeta.

Widiana, W. (2022). Game Based Learning dan Dampaknya terhadap Peningkatan Minat Belajar dan Pemahaman Konsep Siswa dalam Pembelajaran Sains di Sekolah Dasar. Jurnal Edutech Undiksha, 10(1), 1–10. https://doi.org/10.23887/jeu.v10i1.48925

Zagoto, H., & Harefa, D. (2023). Analisis Peran Guru Pada Proses Pembelajaran. Civic Society Research and Education: Jurnal Pendidikan Pancasila Dan Kewarganegaraan, 4(1), 85–98. https://doi.org/10.57094/jpkn.v4i1.992

Published

2024-11-11

How to Cite

Putri, D. R. (2024). ANALYSIS OF STUDENTS’ RESPONSES TO GAME-BASED LEARNING METHODS ON MOTION AND FORCE TOPIC. SEMESTA: Journal of Science Education and Teaching, 7(1), 55–61. https://doi.org/10.24036/semesta/vol7-iss1/304