PENGEMBANGAN MEDIA PEMBELAJARAN FISIKA BERBASIS PERMAINAN ZATHURA UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR FISIKA PESERTA DIDIK KELAS XI SMA N 1 KRETEK

Rizky Arfah Anggreiny, Universitas Negeri Yogyakarta, Indonesia
Bambang Ruwanto, Universitas Negeri Yogyakarta, Indonesia

Abstract


Abstrak Penelitian ini bertujuan untuk: 1) Mengetahui kelayakan media pembelajaran berbasis permainan Zathura untuk meningkatkan minat dan hasil belajar peserta didik SMA kelas XI, 2) Mengetahui peningkatan minat belajar fisika peserta didik melalui implementasi media pembelajaran fisika berbasis permainan Zathura kepada peserta didik dan 3) Mengetahui peningkatan minat belajar fisika peserta didik melalui implementasi media pembelajaran fisika berbasis permainan Zathura kepada peserta didik. Penelitian ini merupakan penelitian pengembangan (R&D) dengan model 4-D (Four D Models) yang terdiri atas tahap define, design, develop, dan disseminate. Pada tahap define dilakukan analisis awal, analisis peserta didik, analisis tugas, analisis konsep, dan spesifikasi tujuan pembelajaran. Pada tahap design dilakukan pemilihan materi dan desain awal. Pada tahap develop dilakukan validasi oleh dosen fisika dan guru fisika SMA, dilanjutkan uji awal dan uji coba lapangan. Pada tahap disseminate dilakukan penyebaran media permainan Zathura di SMA N 1 Kretek. Instrumen pengumpulan data berupa lembar validasi penilaian, lembar angket minat, lembar angket respon peserta didik serta lembar pretest dan posttest. Teknik analisis data yang digunakan berupa kualitatif dan kuantitatif. Teknik analisis data secara kualitatif digunakan untuk menganalisis saran dari validasi, sedangkan teknik analisis data secara kuantitatif digunakan untuk menganalisis penilaian validasi, respon peserta didik, peningkatan minat dan peningkatan hasil belajar. Hasil penelitian ini adalah : (1) Produk yang dikembangkan berdasarkan hasil penilaian validator termasuk dalam kategori sangat layak. Media pembelajaran fisika berbasis permainan Zathura mendapatkan nilai CVI sebesar 0,848 yang termasuk kategori sangat layak dengan validitas sebesar 0,733 yang termasuk kategori sedang, (2) Peningkatan minat belajar peserta didik berada dalam kategori sedang dengan nilai gain ternormalisasi sebesar 0,5. (3) peningkatan hasil belajar peserta didik berada dalam kategori sedang dengan nilai gain ternormalisasi sebesar 0,49. Kata Kunci: Zathura, minat, hasil belajar. Abstract This study aims to: 1) Know the feasibility of Zathura game-based learning media to increase the interest and learning outcomes of class XI high school students, 2) Knowing the increase in students interest in learning physics through the implementation of physics learning media based on Zathura games to students and 3) Knowing increasing students interest in learning physics through the implementation of physics learning media based on Zathura games to students. This research is a development research (R & D) with a 4-D (Four D Models) model consisting of define, design, develop, and disseminate stages. In the define stage, there is an initial analysis, analysis of students, task analysis, concept analysis, and specification of learning objectives. In the design stage, the selection of material and initial design is carried out. In the develop phase, validation was carried out by physics lecturers and high school physics teachers, followed by initial tests and field trials. At the disseminate stage, the distribution of Zathura game media in Kretek 1 High School. Data collection instruments in the form of assessment validation sheets, interest questionnaire sheets, student questionnaire response sheets and pretest and posttest sheets. Data analysis techniques used are qualitative and quantitative. Qualitative data analysis techniques are used to analyze suggestions from validation, while data analysis techniques are quantitatively used to analyze validation assessments, student responses, increased interest and increased learning outcomes. The results of this study are: (1) Products developed based on the results of the validator's assessment are in the very feasible category. Zathura game-based physics learning media obtained a CVI value of 0.848 which included a very feasible category with a validity of 0.733 which included the medium category, (2) Increased learning interest in students was in the medium category with normalized gain value of 0.5. (3) the improvement of student learning outcomes is in the medium category with normalized gain value of 0.49. Keywords: Zathura, interest, learning outcomes

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DOI: https://doi.org/10.21831/jpf.v10i2.11424

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