DESIGN AND EVALUATION OF ASSESSMENT IN SIMPRAG (SIMULASI PRAKTIKUM GAME) USING RELIABILITY AND VALIDITY INDICATORS
Since March of 2020, Coronavirus Disease 19 (COVID-19) pandemic has been affecting the learning process at school. Vocational High Schools that use a general rule in dividing the theory learning and practicing, 25% and 75%, respectively, could not fulfill the ratio since students have been stu...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/58030 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Since March of 2020, Coronavirus Disease 19 (COVID-19) pandemic has been
affecting the learning process at school. Vocational High Schools that use a general
rule in dividing the theory learning and practicing, 25% and 75%, respectively,
could not fulfill the ratio since students have been studying by themselves lately.
Therefore, one method to maximize the learning process between teachers and
students is by utilizing internet technology to do online learning. Hence, the author
designed a direct-connected assessment to a game named SIMPRAG (Simulasi
Praktikum Game - Game Practice Simulation) to help teachers and students in
online practicing. Although the process is virtual, the author wished that the
assessment in SIMPRAG Game could push the students' will to learn and also
expected this to help teachers in monitoring their students' learning process from
afar. SIMPRAG focuses on Electric Lighting Installation in Vocational High School
Electronics Major. There were three assessment processes in SIMPRAG Game:
Pre-Game, Experiment Game, and Post-Game, representing pre-test, experiment,
and post-test. The author used an alternative assessment method in both
Experiment Game and Post-Game, eliminating the time limit, whereas the author
used a 15-minute time limit in Pre-Game. Every student could play the SIMPRAG
Game by downloading the application from E-SIMPRAG (Electronic Simulasi
Praktikum Game) website and install it to their device. These two applications give
easy access to material and job sheets to students for practical use. It also provides
practice results monitoring to teachers. By integrating these two applications, such
as game login, user data checking, and practice results data sending from game to
website via database, the author could provide the easiness mentioned before. The
author used a modular system provided by Software Unity Engine named
UnityWebRequest to integrate the system. ADDIE (Analysis, Design, Development
and Implementation, and Evaluation) is used as research method and the heuristic
method to grab two elements (education and content) is used to evaluate
questionnaire results. An assessment is categorized as a good one when it could
fulfill two crucial indicators: reliability and validity. The author proved these two
indicators by evaluating 18 students and two teachers as the experts at SMKN 1
Katapang, Bandung, West Java, and SMK Auto Matsuda, Kuningan, West Java.
The evaluation consisted of the game trial and questionnaire. The author used the
test-retest reliability method to prove that the assessment was stable and could
show students' achievement based on their skills. It was executed by comparing two
scores: Job 1 assessment total duration and Job 2 assessment total duration. Those
two scores are directly proportional in scatter plot display, meaning that the
students who did Job 1 in a relatively short time also did Job 2 in the same manner,
vice versa. T-test method also shows the result of 0.38 that has a greater value than
the standard p-value of 0.05. Thus, showing that this assessment was reliable.
Besides, the author used the content validity method is to prove the validity that
needs affirmatory from an expert, reassuring that the evaluation is indeed in line
with the learning syllabus and material. Questionnaire results show that the
average score is 85% from students and 88.33% from teachers in the content
element. Therefore, the author could confirm that the SIMPRAG Game assessment
has good validity. Aside from that two important indicators, the author also took
another score in the questionnaire, including education, application use, and the
communication easiness from system integration. This experiment got an average
of 86% from students and 88.33% from teachers in the education element, showing
that the SIMPRAG Game assessment is a decent learning tool. Teachers and
students also give a 90% score on how much they felt being helped by SIMPRAG
Game and E-SIMPRAG Website. Thus, this could be a scoring alternative to online
practical experiments. Students and teachers also give 89% and 100% scores,
respectively, in the application use element. It shows that they could log in easily
in SIMPRAG Game. Lastly, students and teachers give 83% and 100% scores,
respectively, in the communication easiness from the system integration element. It
demonstrates that sending practice results from the SIMPRAG Game to the ESIMPRAG Website is a simple process.
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