PENGEMBANGAN MEDIA PERMAINAN TAPAK GUNUNG UNTUK PEMBELAJARAN PPKn KELAS IV SD

SILVIA RICA YULIANTI, . (2021) PENGEMBANGAN MEDIA PERMAINAN TAPAK GUNUNG UNTUK PEMBELAJARAN PPKn KELAS IV SD. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian dan pengembangan ini bertujuan untuk mengembangkan dan menghasilkan media pembelajaran berbentuk permainan tapak gunung berbasis pendidikan karakter yang dapat menumbuhkan karakter nasionalisme peserta didik dengan cara permainan menyenangkan. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, kuesioner. Hasil uji coba produk kepada para ahli media, ahli materi, ahli bahasa dan guru kelas IV SD adalah sangat baik dengan presentase masing-masing 81,25%, 94,4%, 87,5% dan 87,5%,sehingga keseluruhan hasil uji coba produk pada tahap ini memperoleh nilai rata-rata 87,6% dengan kategori sangat baik. Hasil uji coba kepada peserta didik one to one adalah 100%, small group adalah 97,91 % sehingga keseluruhan hasil presentase rata-rata 98% dengan kategori sangat baik. Hal ini menunjukkan bahwa media permainan tapak gunung yang dikembangkan sudah baik dan layak digunakan sebagai media pembelajaran PPKn untuk materi persatuan dan kesatuan dalam keberagaman budaya This research aims to develop and produce learning media in the form of character education-based Tapak Gunung game that is able to foster the students’ nationalistic character through fun games. This study used the ADDIE (Analysis, Design, Development, Implementation, Evaluation) as the development model. The data collection techniques used were observation, interviews, questionnaires. The results of product testing to media experts, material experts, linguists and grade IV SD teachers were very good with the respective percentages 81.25%, 94.4%, 87.5% and 87.5%, so that the overall results of product trials at this stage obtained an average score of 87.6% in the very good category. The test for students one to one were 100%, small group were 97,91% so that for the overall value of the product was very good with an average percentage of 98%. This shows that the Tapak Gunung game as developed media is good and decent to be used as PPKn learning media especially for material association and unity in cultural diversity.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dra. Nina Nurhasanah, M.Pd. ; 2). Drs. Andi Ali Saladin, M.Pd.
Subjects: Pendidikan > Pendidikan
Pendidikan > Media Pembelajaran
Divisions: FIP > S1 Pendidikan Guru Sekolah Dasar
Depositing User: Users 10051 not found.
Date Deposited: 15 Mar 2021 06:26
Last Modified: 15 Mar 2021 06:26
URI: http://repository.unj.ac.id/id/eprint/14591

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