
Developing gamification based biology learning materials for senior high school students in industrial agricultural area in jember, indonesia
Author(s) -
Bea Hana Siswati,
Jekti Prihatin,
. Kuswati,
Astrid Damayanti,
Lulu Atun Nafisah
Publication year - 2021
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1839/1/012021
Subject(s) - syllabus , documentation , construct (python library) , construct validity , content validity , mathematics education , psychology , medical education , computer science , engineering , medicine , clinical psychology , programming language , psychometrics
This research aimed at describing the feasibility of gamification-based biology learning materials for senior high school students in the industrial agricultural area in Jember, Indonesia. The feasibility was based on the content validity, construct validity, and student responses. The development procedure of the learning materials used Plomp’s development model which consisted of the preliminary investigation - design - realization - test, evaluation, and revision – implementation stages. The learning materials developed in this research were the syllabus and lesson plans, material modules, gamification modules. The research data were collected using interviews, observation, tests, questionnaires and documentation. The feasibility of the developed learning materials obtained very feasible criteria based on the average score by the expert team. Therefore, it can be concluded that the learning materials developed in this research are very feasible to be implemented in schools viewed from the content validity, construct validity, and student responses.