Pembelajaran Organisasi Makhluk Hidup Berbasis Gamification Menggunakan Mobile Augmented Reality

Didik Wahyu Hidayat, Dedi Kuswandi, Saida Ulfa

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.


Keywords


organisasi makhluk hidup; gamifcation; mobile augmented reality; organization of living things; gamification; mobile augmented reality

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References


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DOI: http://dx.doi.org/10.17977/um031v4i12017p009

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