PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF SONGO SAGA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATERI SEJARAH PERADABAN ISLAM DI KELAS X SMAN 37 JAKARTA

JANUR RAMADHINA, . (2025) PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF SONGO SAGA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATERI SEJARAH PERADABAN ISLAM DI KELAS X SMAN 37 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengetahui: (1) Analisis kebutuhan media pembelajaran interaktif Songo Saga, (2) Rancangan media pembelajaran interaktif Songo Saga, (3) Pembuatan dan pengembangan media pembelajaran interaktif Songo Saga, (4) Implementasi media pembelajaran interaktif Songo Saga, (5) Evaluasi media pembelajaran interaktif Songo Saga. Jenis penelitian ini adalah Research and Development (R&D) level 3 dengan model ADDIE. Tahap analyze (analisis), merupakan tahapan awal untuk mengetahui kebutuhan dan masalah dalam pembelajaran. Tahap design (desain), tahap merancang model media pembelajaran interaktif Songo Saga, Tahap development (pengembangan), tahap mengembangkan dan uji validasi para ahli pada media pembelajaran interaktif Songo Saga. Tahap implementation (implementasi), uji coba media pembelajaran interaktif Songo Saga kepada peserta didik dan pendidik. Tahap evaluation (evaluasi), mengevaluasi dan merevisi media pembelajaran interaktif Songo Saga sesuai saran para ahli dan respon pendidik. Subjek pada penelitian ini adalah peserta didik kelas 10.3, 10.4, dan 10.7 SMAN 37 Jakarta. Teknik analisis data menggunakan deksriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif Songo Saga mendapat skor sangat baik dengan nilai persentase akhir ahli materi sebesar 96.3%, ahli media sebesar 85,3%, dan ahli bahasa sebesar 93,3%. Hasil angket respon pendidik mendapatkan nilai validitas sebesar 0,98 dengan kategori sangat valid. Hasil angket motivasi belajar siswa sebelum menggunakan media pembelajaran interaktif Songo Saga yaitu 58,92% kategori rendah dan meningkat menjadi 86,38% termasuk kategori tinggi. Dapat disimpulkan bahwa media pembelajaran interaktif Songo Saga valid dan layak digunakan serta dapat meningkatkan motivasi belajar siswa. Kata Kunci: Media Pembelajaran Interaktif, Motivasi Belajar, Sejarah Peradaban Islam ***** This study aims to determine: (1) Analysis of the needs for Songo Saga interactive learning media, (2) Design of Songo Saga interactive learning media, (3) Creation and development of Songo Saga interactive learning media, (4) Implementation of Songo Saga interactive learning media, (5) Evaluation of Songo Saga interactive learning media. This research is a level 3 Research and Development (R&D) study using the ADDIE model. The analyze stage is the initial stage to identify needs and problems in learning. The design stage is the stage of designing the Songo Saga interactive learning media model. The development stage is the stage of developing and validating the Songo Saga interactive learning media with experts. The implementation stage involves testing the Songo Saga interactive learning media with students and educators. The evaluation stage involves evaluating and revising the Songo Saga interactive learning media based on expert recommendations and educator feedback. The subjects of this study are students from classes X-3, X-4, and X-7 at SMAN 37 Jakarta. Data analysis techniques used descriptive qualitative and quantitative methods. The research results showed that the Songo Saga interactive learning media received an excellent score with a final percentage of 96.3% for subject matter experts, 85.3% for media experts, and 93.3% for language experts. The teacher response questionnaire results obtained a validity score of 0.98, categorized as highly valid. The student learning motivation questionnaire results before using the Songo Saga interactive learning media were 58.92%, categorized as low, and increased to 86.38%, categorized as high. It can be concluded that the Songo Saga interactive learning media is valid and suitable for use and can increase student learning motivation. Keywords: Interactive Learning Media, Learning Motivation, History of Islamic Civilization

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Rihlah Nur Aulia, M.A. ; 2). Dr. Amaliyah, M.Pd.
Subjects: Filsafat, Psikologi & Agama > Islam (Ajaran Islam dan pendidikan Islam)
Pendidikan > Media Pembelajaran
Divisions: FIS > S1 Pendidikan Agama Islam
Depositing User: Janur Ramadhina .
Date Deposited: 07 Aug 2025 01:44
Last Modified: 07 Aug 2025 01:44
URI: http://repository.unj.ac.id/id/eprint/58310

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