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Abstract
Abstrak
Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi media pembelajaran berbasis windows
yang disebut Game Edukatif "GIANT" bagian tubuh tumbuhan IPAS kelas IV Sekolah Dasar. Penelitian
ini menggunakan jenis Research and Development dengan model pengembangan ADDIE. Dalam penelitian
ini, lembar angket validasi media dan materi, lembar angket respons guru dan siswa, dan lembar tes
digunakan. Validasi dilakukan oleh ahli media dan ahli materi, menghasilkan skor kevalidan 98,18% dan
100% berturut-turut, menunjukkan kriteria "Sangat Valid". Kepraktisan media dievaluasi melalui angket
dan observasi oleh guru dan siswa, menunjukkan skor 93,75% dan 94,37% yang berarti "Sangat Praktis".
Keefektifan media diukur melalui pretest dan posttest dengan hasil peningkatan rerata nilai dari 56,5
menjadi 80 dan persentase ketuntasan 85%, yang menunjukkan media ini "Sangat Efektif". Dengan
demikian, Game Edukatif "GIANT" terbukti valid, praktis, dan efektif sebagai alat bantu pembelajaran
yang meningkatkan pemahaman dan motivasi siswa terhadap materi bagian tubuh tumbuhan.
Kata Kunci: Game Edukatif, Media Pembelajaran, IPAS.
Abstract
This research aims to develop and evaluate a Windows-based learning media called the "GIANT"
Educational Game for the body parts of science and science plants for class IV elementary schools. This
research uses the Research and Development type with the ADDIE development model. In this research,
media and material validation questionnaire sheets, teacher and student response questionnaire sheets,
and test sheets were used. Validation was carried out by media experts and material experts, resulting in
validity scores of 98.18% and 100% respectively, indicating the criteria "Very Valid". The practicality of
the media was evaluated through questionnaires and observations by teachers and students, showing scores
of 93.75% and 94.37% which means "Very Practical". The effectiveness of the media was measured through
pretest and posttest with the results of an increase in the average score from 56.5 to 80 and a completion
percentage of 85%, which shows this media is "Very Effective". Thus, the "GIANT" Educational Game is
proven to be valid, practical and effective as a learning aid that increases students' understanding and
motivation regarding the material on plant body parts.
Keywords: Educational Games, Learning Media, Science.
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