Pengembangan Media Pembelajaran Berbasis Game Edukasi Tema 4 Tentang Bangun Ruang Di Kelas 2 SD

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI TEMA 4 TENTANG BANGUN RUANG DI KELAS 2 SD

  • Bella Fitria Sari Bella Universitas Muhammadiyah Riau
  • Melly Novalia Universitas Muhammadiyah Riau
  • Edi Ismanto Universitas Muhammadiyah Riau
Keywords: Indonesia

Abstract

Learning media at SD Negeri 164 Pekanbaru City refers to blackboards and books that are already available, but do not yet have effective learning strategies. Lack of student interest in learning in the teaching and learning process which is not in accordance with the current development and needs of students. With increasingly advanced and rapid technological developments, humans can create various tools to carry out activities that support productivity. Like making educational game learning media. This research aims to produce a learning media product for the snakes and ladders educational game theme 4 about building space and to determine the feasibility test, practicality and effectiveness of the educational game snakes and ladders theme 4 about building spaces in class 2 of SD Negeri 164 Pekanbaru City. The research method used is the Research and Development (R&D) research method with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. In the feasibility test, an assessment is carried out by two experts, namely a media expert and a material expert to determine the suitability of the product. Where the results of the feasibility test for media experts got a result of 82% in the "Very Good" category and for material experts a result of 93% in the "Very Good" category. In the practicality test, it was carried out by teachers and students, where the teacher got a practicality result of 93% in the "Very Practical" category and the students got a result of 80% in the "Practical" category. The effectiveness test was carried out by giving pretest and post-test questions, where the pretest got a result of 64% and the post-test got a result of 92.2%. So this learning media is feasible, practical and effective to use to support teaching and learning activities.

Downloads

Download data is not yet available.

References

Rusman, Belajar & Pembelajaran: Berorientasi Standar Proses Pendidikan. Kencana, 2015.
Kemendikbud, Dokumen Kurikulum. Jakarta: Kemendikbud, 2012.
Sipayung Asiroha, “Meningkatkan Pemahaman Konsep Matematika Tentang Sifat-Sifat Bangun Ruang Sederhana Melalui Contextual Teaching and Learning,” J. Pendidik. Mat., vol. 7, no. 3, pp. 401–412, 2018.
Heruman, Model Pembelajaran Matematika di Sekolah Dasar. Bandung: PT Remaja Rosdakarya, 2013.
Anugrahini Yesi Meinita, “Pengembangan Game Bubble Match Sebagai Media Pembelajaran Pembagian Dalam Bentuk Pengurangan Berulang Untuk Siswa Kelas 2 SD,” Profesi Pendidik. Dasar, vol. 4, no. 1, pp. 75–83, 2017.
H. P. Farah Ghina Sabrina, Eka Pramono Adi, “Pengembanga Game Ketepatan Dadu Matematika Sebagai Penguat Motivasi Belajar Siswa Kelas 2 Sekolah Dasar,” J. Kaji. Teknol. Pendidik., vol. 4, no. 1, pp. 60–69, 2021.
Bahera Kumar Santosh, “E-and M-Learning: A comparative study,” Int. jounal new trends Educ. their Implic., vol. 4, no. 3, pp. 65–78, 2013.
P. B. H. Dede Dermawan, Rahmad Al Rian, “Game Edukasi Adventure Pengenalan Komponen Komputer Untuk Peserta Didik SMK Dar El Hikmah Pekanbaru,” J. Edukasi Dan Teknol. Pembelajaran, vol. 1, no. 1, pp. 22–29, 2020.
F. W. N. Toni Setiawan, Fatmawati Nur Hasanah, “Penggunaan Chromebook Bermuatan Game Edukasi untuk Meningkatkan Aktivitas dan Prestasi Belajar Matematika Siswa SD di Kabupaten Boyolali,” Indones. J. Islam. Elem. Educ., vol. 1, no. 1, pp. 75–86, 2021.
M. F. R. Yogiek Indra Kurniawan, “Game Edukasi Pengenalan dan Pembelajaran Berhitung untuk Siswa Kelas 1 Sekolah Dasar,” J. Manaj. Inform., vol. 11, no. 1, pp. 47–59, 2021.
J. N. Yulia Yulia, Neni Marlina BR Purba, “Aplikasi Game Edukasi Matematika Berbasis Android,” Indones. J. Comput. Sci., vol. 8, no. 2, pp. 101–112, 2019.
D. V. R. Marjan Marjan, Nani Ratnaningsih, “Pengembangan Media Pembelajaran Interaktif Berbentuk Game Berbasis Adobe Flash Pro CS6 Untuk Mengeksplor Kemampuan Pemahaman Matematis Peserta Didik,” JIPM (Jurnal Ilm. Pendidik. Mat., vol. 10, no. 2, pp. 378–395, 2021.
Sugiono, Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta, 2013.
Sukmadinata Syaodih Nana, Metode Penelitian Pendidikan. Bandung: PT Remaja Rosdakarya, 2012.
P. K. IM Tegeh, IN Jampel, Model Penelitian Pengembangan. Yogyakarta: Graha Ilmu, 2014.
Miryantini Titin, Pengembangan Media Pembelajaran E-Game Interaktif Berbasis Adobe Flash Pada Materi Volume Bangun Ruang Di Kelas V SD. Malang: Universitas Muhammadiyah Malang, 2019.
Cecep Kustandi dan Bambang Sutjipto, Media Pembelajaran Manual dan Digital Edisi Kedua. Bogor: Ghalia Indonesia, 2011.
Riduwan, Skala Pengukuran Variabel-Variabel Penelitian. Bandung: Alfabeta, 2010.
Naimah Siti, Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis Seni Kaligrafi Pada Pokok Bahasan Lingkaran Kelas VIII Di MTs Negeri 1 Pringsewu. Lampung: Universitas Islam Negeri Raden Intan Lampung, 2017.
S. Arikunto, Prosedur Penelitian: Suatu Pendekatan Praktis. Jakarta: PT Rineka Cipta, 2010.
Yuliana Rina, “Pengembangan Perangkat Pembelajaran Dengan Pendekatan PMRI Pada Materi Bangun Ruang Sisi Lengkung Untuk SMP Kelas IX,” J. Pedagog. Mat., vol. 6, no. 1, pp. 60–67, 2017.
Ismail Andang, Education Games: Menjadi Cerdas dan Ceria dengan Permainan Edukatif. Yogyakarta: Pilar Media, 2006.
Hamalik Oemar, Kurikulum dan Pembelajaran. Jakarta: Bumi Aksara, 2007.
Published
2024-08-14
How to Cite
Bella, B. F. S., Melly Novalia, & Edi Ismanto. (2024). Pengembangan Media Pembelajaran Berbasis Game Edukasi Tema 4 Tentang Bangun Ruang Di Kelas 2 SD. Jurnal CoSciTech (Computer Science and Information Technology), 5(2), 319-329. https://doi.org/10.37859/coscitech.v5i2.7529
Abstract views: 68 , PDF downloads: 59