PENGEMBANGAN GAME EDUKASI SI GALANG BERBASIS ANDROID PADA MATA PELAJARAN IPS MATERI PAKAIAN ADAT UNTUK KELAS IV SD

  • DARUL HIKMAH ASRI
  • YOYOK YERMIANDHOKO

Abstract

Abstrak

Penelitian ini bertujuan untuk mengetahui desain dan spesifikasi produk serta mengetaui kelayakan game edukasi “Si Galang”. Latar belakang penelitian ini bersumber dari perkembangan teknologi mengenai hanndphone dan kesulitan belajar siswa kelas IV SDN Kedurus III/430 Surabaya dalam mempelajari materi pakaian adat. Penelitian dilakukan menggunakan model pengembangan Borg and Gall menggunakan teknik analisis data kuantitatif dengan teknik pengumpulan data berupa pemberian kuesioner dan post-test kepada siswa. Game edukasi “Si Galang” didesain menggunakan Corel Draw Graphic Suite 2017 dan software Construct Game 2. Hasil validasi materi menunjukkan rata-rata penilaian sebanyak 75% dan validasi media menunjukkan rata-rata penilaian sebanyak 82,5%, Hasil uji coba terbatas mendapatkan rata-rata penilaian yaitu 87% dan hasil uji coba lebih luas mendapatkan rata-rata penilaian yaitu 91%. Hasil rata-rata post-test siswa berada diatas KKM sekolah yaitu 82,5. Dapat disimpulkan bahwa game edukasi “Si Galang” layak digunakan sebagai media pembelajaran alternatif dan mampu memberikan hasil belajar siswa diatas KKM yang ditetapkan sekolah.

Kata Kunci: game edukasi, IPS, pakaian adat.

Abstract

This research aims to find out the design and product specifications and to know the feasibility of education game “Si Galang”. The background of this research is sourced from the technological development regarding handphone and the learning difficultyof fourth grade students of Primary School Kedurus III/430 Surabaya in studying traditional costumes. The research was conducted using Borg and Gall model and also using quantitative data analysis technique. The data were collected in the form of questionnaire and post-test given to the students. The “Si Galang” education game was designed using Corel Draw Grapic Suite 2017 and Construct Game 2 softwares. The results showed that material validation gaining 75% while media validation gaining 82.5%. The result of the preliminary field test gets average of 87% and the result of the main field test gets average of 91%. The average of students’ post-test was above Completeness Minimum Criteria of the school which was 82.5. It can be concluded that the “Si Galang” education game is proper to use as an alternative learning media and able to help student achieving good learning outcomes wich is above the Completeness Minimum Criteria established by the school.

Keyword: education game, social studies, traditional costum.

Published
2018-06-22
Section
Articles
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