Pengembangan Permainan Edukatif Berbasis Baamboozle pada Materi Wujud Zat Dan Efektivitasnya dalam Meningkatkan Kreativitas Siswa Kelas IV
Year: 2026
Type: article
Abstract: Abstrak: Penelitian ini bertujuan mengembangkan permainan edukatif berbasis Baamboozle pada pembelajaran IPAS materi Wujud Zat untuk mendukung kreativitas siswa kelas IV. Penelitian menggunakan metode Research and Development (R&D) model ADDIE (analysis, design, development, implementation, evalution) dan melibatkan 32 siswa kelas IV sebagai subjek uji coba dengan desain one group pretest-posttest. Data dikumpulkan melalui lembar validasi ahli materi dan media, angket respons guru dan siswa, serta tes kreativitas berupa pretest dan posttest. Hasil validasi ahli materi mencapai 90,91% (sangat valid), sedangkan validasi ahli media mencapai 72,92% (valid). Respons guru sebesar 95,00% dan respons siswa sebesar 89,11%, keduanya tergolong sangat baik. Rata-rata skor kreativitas meningkat dari 75,13 (pretest) menjadi 87,84 (posttest). Uji Shapiro-Wilk menunjukkan data berdistribusi normal ( p = 0,338 untuk pretest dan p = 0,379 untuk posttest ), sedangkan uji paired-samples t-test memperoleh t(31) = 12,360, p < 0,001. Nilai N-Gain sebesar 0,449 menunjukkan peningkatan kreativitas pada kategori sedang. Karena penelitian ini menggunakan desain one group pretest-posttest tanpa kelompok kontrol, hasil ini menunjukkan adanya peningkatan skor kreativitas siswa setelah menggunakan permainan edukatif berbasis bamboozle, bukan bukti kasual atas efektivitasnya secara keseluruhan, permainan edukatif berbasis baamboozle dinyatakan layak digunakan dan berpotensi mendukung peningkatan kreativitas siswa pada materi wujud zat. Abstract: This study aimed to develop an educational game based on Baamboozle for science (IPAS) learning on the topic of States of Matter to support the creativity of fourth-grade students. This study employed the Research and Development (R&D) method with the ADDIE model (analysis, design, development, implementation, evaluation), involving 32 fourth-grade students as research subjects in a one group pretest-posttest design. Data were collected through material and media expert validation sheets, teacher and students response questionnaires, and creativity testes in the form of a pretest and posttest. The material expert validation reached 90.91% (very valid), while the mediaexpert validation reached 72.92% (valid). Teacher response was 95.00% and student response was 89.11%, both categorized as very good. The average creativity score increased from 75.13 (pretest) to 87,84 (posttest). The Shapiro-wilk test indicated normally distributed data (p =0.338 for the pret and p =0.379 for the posttest), while the paired -samples t-test showed a significant difference t (31) = 12.360, p < 0.001. the N-Gain value of 0.449 indicated a moderate increase in creativity. As this study use of the bamboozle – based educational game, rather than casual evidence of its effectiveness. Overall, the Baamboozle – based educational game is considered feasible for use and has the potential to support the improvement of students creativity in the topic of States of Matter.
Source: Mimbar PGSD Flobamorata
Authors: Vira Savira, Prima Mutia Sari
Institution: Universitas Muhammadiyah Prof Dr Hamka
Language: Indonesian
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
OpenAlex ID: W7225018112
