Paedagoria (Jul 2023)

PENGEMBANGAN GAME EDUKASI EAST JAVA CULTURE PADA PEMBELAJARAN PENDIDIKAN PANCASILA DI KELAS 4 SEKOLAH DASAR

  • Nuzulul Hidayati,
  • Vanda Rezania

DOI
https://doi.org/10.31764/paedagoria.v14i3.16058
Journal volume & issue
Vol. 14, no. 3
pp. 301 – 312

Abstract

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Abstrak: Penelitian ini bertujuan untuk menghasilkan sebuah media pembelajaran berupa game edukasi dan untuk mengetahui kelayakannya setelah dikembangkan agar dapat digunakan dalam proses belajar mengajar. Jenis penelitian yang digunakan adalah RnD (Research & Development) atau pengembangan dengan menggunakan model ADDIE dengan lima tahapan Analysis, Design, Development, Implementasi, Evaluasi dengan jenis penelitian research & development (RnD) dengan instrument penelitian lembar observasi, lembar wawancara, lembar angket ahli media dan materi, dan angket kuisioner untuk siswa. Hasil uji validitas dari ahli media menunjukan presentase sebesar 83% dengan kategori sangat layak. Dari validitas ahli materi mendapatkan presentase sebesar 80% dengan kategori layak. Kepraktisan game edukasi dapat dilihat dari angket uji coba yang di jawab oleh siswa dengan hasil presentase sebesar 86% dengan kategori sangat layak. Keefektifan game edukasi dapat dilihat dari hasil pretest sebesar 62,4% setelah mencoba game didapat hasil posttest sebesar 82%. Dapat disimpulkan bahwa game edukasi east java culture dapat dikatan layak dan sangat praktis dan efektif digunakan oleh siswa kelas 4 sekolah dasar. Abstract: This study aims to produce learning media in the form of educational games and determine their feasibility after being developed so that they can be used in the teaching and learning process. The type of research used is RnD (Research & Development) or development using the ADDIE model with five stages Analysis, Design, Development, Implementation, Evaluation with research type research & development (RnD) with research instruments observation sheets, observation sheets interviews, media and material expert questionnaire sheets, and questionnaires for students. The results of the validity test from media experts showed a percentage of 83% in the very feasible category. From the validity of the material experts get a percentage of 80% with a feasible category. The practicality of educational games can be seen from the trial questionnaire which was answered by students with a percentage of 86% in the very feasible category. The effectiveness of educational games can be seen from the results of the pretest 62.4% after trying the game, the posttest results are 82%. It can be concluded that this East Java Cultural educational game can be said to be feasible and very practical and effective for use by 4th grade elementary school students.

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