PENGEMBANGAN ALAT PERMAINAN EDUKATIF BUSY BOOK UNTUK PENGENALAN HURUF BAGI ANAK 4 - 5 TAHUN

ALIFA DZAKIYAH, . (2023) PENGEMBANGAN ALAT PERMAINAN EDUKATIF BUSY BOOK UNTUK PENGENALAN HURUF BAGI ANAK 4 - 5 TAHUN. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan produk alat permainan edukatif busy book untuk pengenalan huruf. Pengembangan ini menggunakan model pengembangan Hannafin & Peck. Model pengembangan ini terdiri dari tiga tahap yaitu (1) Analisis Kebutuhan (2) Desain (3) Pengembangan dan Implementasi. Aktivitas pada tahapan analisis kebutuhan adalah mengumpulkan segala kebutuhan pengembangan dan mengidentifikasi masalah pembelajaran dengan melakukan wawancara ke sasaran pengguna (Guru). Pada tahapan desain membuat rancangan produk diantaranya menentukan kosa kata serta desain pola dan layout busy book. Tahapan pengembangan dan implementasi melakukan berbagai kegiatan dalam pengembangan dan menguji coba ke sasaran pengguna. Implementasi dilakukan dengan expert review dan uji coba produk dilakukan one to one dan small group. Expert Review melibatkan ahli materi dan ahli media, uji coba one to one melibatkan 3 orang peserta didik, dan uji coba small group melibatkan 10 orang peserta didik. Hasil review ahli menyatakan bahwa busy book sudah sesuai dengan tujuan pembelajaran, memiliki kualitas yang baik dengan sedikit perbaikan untuk menambah gambar yang dapat membantu peserta didik. Hasil uji coba pengguna menyatakan bahwa busy book dapat menarik perhatian peserta didik dan dapat membantu peserta didik dalam mengenal huruf. **** This development research aims to produce a busy book educational game tool product for letter recognition. This development uses the Hannafin & Peck development model. This development model consists of three stages, namely (1) Needs Analysis (2) Design (3) Development and Implementation. Activities at the needs analysis stage are collecting all development needs and identifying learning problems by conducting interviews with the target user (teacher). At the design stage, making product designs includes determining vocabulary as well as pattern designs and busy book layouts. The development and implementation stages carry out various activities in development and testing to target users. Implementation is carried out by expert review and product trials are carried out one to one and small groups. Expert reviews involve material experts and media experts, one-to one trials involve 3 students, and small group trials involve 10 students. The results of the expert review stated that the busy book is in accordance with the learning objectives, has good quality with a little improvement to add pictures that can help students. The results of user trials state that busy books can attract students' attention and can help students recognize letters.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Khaerudin, M.Pd. ; 2). Dr. R. A. Murti Kusuma W. S. IP, M.Si.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FIP > S1 Teknologi Pendidikan
Depositing User: Users 17949 not found.
Date Deposited: 10 Mar 2023 01:50
Last Modified: 10 Mar 2023 01:50
URI: http://repository.unj.ac.id/id/eprint/38329

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