DONNY HARTANTO, . (2026) PENGEMBANGAN PEMBELAJARAN IPAS DENGAN PENDEKATAN INQUIRY BASED LEARNING BERBANTUAN BOARD GAME “GERAK TUBUH” BAGI SISWA KELAS VI DI SDN KAYURINGIN JAYA VI BEKASI. Magister thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan menghasilkan pembelajaran IPAS dengan materi Bagaimana Tubuh Kita Bergerak menggunakan pendekatan Inquiry-Based Learning (IBL) berbantuan board game “Gerak Tubuh” berbasis Augmented Reality (AR), serta menguji kelayakan, kepraktisan, dan efektivitasnya dalam meningkatkan hasil belajar siswa kelas VI SDN Kayuringin Jaya VI Bekasi. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ASSURE yang terdiri atas enam tahapan. Data dikumpulkan melalui wawancara, observasi, angket, dan penilaian kelayakan produk, kemudian dianalisis secara kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa rancangan pembelajaran dinyatakan layak oleh expert judgement desain pembelajaran (76,84%) pada kejelasan alur permainan. Rancangan pembelajaran dinyatakan sangat layak oleh expert judgement materi (95,50%) pada kesesuaian dengan tujuan pembelajaran, karakteristik siswa, konsep sistem gerak, soal disusun dari mudah hingga sulit, mendukung konsep latihan berulang, sistem penilaian yang adil dan objektif, keterpaduan dengan materi sistem gerak, ukuran font jelas dan mudah dibaca, gaya bahasa mudah dipahami dan sesuai dengan kaidah PUEBI, meningkatkan pemahaman konsep sistem gerak, membuat siswa tertarik, semangat serta termotivasi untuk belajar. Rancangan pembelajaran juga dinyatakan sangat layak oleh expert judgement media pembelajaran (86,14%) pada bahan papan permainan, kelengkapan dan fungsi komponen board game, bentuk dan ukuran papan permainan yang proporsional, ukuran font tulisan, kemampuan meningkatkan pemahaman konsep, dan memiliki keunggulan serta efektif sebagai sarana drill and parctice. Media juga terbukti praktis berdasarkan uji coba one to one (90,11%), small group (92,47%), dan field test (90,03%). Efektivitas rancangan pembelajaran berbantuan board game “Gerak Tubuh” berbasis AR ditunjukkan oleh nilai N-Gain sebesar 0,79 (78,70%). Hasil ini menunjukkan telah terjadi peningkatan hasil belajar pada kategori yang tinggi. Selain itu, siswa juga memberikan respons positif berupa rasa senang, puas, dan antusias selama kegiatan pembelajaran menggunakan board game “Gerak Tubuh” berbasis AR. Dengan demikian, pembelajaran IBL berbantuan board game "Gerak Tubuh" berbasis AR dinyatakan layak, praktis, dan efektif untuk meningkatkan hasil belajar siswa. ***** This study aimed to develop an IPAS (Natural and Social Sciences) lesson on the topic “How Our Bodies Move” using an Inquiry-Based Learning (IBL) approach supported by an Augmented Reality (AR)-based board game titled “Gerak Tubuh” (Body Movement), and to evaluate its feasibility, practicality, and effectiveness in improving the learning outcomes of Grade VI students at SDN Kayuringin Jaya VI, Bekasi. The study employed the Research and Development (R&D) method using the ASSURE development model, which comprises six stages. Data were collected through interviews, observations, questionnaires, and product feasibility assessments, and subsequently analyzed using both qualitative and quantitative methods. The results indicated that the instructional design was deemed feasible by the instructional design expert (76.84%) regarding the clarity of the game flow. The design was rated as highly feasible by the subject matter expert (95.50%) regarding alignment with learning objectives, student characteristics, movement system concepts, the progression of question difficulty (easy to hard), support for repetitive practice, fair and objective assessment systems, integration with movement system content, clear and readable font size, accessible language style compliant with PUEBI standards, and the ability to enhance conceptual understanding while fostering student interest, enthusiasm, and motivation. The design was also rated as highly feasible by the learning media expert (86.14%) regarding board materials, the completeness and functionality of game components, proportional board dimensions, font size, the ability to enhance conceptual understanding, and its effectiveness as a drill-and-practice tool. The media also proved practical based on one-to-one (90.11%), small group (92.47%), and field test (90.03%) trials. The effectiveness of the AR-based “Gerak Tubuh” board game-assisted lesson was demonstrated by an N-Gain score of 0.79 (78.70%), indicating a high level of improvement in learning outcomes. Furthermore, students responded positively, expressing enjoyment, satisfaction, and enthusiasm during the learning activities involving the AR-based “Gerak Tubuh” board game. Thus, AR-based IBL instruction utilizing the “Gerak Tubuh” board game is deemed feasible, practical, and effective for improving student learning outcomes.
| Item Type: | Thesis (Magister) |
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| Additional Information: | 1). Dr. Indina Tarjiah, M.Pd.; 2). Prof. Dr. Maria Paristiowati, M.Si. |
| Subjects: | Sains > Anatomi Manusia Teknologi dan Ilmu Terapan > Teknologi (umum) > Teknologi Pendidikan |
| Divisions: | FIP > S2 Teknologi Pendidikan |
| Depositing User: | Donny Hartanto . |
| Date Deposited: | 20 Aug 2026 06:36 |
| Last Modified: | 20 Aug 2026 06:36 |
| URI: | http://repository.unj.ac.id/id/eprint/72544 |
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