Authors :
Rio Pangestu; Dwi Yulianti; Helmi Fitriawan
Volume/Issue :
Volume 7 - 2022, Issue 2 - February
Google Scholar :
http://bitly.ws/gu88
Scribd :
https://bit.ly/3I8DePA
DOI :
https://doi.org/10.5281/zenodo.6351072
Abstract :
This study aims to develop game-based
learning multimedia with the Aptitude Treatment
Interaction (ATI) learning model as a tool for basic
programming subjects and to determine the effect of
using multimedia on improving learning outcomes with
the research subject being class X (ten) students of SMKN
1 Labuhan Maringgai (Labuhan Maringgai Public
Vocational High School 1). The use of multimedia
learning lies in the Treatment section of students who are
grouped based on ability (upper class students, middle
class students, and lower class students). To see the effect
of increasing learning outcomes, test instruments in the
form of pretest and posttest were used in the class, while
to see the feasibility of multimedia, a questionnaire
adapted based on the Learning Object Review
Instrument (LORI) was used for media experts, material
experts and students as respondents. The results of this
study are: 1) this multimedia gets an assessment in the
very good category and is feasible to use based on the
media expert validation test with a percentage of 88.00%,
and material expert validation with a percentage of
85.00% and a percentage of 82.14% of students as
multimedia users. 2) The increase in student learning
outcomes based on the pretest and posttest obtained a
gain value of 0.59 in the upper class, the gain value of 0.56
in the middle class, and a gain value of 0.42 in the lower
class. 3) Improved cognitive domain learning outcomes,
cognitive domain improvement (C1, C2 and C3) in upper
grade students increased by 12.22%, in middle grade
students by 24.56%, and lower grade by 24.67%.
Keywords :
game-based learning multimedia; ATI learning model; learning outcomes.
This study aims to develop game-based
learning multimedia with the Aptitude Treatment
Interaction (ATI) learning model as a tool for basic
programming subjects and to determine the effect of
using multimedia on improving learning outcomes with
the research subject being class X (ten) students of SMKN
1 Labuhan Maringgai (Labuhan Maringgai Public
Vocational High School 1). The use of multimedia
learning lies in the Treatment section of students who are
grouped based on ability (upper class students, middle
class students, and lower class students). To see the effect
of increasing learning outcomes, test instruments in the
form of pretest and posttest were used in the class, while
to see the feasibility of multimedia, a questionnaire
adapted based on the Learning Object Review
Instrument (LORI) was used for media experts, material
experts and students as respondents. The results of this
study are: 1) this multimedia gets an assessment in the
very good category and is feasible to use based on the
media expert validation test with a percentage of 88.00%,
and material expert validation with a percentage of
85.00% and a percentage of 82.14% of students as
multimedia users. 2) The increase in student learning
outcomes based on the pretest and posttest obtained a
gain value of 0.59 in the upper class, the gain value of 0.56
in the middle class, and a gain value of 0.42 in the lower
class. 3) Improved cognitive domain learning outcomes,
cognitive domain improvement (C1, C2 and C3) in upper
grade students increased by 12.22%, in middle grade
students by 24.56%, and lower grade by 24.67%.
Keywords :
game-based learning multimedia; ATI learning model; learning outcomes.