DESAIN MEDIA PEMBELAJARAN FIND OUT GURUADIPA TERHADAP KEMAMPUAN BERPIKIR KRITIS BERBANTUAN APLIKASI SCRATCH
DOI:
https://doi.org/10.31100/histogram.v9i1.4218Keywords:
Media Pembelajaran, Game Edukasi, Kemampuan Berpikir KritisAbstract
ABSTRAK
Media pembelajaran mempermudah siswa memahami materi, namun minimnya inovasi membuat teknologi kurang dimanfaatkan dalam kelas. Penelitian ini bertujuan merancang game edukasi berbasis smartphone agar siswa bisa belajar sambil bermain. Penelitian ini menggunakan model pengembangan ADDIE dalam menciptakan media pembelajaran dengan berbantuan aplikasi pemrograman Scratch, media yang dikembangan berupa aplikasi Find Out GURUADIPA dengan materi Aritmatika Sosial. Hasil dalam penelitian media ini berupa desain dan validasi dari ahli media dan ahli materi dengan presentase 88,7% dan 88,3% yang masuk dalam kategori valid artinya media Find Out GURUADIPA memenuhi kriteria sebagai media yang valid dan layak digunakan dalam peningkatan kemampuan berpikir kritis melalui penyajian materi yang interaktif dan soal-soal pemecahan masalah yang berdasarkan indikator berpikir kritis. Diharapkan media pembelajaran yang telah didesain dapat diimplementasikan pada pembelajaran untuk mengetahui keefektifan media sebagai bahan penelitian lanjutan.
ABSTRACT
Learning media facilitates students’ understanding of the material; however, a lack of innovation has led to the underutilization of technology in the classroom. This study aimed to design a smartphone-based educational game that enables students to learn while playing. The research employed the ADDIE development model to create the learning media using the Scratch programming application, resulting in the development of the Find Out GURUADIPA application with Social Arithmetic content. The results included the design and validation of the media by media experts and material experts, which obtained scores of 88.7% and 88.3%, respectively, and were categorized as valid. These findings indicate that Find Out GURUADIPA meets the criteria for valid and feasible media for improving critical thinking skills through interactive materials and problem-solving questions based on critical thinking indicators. It is expected that this learning media can be implemented in classroom settings to evaluate its effectiveness in future studies.
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