PENGEMBANGAN MEDIA BOARD GAME DETECTIVE UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA SMP PADA MATERI SEJARAH KOLONIALISME DAN IMPERIALISME

NADYA QATHRUNNADA, . (2026) PENGEMBANGAN MEDIA BOARD GAME DETECTIVE UNTUK MENINGKATKAN HASIL BELAJAR IPS SISWA SMP PADA MATERI SEJARAH KOLONIALISME DAN IMPERIALISME. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran board game detective “Detektif Rempah” berbasis pembelajaran kooperatif, serta menguji kelayakan, kepraktisan, dan keefektifannya dalam meningkatkan hasil belajar IPS siswa kelas VIII SMP Negeri 232 Jakarta pada materi Sejarah Kolonialisme dan Imperialisme. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE yang terdiri atas lima tahap, yaitu Analysis (analisis), Design (perancangan), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi). Subjek uji coba lapangan adalah 34 peserta didik kelas VIII SMP Negeri 232 Jakarta. Kelayakan produk dinilai melalui validasi ahli materi, ahli media, dan ahli bahasa, sedangkan kepraktisan diukur berdasarkan penilaian guru IPS dan respons siswa pada uji coba kelompok kecil. Instrumen pengumpulan data berupa lembar validasi ahli, angket kepraktisan, angket respons siswa, serta tes hasil belajar (pretest dan posttest) berbentuk pilihan ganda yang telah memenuhi uji validitas (korelasi point-biserial) dan reliabilitas (Cronbach’s Alpha) dengan koefisien reliabilitas sebesar 0,961 (kategori sangat tinggi). Keefektifan media dianalisis menggunakan uji normalitas Shapiro-Wilk, uji hipotesis Paired Sample t-test, perhitungan N-Gain (Hake), dan effect size Cohen’s d. Hasil penelitian menunjukkan bahwa media board game detective memperoleh persentase kelayakan sebesar 97,14% dari ahli materi, 92,80% dari ahli media, dan 90,59% dari ahli bahasa, dengan rata-rata keseluruhan 93,65% yang termasuk kategori sangat layak. Tingkat kepraktisan dari guru IPS sebesar 93,89% (kategori sangat praktis), dan hasil uji coba kelompok kecil menunjukkan rata-rata posttest sebesar 94,50 (kategori tinggi). Rata-rata nilai posttest (88,94) lebih tinggi dibandingkan rata-rata pretest (74,82), dengan peningkatan sebesar 14,12 poin (18,87%) dan telah melampaui KKTP 80. Hasil uji Paired Sample t-test menunjukkan nilai t sebesar −11,914 (df = 33) dengan nilai signifikansi p < 0,001, sehingga H₀ ditolak dan H₁ diterima. Hasil perhitungan N-Gain sebesar 0,5462 (54,62%) yang termasuk kategori sedang, serta nilai Cohen’s d sebesar 2,043 yang termasuk kategori sangat besar. Temuan tersebut menunjukkan bahwa media board game detective “Detektif Rempah” layak, praktis, dan efektif digunakan untuk meningkatkan hasil belajar IPS siswa kelas VIII SMP pada materi Sejarah Kolonialisme dan Imperialisme. ***** This study aims to develop a cooperative learning-based detective board game media titled “Detektif Rempah” (Spice Detective), and to examine its feasibility, practicality, and effectiveness in improving the social studies (IPS) learning outcomes of eighth-grade students at SMP Negeri 232 Jakarta on the topic of Colonialism and Imperialism History. This research employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The field-trial subjects were 34 eighth-grade students of SMP Negeri 232 Jakarta. Product feasibility was assessed through validation by material, media, and language experts, while practicality was measured based on the assessment of social studies teachers and student responses in a small-group trial. The data-collection instruments consisted of expert validation sheets, practicality questionnaires, student response questionnaires, and a multiple-choice learning achievement test (pretest and posttest) that met the requirements of validity (point-biserial correlation) and reliability (Cronbach’s Alpha), with a reliability coefficient of 0.961 (very high category). The effectiveness of the media was analyzed using the Shapiro-Wilk normality test, the Paired Sample t-test, the N-Gain calculation (Hake), and Cohen’s d effect size. The results showed that the detective board game media obtained feasibility percentages of 97.14% from the material expert, 92.80% from the media expert, and 90.59% from the language expert, with an overall average of 93.65%, classified as very feasible. The practicality level from the social studies teachers was 93.89% (very practical category), and student responses in the small-group trial showed an average posttest score of 94.50 (high category). The average posttest score (88.94) was higher than the average pretest score (74.82), with an increase of 14.12 points (18.87%), exceeding the minimum mastery criterion (KKTP) of 80. The Paired Sample t-test produced a t-value of −11.914 (df = 33) with a significance value of p < 0.001, so that H₀ was rejected and H₁ was accepted. The N-Gain calculation yielded 0.5462 (54.62%), categorized as moderate, while the Cohen’s d value of 2.043 was categorized as very large. These findings indicate that the detective board game media “Detektif Rempah” is feasible, practical, and effective for improving the social studies learning outcomes of eighth-grade junior high school students on the topic of Colonialism and Imperialism History.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Sujarwo, M.Pd; 2). Nurul Istiqomah, M.Pd.
Subjects: Ilmu Sejarah > Kronologis Sejarah
Sejarah Dunia > Sejarah (Umum)
Sejarah Dunia > Indonesia
Pendidikan > Media Pembelajaran
Divisions: FIS > S1 Pendidikan IPS
Depositing User: Nadya Qathrunnada .
Date Deposited: 04 Aug 2026 01:55
Last Modified: 04 Aug 2026 01:55
URI: http://repository.unj.ac.id/id/eprint/68328

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