Pengembangan Multimedia Interaktif Materi Geografis Indonesia Tema Ekosistem Mata Pelajaran Tematik Kelas V SD Negeri Datinawong
Abstract
Abstrak
Penelitian tentang pengembangan multimedia interaktif berbasis game pada materi Geografis Indonesia di kelas V SD Negeri Datinawong bertujuan untuk mengatasi problematika belajar siswa dengan menciptakan suasana belajar yang menyenangkan. Oleh karena itu pada studi ini bertujuan untuk (1) mengilustrasikan proses pengembangan media game (2) menguji validitas kelayakan media game, isi materi, bahan penyerta, dan rencana pelaksanaan pembelajaran. Model pengembangan yang digunakan adalah model pengembangan ADDIE oleh Branch (2009) yang dalam pelaksanaannya menggunakan tiga tahapan yaitu analyze, design, dan development. Pengumpulan data menggunakan metode dokumentasi, wawancara, dan angket. Dari uji kelayakan media, materi, bahan penyerta, dan rencana pelaksanaan pembelajaran memperoleh hasil rata-rata 89,9% menurut Arikunto (2014) pada tabel uji kelayakan termasuk dalam range 86%-100% dengan kriteria sangat layak. Perolehan hasil persentase didasarkan pada instrumen kelayakan, dengan pernyataan bahwa keunggulan fitur media yang di kembangkan berupa game kuis interaktif terkait geografis pulau di Indonesia dengan desain background peta Indonesia, yang nantinya ketika kegiatan pembelajaran menggunakan model game based learning.
Kata Kunci: Pengembangan, Game, Geografis Indonesia.
Abstract
Research on the development of interactive multimedia based on games on Indonesian Geographical material in class V SD Negeri Datinawong aims to minimize students' learning problems by creating a pleasant learning atmosphere. Therefore, this study aims to (1) illustrate the process of developing game media (2) test the validity of the feasibility of game media, content, materials participants, and lesson plans. The development model used is the ADDIE development model by Branch (2009) which in its implementation uses three stages, namely analyze, design, and development. Collecting data using the method of documentation, interviews, and questionnaires. From the feasibility test of media, materials, accompanying materials, and learning implementation plans, the average results obtained are 89.9% according to Arikunto (2014) in the feasibility test table included in the range of 86%-100% with very feasible criteria. The percentage result obtained is based on a feasibility instrument, with a statement that the advantages of the media features developed are in the form of an interactive quiz game related to the geography of the island in Indonesia with an Indonesian map background design, which later when learning activities use a game-based learning model.
Keywords: Development, Game, Geography of Indonesia
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