Pengembangan media pembelajaran berbasis game edukasi "Snake and Ladder" pada mata pelajaran Animasi 2D di SMK Negeri 12 Surabaya

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MARTI O P SIHITE
YENI ANISTYASARI

Abstract

Abstrak

Berdasarkan hasil wawancara di SMKN 12 Surabaya proses pembelajaran mata pelajaran Animasi 2D memakai metode ceramah dan pembelajaran bertitik pada guru. Media pembelajaran berbasis game edukasi “snake and ladder” merupakan permainan ular tangga pada umum nya, akan tetapi diberi modifikasi sehingga pada kotak tertentu akan muncul pertanyaan dimana pertanyaan-pertanyaan tersebut merupakan materi dari modul pembelajaran Animasi 2D. Penelitian yang dilaksanakan memiliki tujuan untuk membandingkan hasiI beIajar sebeIum dan sesudah diberi perIakuan, lalu untuk melihat hubungan antara motivasi dan hasil belajar. PeneIitian ini akan menggunakan metode peneIitian dan pengembangan dengan rancangan One-group pretest-postest design menggunakan modeI pengembangan ADDIE (AnaIyze, Design, Developmet, ImpIementation, & EvaIuation.) Pengambilan sampel menggunakan teknik Sampling purposive. Instrument yang digunakan berupa angket motivasi belajar, dan soal tes yang sudah di uji reliabilitianya dan di validasi. Teknik anaIisis data yang di pakai adalah Paired Sample t- test. HasiI analisis angket motivasi belajar memperlihatkan bahwa terdapat peningkatan sebesar 14%. Hasil akhir penelitian memperlihatkan bahwa nilai rata-rata hasiI belajar siswa sebeIum pembeIajaran 48,3 dan sesudah pembelajaran 75,4. Berdasarkan analisis perbedaan dua rata-rata diperoleh nilai sig (2-taiIed) 0,005 < 0,005 bisa disimpulakan adanya perbedaan yang signifikan antara hasiI beIajar sebeIum dengan sesudah menggunakn media pembeIajaran berbasis game. Secara keseluruhan hasil penelitian menunjukan nilai yang cukup signifikan diantara pemahaman awaI dan pemahaman setelah pembeIajaran dan hasiI angket motivasi belajar sehingga media pembeIajaran berbasis game edukasi “snake and ladder” Iayak digunakan menjadi media pembeIajaran.

Kata Kunci: Media pembeIajaran, Game Edukasi, Snake and Ladder, Hasil Belajar, Animasi 2D

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Abstract

The results of interviews at SMKN 12 Surabaya The learning process of 2D animation is still using conventional models and learning centered on the teacher. Media-based learning game "snake and Ladder" is a game of snakes and ladders in general, but is given modifications so that in certain boxes will appear a question where the questions are the material of the module Learning 2D Animation. This research aims to see the different in learning out comes before and after using the game media, then to seeing the relation between motivatin and Iearning outcomes. The research methods using Research and DeveIopment (R & D) with the design of One grup pretest-postest design using Model ADDIE (Analyze, Design, Developmet, Implementation, & Evaluation.) The sampling technique is Sampling purposive. Instruments using the form of observation sheet, a learning motivation questionnaire, and the test questions that have been validated and tested for reliability. Data analyze technique using Paired SampIe T- Test. Analysis of the resuIts of the motivation of learning to show that there is an increase by 14%. The results showing that the average value on the learning results before the 48.3 study and after the 75.4 study. Based on the analyze of the difference of two average vaIue sig (2-tailed) 0,005<0,005 can be saved that there is a significanst differents between Iearning outcome before by after learning using game based learning media. Overall the research results show a significanst value between initial understanding and understanding after learning and the results of a motivation to learn so learning media based educational game "Snake and Ladder" deserves to be used as a learning medium.

Keyword : Learning media, Game Education, Snake and Ladder, Learning outcomes, Animation 2D

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How to Cite
O P SIHITE, M., & ANISTYASARI, Y. (2020). Pengembangan media pembelajaran berbasis game edukasi "Snake and Ladder&quot; pada mata pelajaran Animasi 2D di SMK Negeri 12 Surabaya. IT-Edu : Jurnal Information Technology and Education, 4(02). Retrieved from https://ejournal.unesa.ac.id/index.php/it-edu/article/view/31617
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