PENGEMBANGAN BAHAN AJAR GAMIFIKASI BERNUANSA ISLAMI DAN LINGKUNGAN MATERI POLA BILANGAN

Feny, Hermeini (2024) PENGEMBANGAN BAHAN AJAR GAMIFIKASI BERNUANSA ISLAMI DAN LINGKUNGAN MATERI POLA BILANGAN. Diploma thesis, UIN RADEN INTAN LAMPUNG.

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Abstract

ABSTRAK Tujuan penelitian ini adalah untuk mengetahui kelayakan,kemenarikan bahan ajar gamifikasi, dan keefektifitasan bahan ajar yang dikembangkan melalui angket dan uji coba bahan ajar serta dapat menambah pengetahuan atau wawasan keterkaitan materi dengan nuansa islami dan lingkungan. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) berdasarkan model ADDIE yang memiliki lima tahapan yaitu Analysis, Design, Development, Implementation, and Evaluation. Subyek dalam penelitian ini adalah dua kelas peserta didik kelas VIII A dan VIII B SMP Al Kautsar, data penelitian didapatkan dengan teknik wawancara, angket validasi ahli dan angket kemenarikan, dan tes. Hasil uji kelayakan oleh validator ahli materi 3.45, ahli media 3.31 dan ahli agama 3.69 dengan kriteria “ valid atau layak”. Uji respon kemenarikan peserta didik pada uji kelompok kecil 3.07, kelompok besar 3.17 dengan kriteria “menarik”. Hasil efektivitas produk mendapatkan skor effect size 0.51 kategori “ sedang “ dan dapat dinyatakan bahwa bahan ajar efektif digunakan dalam pembelajaran. Sehingga, dapat disimpulkan bahwa bahan ajar gamfikasi bernuansa islami dan lingkungan materi pola bilangan layak dan menarik dan efektif digunakan dalam pembelajaran. Kata Kunci: Bahan Ajar Gamifikasi, Pola Bilangan, Bernuansa islami dan lingkungan iii ABSTRACT The purpose of this study is to determine the feasibility, attractiveness of gamification teaching materials, and the effectiveness of teaching materials developed through questionnaires and trials of teaching materials and can increase knowledge or insight into the relationship of material with Islamic nuances and the environment. The method used in this study is Research and Development (R&D) based on the ADDIE model which has five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were two classes of students grade VIII A and VIII B SMP Al Kautsar, research data were obtained by interview techniques, expert validation questionnaires and interest questionnaires, and tests. . Due diligence results by material expert validators 3.45, media experts 3.31 and religious experts 3.69 with the criteria of "valid or feasible". Test the attractiveness response of learners in the small group test 3.07, large group 3.17 with the criteria "interesting". The results of product effectiveness get an effect size score of 0.51 in the "medium" category and it can be stated that teaching materials are effectively used in learning. Then, it can be concluded that gamfication teaching materials with Islamic nuances and the environment of number pattern material are feasible and interesting and effectively used in learning. Keywords: Gamification Teaching Materials, Number Patterns, Islamic and environmental nuances

Item Type: Thesis (Diploma)
Subjects: Pendidikan Matematika
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Matematika
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 24 Jun 2024 04:59
Last Modified: 24 Jun 2024 05:12
URI: http://repository.radenintan.ac.id/id/eprint/33661

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