RIZKI NADHIF THAHIR, . (2026) PENGEMBANGAN GAME EDUKASI UNTUK KETERAMPILAN MENULIS KOSAKATA ANGKA 1-100 PADA MATA PELAJARAN BAHASA INGGRIS BAGI PESERTA DIDIK KELAS IV SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini dilatarbelakangi oleh masih ditemukannya kesulitan peserta didik kelas IV Sekolah Dasar dalam menulis kosakata angka Bahasa Inggris, khususnya pada aspek ejaan (spelling). Selain itu, media pembelajaran yang digunakan belum mampu memfasilitasi latihan menulis secara mandiri, berulang, dan memberikan umpan balik langsung terhadap kesalahan peserta didik. Oleh karena itu, diperlukan media pembelajaran interaktif yang sesuai dengan karakteristik peserta didik sekolah dasar. Penelitian ini bertujuan untuk menghasilkan game edukasi yang layak digunakan sebagai media pembelajaran mandiri dalam melatih keterampilan menulis kosakata angka 1-100. Penelitian menggunakan metode Research and Development (R&D) dengan model Rapid Prototyping yang dikemukakan oleh Tripp dan Bichelmeyer (1990). Pada tahap Construct Prototype, peneliti mengintegrasikan tiga tahapan Multimedia Development Life Cycle (MDLC) dari Sutopo (2003), yaitu Design, Material Collecting, dan Assembly. Evaluasi formatif dilakukan melalui expert review oleh ahli materi dan ahli media, serta uji coba pengguna yang meliputi one-to-one dan small group. Produk yang dihasilkan berupa game edukasi dengan pendekatan drill and practice. Hasil uji coba pengguna menunjukkan persentase sebesar 87,88% pada tahap one-to-one dan 100% pada tahap small group. Berdasarkan hasil tersebut, game edukasi yang dikembangkan dinyatakan layak digunakan sebagai media pembelajaran mandiri bagi peserta didik kelas IV Sekolah Dasar. ***** This study was motivated by the difficulties experienced by fourth grade elementary school students in writing English number vocabulary, particularly in spelling accuracy. In addition, the existing learning media had not facilitated independent and repetitive writing practice or provided immediate feedback on students' writing errors. Therefore, an interactive learning medium suitable for elementary school students' characteristics was needed. This study aimed to develop an educational game that is feasible to be used as an independent learning medium for training number vocabulary writing skills from 1 to 100. The study employed the Research and Development (R&D) method using the Rapid Prototyping model proposed by Tripp and Bichelmeyer (1990). In the Construct Prototype stage, three stages of the Multimedia Development Life Cycle (MDLC) proposed by Sutopo (2003), namely Design, Material Collecting, and Assembly, were integrated. Formative evaluation was conducted through expert reviews involving a subject matter expert and a media expert, as well as user evaluations consisting of one-to-one and small group evaluations. The resulting product was an Android-based educational game applying a drill and practice approach. The user evaluation results showed a score of 87.88% in the one-to-one evaluation and 100% in the small group evaluation. Based on these findings, the developed educational game was considered feasible as an independent learning medium for fourth grade elementary school students.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Prof. Dr. Eveline Siregar, M.Pd ; 2). Kunto Imbar Nursetyo, S.Pd, M.Pd |
| Subjects: | Pendidikan > Media Pembelajaran Teknologi dan Ilmu Terapan > Teknologi (umum) > Teknologi Pendidikan |
| Divisions: | FIP > S1 Teknologi Pendidikan |
| Depositing User: | Rizki Nadhif Thahir . |
| Date Deposited: | 18 Aug 2026 01:48 |
| Last Modified: | 18 Aug 2026 01:48 |
| URI: | http://repository.unj.ac.id/id/eprint/70970 |
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