PENGEMBANGAN MULTIMEDIA PEMBELAJARAN BERBASIS GAMIFIKASI "YUK MENGAJI" UNTUK SISWA KELAS II SDN CIPINANG MELAYU 01 PAGI

DHANY HERMAWAN, . (2023) PENGEMBANGAN MULTIMEDIA PEMBELAJARAN BERBASIS GAMIFIKASI "YUK MENGAJI" UNTUK SISWA KELAS II SDN CIPINANG MELAYU 01 PAGI. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan produk media pembelajaran berupa multimedia pembelajaran berbasis gamifikasi “Yuk Mengaji” pada materi Makhorijul Huruf Hijaiyah dan Tajwid untuk siswa kelas II Sekolah Dasar. Model pengembangan yang digunakan dalam penelitian ini adalah model pengembangan Rapid Prototyping oleh Tripp dan Bichelmeyer yang terdiri dari 5 tahapan yaitu Assess Needs and Analyze Content, Set Objectives, Construct Prototype, Utilize Prototype, dan Install & Maintain System. Responden yang terlibat dalam penelitian ini adalah ahli materi, ahli media, dan siswa kelas II SDN Cipinang Melayu 01 Pagi sebagai pengguna. Adapun hasil dari penelitian pengembangan ini yang dilakukan dalam beberapa tahapan seperti review ahli materi dan ahli media, bertujuan untuk mengetahui kelayakan multimedia pembelajaran berbasis gamifikasi “Yuk Mengaji” sebelum dilakukan uji coba. Setelah produk multimedia yang dikembangkan dinyatakan layak, selanjutnya uji coba dilakukan dalam 2 tahap, yang pertama tahap uji coba one to one dilakukan kepada 3 orang siswa kelas II dengan karakteristik yang berbeda, kedua tahap uji coba small group dilakukan kepada 9 orang siswa kelas II yang dibagi menjadi 3 kelompok. Berdasarkan proses dan prosedur dalam mengembangkan produk multimedia pembelajaran, serta uji coba yang telah dilakukan, maka produk multimedia pembelajaran berbasis gamifikasi “Yuk Mengaji” dinyatakan baik dan layak untuk digunakan sebagai media pendukung pembelajaran. This development research aims to produce learning media products in the form of gamification-based "Yuk Mengaji" learning multimedia on Makhorijul Hijaiyah Letters and Tajwid material for grade II elementary school students. The development model used in this study is the Rapid Prototyping development model by Tripp and Bichelmeyer which consists of 5 stages, namely Assess Needs and Analyze Content, Set Objectives, Construct Prototype, Utilize Prototype, and Install & Maintain System. Respondents involved in this study were material experts, media experts, and second grade students at SDN Cipinang Melayu 01 Pagi as users. The results of this development research were carried out in several stages such as reviewing material experts and media experts, aiming to determine the feasibility of the gamification-based learning multimedia "Yuk Mengaji" before testing. After the developed multimedia product was declared feasible, the tryout was carried out in 2 stages, the first one-to-one trial stage was carried out on 3 class II students with different characteristics, the second small group trial stage was carried out on 9 students grade II students were divided into 3 groups. Based on the processes and procedures in the development of learning multimedia products, as well as trials that have been carried out, the gamification-based learning multimedia product "Yuk Mengaji" is declared good and suitable for use as a learning support medium.

Item Type: Thesis (Sarjana)
Additional Information: 1). Diana Ariani, M.Pd. ; 2). Drs. Erry Utomo, M. Ed., Ph.D.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FIP > S1 Teknologi Pendidikan
Depositing User: Users 18004 not found.
Date Deposited: 15 Mar 2023 02:17
Last Modified: 15 Mar 2023 02:17
URI: http://repository.unj.ac.id/id/eprint/38537

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