Pengembangan Media Game Edukasi Quizwhizzer Berbasis Pendekatan SETS Untuk Meningkatkan Pemahaman Konsep Pada Materi Daerahku Dan Kekayaan Alamnya Kelas IV SD
Abstract
This study aims to develop, Research and Development (R&D) study, utilizing the ADDIE model, aimed to develop and evaluate the feasibility, practicality, and effectiveness of the QuizWhizzer educational game—based on the SETS (Science, Environment, Technology, Society) approach—in enhancing the conceptual understanding of fourth-grade students at SDN Sindangsari, Bogor City, regarding the topic "My Region and Its Natural Resources." Motivated by low conceptual understanding resulting from conventional instruction, the study involved expert validators and 29 students, with data collected through observations, interviews, questionnaires, and tests (pre-test and post-test). The results demonstrated that the educational game was "Highly Feasible," evidenced by an expert Total Validity Average (RTV) of 96% and an instrument test confirming 17 valid, highly reliable questions (Cronbach's Alpha 0.939). Regarding effectiveness, the average score rose from 69 (pre-test) to 91 (post-test), yielding a mean N-Gain of 0.72 ("High") and an effectiveness rating of 72% ("Quite Effective"). Furthermore, the medium's practicality was supported by positive responses from teachers (98%) and students (88%)—meeting the "Quite Practical" criterion—and an instructional implementation rate of 100% ("Very Good"). Thus, the SETS-based QuizWhizzer educational game proved to be valid, practical, and effective in improving conceptual understanding among elementary school students.