PENGEMBANGAN GAME EDUKASI BERSERU (BELAJAR DENGAN SERU) BERBASIS ANDROID PADA MUATAN PELAJARAN IPS DI KELAS V SEKOLAH DASAR

NUR WAHIDA SARIFUDDIN, . (2023) PENGEMBANGAN GAME EDUKASI BERSERU (BELAJAR DENGAN SERU) BERBASIS ANDROID PADA MUATAN PELAJARAN IPS DI KELAS V SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian pengembangan ini bertujuan untuk mengembangkan dan menghasilkan media penunjang pembelajaan yaitu, Game edukasi berbasis android pada muatan pelajaran IPS di kelas V pada materi karakteristik kondisi geografis Indonesia. Metode yang digunakan pada penelitian ini adalah metode Research and Development (RnD) dengan menggunakan model ADDIE (Analysis, Development, Implementation, and Evaluation). Pengumpulan data terdiri dari 3 orang ahli, yaitu ahli media, ahli materi, dan ahli bahasa. Hasil dari ahli media menunjukkan skor 81,67%, hasil ahli materi menunjukkan skor 91,67%, serta hasil dari ahli bahasa menunjukkan skor 87,5%. Setelah mendapatkan skor dari dari ahli serta saran dan kritik, pengembang merevisi game edukasi untuk diuji cobakan. Game edukasi diuji cobakan kepada peserta didik secara one to one, small group, dan field test. Hasil uji coba one to one menunjukkan skor 83,3%, hasil uji coba small group menunjukkan skor 87,3%, dan hasil uji coba field test menunjukkan skor 85,1%. Sedangkan hasil uji kelayakan oleh guru mendapatkan skor 90%. Serta hasil uji efektivitas menunjukkan rata-rata nilai post-test lebih besar dari nilai pre-test (79,66 > 37,59). Berdasarkan hasil uji t, thitung (20,9) > ttabel (2,04), maka hipotesis (Ha) diterima. Dengan demikian game edukasi BERSERU efektif digunakan sebagai media penunjang pembelajaran. **** This development research aims to develop and produce learning support media, namely, Android-based educational games on social studies content in class V on the material characteristics of Indonesia's geographical conditions. The method used in this study is the Research and Development (RnD) method using the ADDIE model (Analysis, Development, Implementation, and Evaluation). Data collection consisted of 3 experts, namely media experts, material experts, and language experts. The results from media experts showed a score of 81.67%, the results of material experts showed a score of 91.67%, and the results of linguists showed a score of 87.5%. After getting scores from experts as well as suggestions and criticisms, the developers revised the educational game to be tested. Educational games are tested on students in one to one, small group, and field tests. The results of the one to one trial showed a score of 83.3%, the results of the small group trial showed a score of 87.3%, and the results of the field test showed a score of 85.1%. While the results of the feasibility test by the teacher get a score of 90%. And the results of the effectiveness test showed that the average post-test score was greater than the pre-test score (79.66 > 37.59). Based on the results of the t test, tcount (20.9) > ttable (2.04), then the hypothesis (Ha) is accepted. Thus the educational game BERSERU is effectively used as a learning support media.

Item Type: Thesis (Sarjana)
Additional Information: 1). Prof. Dr. Ir. Arita Marini, M.E ; 2). Dra. Rosinar Siregar, M.Pd
Subjects: Pendidikan > Media Pembelajaran
Divisions: FIP > S1 Pendidikan Guru Sekolah Dasar
Depositing User: Users 17028 not found.
Date Deposited: 24 Feb 2023 02:26
Last Modified: 24 Feb 2023 02:26
URI: http://repository.unj.ac.id/id/eprint/37127

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