PENGEMBANGAN MEDIA PEMBELAJARAN CROSSWORD BERBASIS TEAMS GAMES TOURNAMENT PADA MATA PELAJARAN IPAS KELAS IV SEKOLAH DASAR

RAFI WIKAN DYAKSA, . (2025) PENGEMBANGAN MEDIA PEMBELAJARAN CROSSWORD BERBASIS TEAMS GAMES TOURNAMENT PADA MATA PELAJARAN IPAS KELAS IV SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk menciptakan serta menilai kelayakan sebuah produk berupa teka-teki silang IPS yang berkaitan dengan kekayaan budaya Indonesia yang didasarkan pada Turnamen Permainan Tim. Metodologi yang diterapkan dalam penelitian ini adalah penelitian dan pengembangan, atau research and development (R&D), menggunakan model 4D (Define, Design, Development, Disseminate). Dalam penelitian ini, peneliti tidak menerapkan uji efektivitas, maka peneliti menggunakan model 3D (Define, Design, Development). Responden dalam penelitian ini terdiri dari para ahli media, konten, bahasa, dan siswa kelas IV di sekolah dasar. Metode pengumpulan data yang diterapkan termasuk observasi, wawancara, dan kuesioner. Hasil dari pengujian media ensiklopedia yang dilakukan oleh para ahli menunjukkan nilai sebesar 90% dari ahli media, 90% dari ahli materi, dan 87,5% dari ahli bahasa. Rata-rata skor yang diperoleh dari para ahli mencapai 92%. Sementara itu, hasil tes satu per satu terhadap siswa menghasilkan nilai 90,8%, kelompok kecil memberikan nilai 91,25%, dan proses pengujian lapangan mendapatkan nilai 92,75%. Rata-rata nilai yang diperoleh siswa mencapai 92%. Temuan ini menunjukkan bahwa teka-teki silang IPS yang berfokus pada kekayaan budaya Indonesia berbasis Turnamen Permainan Tim memiliki kelayakan yang sangat baik dengan skor antara 75% hingga 100%, sehingga layak digunakan sebagai media pembelajaran dalam Ilmu Pengetahuan Sosial Bab 6 “Indonesiaku Kaya Budaya” untuk kelas IV di Sekolah Dasar. ***** This research aims to create and assess the feasibility of a product in the form of a social studies crossword puzzle related to Indonesia's cultural wealth based on the Team Game Tournament. The methodology applied in this research is research and development (R&D), using the 4D model (Define, Design, Development, Disseminate). In this study, researchers did not apply the effectiveness test, so researchers used the 3D model (Define, Design, Development). Respondents in this study consisted of media, content, language experts, and grade IV students in elementary schools. The data collection methods applied included observation, interviews, and questionnaires. The results of encyclopedia media testing conducted by experts showed a score of 90% from media experts, 90% from material experts, and 87.5% from language experts. The average score obtained from the experts reached 92%. Meanwhile, the results of one-on-one tests on students resulted in a score of 90.8%, small groups gave a score of 91.25%, and the field testing process received a score of 92.75%. The average score obtained by students reached 92%. These findings indicate that the social studies crossword puzzle focusing on the richness of Indonesian culture based on the Team Game Tournament has excellent feasibility with a score between 75% to 100%, so it is feasible to use as a learning media in Social Studies Chapter 6 “My Indonesia is Rich in Culture” for classrooms.

Item Type: Thesis (Sarjana)
Additional Information: 1). Imaningtyas, M.Pd; 2).Prof. Dr. Ir. Arita Marini, M.E
Subjects: Geografi, Antropologi > Antropologi
Geografi, Antropologi > Budaya, Adat Istiadat
Pendidikan > Pendidikan Dasar
Pendidikan > Media Pembelajaran
Divisions: FIP > S1 Pendidikan Guru Sekolah Dasar
Depositing User: Users 27113 not found.
Date Deposited: 06 Mar 2025 06:18
Last Modified: 06 Mar 2025 06:18
URI: http://repository.unj.ac.id/id/eprint/54933

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