QOTHRUNNADA AZHAAR ALAM, . (2024) PENGEMBANGAN BAHAN AJAR BERBASIS GAME SCRATCH PADA PEMBELAJARAN MENGIDENTIFIKASI NILAI EKSTRINSIK TEKS HIKAYAT SISWA KELAS X SMA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
*****ABSTRAK***** Penelitian ini bertujuan untuk mengembangkan bahan ajar berbasis game scratch pada materi nilai ekstrinsik teks hikayat. Penelitian ini menggunakan pendekatan penelitian dan pengembangan (R&D) dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data dikumpulkan dengan metode penyebaran angket. Analisis data dilakukan dengan analisis kualitatif dan kuantitatif. Hasil penelitian ini adalah telah berhasil dikembangkan bahan ajar berbasis game scratch dengan kategori sangat layak, berdasarkan rata-rata penilaian validator, yaitu sebesar 92,59% dengan masing-masing penilaian, ahli materi sebesar 88,75%, ahli media sebesar 93,10%, dan guru Bahasa Indonesia sebesar 95,94%. Selain itu, penilaian oleh siswa terhadap penerapan produk sebesar 91,21% dan termasuk kategori sangat setuju. Implikasi bahan ajar berbasis game scratch ini adalah dapat dijadikan salah satu preferensi bahan ajar yang digunakan oleh guru dalam proses pembelajaran. Keterbatasan bahan ajar adalah tidak terdapat fitur kolaboratif antar siswa karena keterbatasan bahasa pemrograman. Dengan demikian, bahan ajar berbasis game scratch layak diterapkan dan dapat dijadikan bahan ajar pada pembelajaran mengidentifikasi nilai ekstrinsik dalam teks hikayat. *****ABSTRACT***** This research aims to develop scratch game-based teaching materials based on values in saga texts. This research uses a research and development (R&D) approach using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Data was collected using a questionnaire distribution method. Data analysis was carried out using qualitative and quantitative analysis. The results of this research are that scratch game-based teaching materials have been successfully developed with a very feasible category, based on the average validator assessment, which is 92.59% with each assessment, material experts at 88.75%, media experts at 93.10%, and Indonesian language teachers at 95.94%. Apart from that, students' assessment of the application of the product was 91.21% and was in the strongly agree category. The implication of this scratch game-based teaching material is that it can be used as one of the preferred teaching materials used by teachers in the learning process. The limitation of teaching materials is that there are no collaborative features between students due to programming language limitations. Thus, scratch game-based teaching materials are suitable for application and can be used as teaching materials for learning to identify values in saga texts.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1) DR. RENI NUR ERIYANI, M.PD. 2) DR. NURITA BAYU KUSMAYATI, M.PD. |
Subjects: | Pendidikan > Media Pembelajaran Bahasa dan Kesusastraan > Bahasa Indonesia |
Divisions: | FBS > S1 Pendidikan Bahasa dan Sastra Indonesia |
Depositing User: | Users 25201 not found. |
Date Deposited: | 15 Aug 2024 23:52 |
Last Modified: | 15 Aug 2024 23:52 |
URI: | http://repository.unj.ac.id/id/eprint/50098 |
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