Amelia Ramadhani, Deny Setiawan, Susriyati Mahanal
In this current education system, technology literacy skills have an impact on students' cognitive learning outcomes. Therefore, learning media is needed to help students understand the material and improve technology literacy and cognitive learning outcomes. This research aims to produce mobile learning based on education games using the SOLE (Self Organizing Learning Environment) Learning model to train technology literacy and improve cognitive learning outcomes of class XI students that are valid, practical, and effective. This research belongs to research and development using the Lee & Owens model. Implementation is carried out using a pre-experimental design. Types of data obtained in the form of quantitative and qualitative data. The data collection instruments used material validation sheets, media validation sheets, learning device validation sheets, practicality sheets by practitioners, student response questionnaires, technology literacy observation sheets, and pre-test and post-tests. The results show that the product has been validated by the material, media, and learning device validators. Furthermore, this product can be implemented after a good response from teachers and students. After implementing the products, the technology literacy skills obtained up to 90%, while students' cognitive learning outcomes increased by up to 70%. The Wilcoxon signed rank test results show 0.00, which means there was a difference between the pre-test and post-test data. This product could improve students' cognitive learning outcomes on cell biology material and empower technology literacy. © 2024 Author(s).
Department of Biology, Faculty of Mathematics and Natural Sciences, State University of Malang, Malang, 65145, Indonesia