PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME MENGGUNAKAN APLIKASI SCRATCH UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN KEMAMPUAN BERPIKIR KREATIF SISWA

Pitaloka, Alodia Aisha (2024) PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME MENGGUNAKAN APLIKASI SCRATCH UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN KEMAMPUAN BERPIKIR KREATIF SISWA. Undergraduate thesis, Universitas Muhammadiyah Malang.

[thumbnail of PENDAHULUAN.pdf]
Preview
Text
PENDAHULUAN.pdf

Download (972kB) | Preview
[thumbnail of BAB I.pdf]
Preview
Text
BAB I.pdf

Download (177kB) | Preview
[thumbnail of BAB II.pdf]
Preview
Text
BAB II.pdf

Download (207kB) | Preview
[thumbnail of BAB III.pdf]
Preview
Text
BAB III.pdf

Download (298kB) | Preview
[thumbnail of BAB IV.pdf] Text
BAB IV.pdf
Restricted to Registered users only

Download (1MB) | Request a copy
[thumbnail of BAB V.pdf] Text
BAB V.pdf
Restricted to Registered users only

Download (104kB) | Request a copy
[thumbnail of LAMPIRAN.pdf] Text
LAMPIRAN.pdf
Restricted to Registered users only

Download (3MB) | Request a copy

Abstract

This study aims to develop problem-based learning media assisted by scratch to improve students' problem solving skills and mathematical critical thinking skills. This type of research is Research and Development (RnD) with a model consisting of five stages, namely analysis, design, development, implementation, evaluation. Data collection in this study used interviews, questionnaires, and tests. This study used the research subjects of VIII C class students of SMP Negeri 1 Pule, totaling 30 students. On the results of learning media validation obtained an average score of 83% with a valid category. In the student test results, the average score of problem solving ability was 83.33% with a very effective category and the average score of creative thinking
ability was 73.33% with an effective category. In the results of student response questionnaires obtained an average score of 88.47% with a very practical category. From these results it can be concluded that the media developed has achieved validity, effectiveness, and practicality so that this scratch application-assisted game-based learning media is feasible to be applied in an educational environment as a support for the learning process.

Item Type: Thesis (Undergraduate)
Student ID: 202010060311034
Keywords: Learning Media, Game, Scratch, Problem Solving Ability, Creative Thinking Ability
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Divisions: Faculty of Teacher Training and Education > Department of Mathematics Education (84202)
Depositing User: 202010060311034 alodiapitaloka
Date Deposited: 01 Aug 2024 03:39
Last Modified: 01 Aug 2024 03:39
URI: https://eprints.umm.ac.id/id/eprint/9144

Actions (login required)

View Item
View Item