The effectiveness of android-based budiran game assisted by smart apps creator 3 to improve science learning outcomes of fourth graders in theme 1
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Abstract
Educational games are learning educational tools, where these tools can encourage students to think creatively and perform actions with fellow students by playing games in a learning activity. This research aims to analyze the effectiveness of an android-based budiran game assisted by SAC3 to improve science learning outcomes of fourth-graders in theme 1. Budiran stands for bunyi dan indra pendengaran. This game is educative in the form of an android-based game made by SAC3. It was developed with Borg & Gall's R&D model, adapted from Sugiyono with seven stages. The game's effectiveness in the fourth graders' science learning outcome was done with pretest and posttest control group design. The researchers took the experimental group of fourth-graders from Public Primary School Bendanpete 2 and Public Primary School Ngetuk 3. Then, the researcher took fourth-graders from Public Primary School 1 and 3 Bendanpete as the control group. The researcher obtained the data from the test. The data analysis included an n-gain test and t-test with a significant level of 0.05. The results showed improvement in the posttest score of the experimental group, higher than the control group's posttest score. The N-gain posttest of the experimental group is 64%, categorized as moderate. The t-test score on the posttest obtained t-count = 8.803, with significant level 0.000 < ɑ with ɑ = 0.05. Thus, the developed game effectively improved the science learning outcomes of fourth-graders on theme 1.
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