DOI:
https://doi.org/10.26740/ujced.v3n3.p%25pAbstract
Tujuan dari penelitian ini untuk mengetahui kelayakan dan efektivitas permainan tradisional Bentengan yang dikembangkan sebagai media pembelajaran pada Tatanama Senyawa. Kelayakan tersebut ditinjau dari beberapa kriteria yaitu kriteria kesesuaian materi, kejelasan media, persyaratan permainan pendidikan, kebahasaan. Sedangkan efektivitas tersebut, ditunjukkan dari hasil observasi aktifitas siswa dan respon siswa, serta hasil belajar. Jenis Penelitian yang digunakan adalah Research and Development (R&D). Tahap studi pendahuluan dan tahap studi pengembangan. Sehingga didapatkan draft rancangan yang selanjutnya direvisi, divalidasi dan diujicobakan ditahap pengembangan. Kelayakan tersebut, ditunjukan dari hasil persentase penilaian rata-rata sebesar 93% berdasarkan kriteria kesesuaian materi, penyajian, persyaratan permainan pendidikan dan kebahasaaan. Sedangkan efektivitas permainan tersebut, ditunjukkan dari hasil observasi aktifitas siswa persentase rata-rata sebesar 83,3% dan didukung data hasil angket respon siswa dengan persentase yang didapatkan sebesar 90,7%.Berdasarkan hasil penelitian tersebut, dapat disimpulkan bahwa permainan Bentengan layak & efektif digunakan sebagai media pembelajaran Tatanama Senyawa di kelas X SMA.
Kata kunci: Permainan Tradisional Bentengan, Tata Nama Senyawa
The purpose of this study is to determine the feasibility and efectivity games traditional of Bentengan which developed as a learning media of compound’s nomenclature. The feasibility of this media was evaluated with several criterias: material suitability criteria, presentation, educational games requirements, and language criteria. For the efectivity is showed from the observation of student activities and student responses, as well as learning outcomes. Type of study that used is a Research and Development (R & D.) The preliminary study and the developing’s stage. So the draft plan that gotten is revised, validated, and tested in the development stage subsequently. The feasibility is showed from the percentage’s result of the average evaluation of 93% based on material suitability criteria, presentation, educational games and linguistic requirements. For the efectivity is showed of the observation’s result of students activity is 83,3%, and the data supported by the results of questionnaire responses who obtained a score 90,7%. According to this result, it can be concluded that game Bentengan is feasible and efective to be used as learning media in compound’s nomenclature for X class SMA.
Key words: Traditional Games Of Bentengan Compound’s Nomenclature
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