Didik Wahyu Hidayat
Universitas Negeri Malang e-mail: didikwahyu10@gmail.com

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Pembelajaran Organisasi Makhluk Hidup Berbasis Gamification Menggunakan Mobile Augmented Reality Didik Wahyu Hidayat; Dedi Kuswandi; Saida Ulfa
Jurnal Inovasi dan Teknologi Pembelajaran Vol 4, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (364.444 KB) | DOI: 10.17977/um031v4i12017p009

Abstract

Abstrak: Pembelajaran biologi dengan bab organisasi makhluk hidup pada umumnya menggunakan pola klasikal dengan metode ceramah dan menggunakan LCD proyektor dalam menyampaikan materi. Sehingga diperlukan inovasi pembelajaran agar ada peningkatan proses dan hasil belajar para pebelajar secara menyenangkan. Salah satu upayanya adalah dengan mengembangkan prototype model pembelajaran individual berbasis gamification menggunakan mobile augmented reality. Dengan menggunakan model pengembangan ASSURE, hasil pengujian terhadap prototype membuktikan adanya peningkatan perhatian individu para pebelajar terhadap materi biologi dan para pebelajar mampu belajar secara individu secara efektif, efisien dan menyenangkan.Abstract: Biology learning with the chapter of organization of living things generally uses classical patterns with lecture methods and uses LCD projectors in delivering the material. So that learning innovation is needed so that there is an increase in the process and learning outcomes of students in a fun way. One of the efforts is to develop a prototype individual learning model based on gamification using mobile augmented reality. By using the ASSURE development model, the results of testing on prototypes prove that there is an increase in individual attention of students to biological material and students are able to study individually effectively, efficiently and pleasantly.