Search for collections on EPrints Repository UNTIRTA

PENGEMBANGAN MEDIA PERMAINAN EDUKATIF JENGA PINTAR (JETAR) TEMA EKOSISTEM UNTUK MENINGKATKAN MINAT BELAJAR PESERTA DIDIK SEKOLAH DASAR

Nur Khasanah, Sholekhah (2024) PENGEMBANGAN MEDIA PERMAINAN EDUKATIF JENGA PINTAR (JETAR) TEMA EKOSISTEM UNTUK MENINGKATKAN MINAT BELAJAR PESERTA DIDIK SEKOLAH DASAR. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

[img] Text (Skripsi fulltext)
Sholekhah Nur Khasanah_2227190082_Fulltext.pdf
Restricted to Registered users only

Download (9MB)
[img] Text (BAB I + Daftar pustaka)
Sholekhah Nur Khasanah_2227190082_01.pdf
Restricted to Registered users only

Download (950kB)
[img] Text (BAB II)
Sholekhah Nur Khasanah_2227190082_02.pdf
Restricted to Registered users only

Download (245kB)
[img] Text (BAB III)
Sholekhah Nur Khasanah_2227190082_03.pdf
Restricted to Registered users only

Download (240kB)
[img] Text (BAB IV)
Sholekhah Nur Khasanah_2227190082_04.pdf
Restricted to Registered users only

Download (1MB)
[img] Text (BAB V)
Sholekhah Nur Khasanah_2227190082_05.pdf
Restricted to Registered users only

Download (80kB)
[img] Text (Daftar Pustaka)
Sholekhah Nur Khasanah_2227190082_Reff.pdf
Restricted to Registered users only

Download (146kB)
[img] Text (Lampiran)
Sholekhah Nur Khasanah_2227190082_Lamp.pdf
Restricted to Registered users only

Download (6MB)
[img] Text (Turnitin)
Sholekhah Nur Khasanah_2227190082_CP.pdf
Restricted to Registered users only

Download (16MB)

Abstract

The aim of this research and development is to understand the process of developing the educational game media Jenga Smart with the ecosystem theme, its feasibility, student responses, and the students' learning interest after using this media. This media contains content related to thematic learning, specifically Theme 5 "Exploring Ecosystems" and Sub-theme 1 "Ecosystem Components," Lesson 2. The research method used is the Research and Development (R&D) method. The development model employed in this study follows the ADDIE development model, consisting of five stages: Analysis, Design, Develop, Implement, and Evaluation. Data collection techniques include interviews, observations, questionnaires, and documentation. The subjects of this study are 20 fifth-grade students from SDIT Tarbiyah Rabbaniyyah. The research findings indicate that the average validation score from the expert team is 89.09%, falling under the "Very Eligible" category. Additionally, students' responses to this media have an average score of 88.83%, which falls under the "Very Positive" category. Similarly, the students' learning interest has increased, with an average score of 66% before using the media, categorized as "Moderate", and 92.25% after using the media, categorized as "High". In conclusion, the Jenga Smart educational game media is suitable for use and can enhance students' learning interest.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorHendracipta, Nana197901092005011002
Thesis advisorAndriana, Encep198811262014041001
Additional Information: Penelitian dan pengembangan ini bertujuan untuk mengetahui proses pengembangan media, kelayakan, respons peserta didik, dan minat belajar peserta didik setelah penggunaan media permainan edukatif jenga pintar tema ekosistem. Media ini memuat materi pada pembelajaran tematik, khususnya tema 5 "Mengenal Ekosistem" dan subtema 1 "Komponen Ekosistem" pembelajaran 2. Metode yang digunakan adalah metode Research and Development (R&D). Model pengembangan dalam penelitian ini menggunakan model pengembangan ADDIE yang mencakup 5 tahap, yakni Analysis, Design, Develop, Implement, dan Evaluation. Teknik pengumpulan data yang digunakan adalah wawancara, observasi, angket, dan dokumentasi. Subjek penelitian ini adalah 20 peserta didik kelas V SDIT Tarbiyah Rabbaniyyah. Hasil penelitian menunjukkan bahwa nilai rata-rata validasi dari tim ahli adalah 89,09%, dengan kategori "Sangat layak." Selain itu, respons peserta didik terhadap media ini memiliki nilai rata-rata sebesar 88,67%, yang termasuk dalam kategori "Sangat positif." Demikian pula, minat belajar peserta didik mengalami peningkatan, dengan nilai rata-rata sebesar 66% sebelum penggunaan media dengan kategori "Sedang" dan 92,25% setelah penggunaan media dengan kategori "Tinggi". Dapat disimpulkan bahwa media permainan edukatif jenga pintar layak digunakan dan dapat meningkatkan minat belajar peserta didik.
Uncontrolled Keywords: An Educational Game Media, Jenga, Interest Learning Media Permainan Edukatif, Jenga, Minat Belajar
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 86206-Jurusan Pendidikan Guru Sekolah Dasar
Depositing User: Sholekhah Nur Khasanah
Date Deposited: 18 Mar 2024 15:00
Last Modified: 28 Mar 2024 11:49
URI: http://eprints.untirta.ac.id/id/eprint/34364

Actions (login required)

View Item View Item