Abstrak: Tujuan Penelitian ini untuk mengetahui pengembangan media pembelajaran berbasis game yang menarik dan mengetahui perbedaan motivasi dan prestasi belajar dengan media tersebut. Metode penelitian yang digunakan adalah penelitian pengembangan. Hasil pengembangan divalidasi oleh pakar media dan IT, sedangkan validasi materi dan tes evaluasi game dilakukan oleh ahli materi bahasa indonesia dan PKn. Instrumen pengumpulan data yang dipakai adalah angket dan tes. Teknik analisis data yang digunakan adalah teknik analisis statistik inferensial yaitu Mann-Whitney U-Test. Berdasarkan hasil penelitian dapat disimpulkan sebagai beikut. (1) Pengembangan media game yang menarik dilakukan dengan mengembangkan design game petualangan si Bolang. (2) Tidak ada perbedaan signifikan prestasi belajar dengan media game dan gambar. (3) Ada perbedaan signifikan motivasi belajar dengan media game dan gambar. (4) Media game lebih efektif untuk meningkatan motivasi belajar dibandingkan dengan media gambar.Kata Kunci: game petualangan “Si Bolang”, prestasi hasil belajar, motivasi belajar DEVELOPING A GAME CALLED “PETUALANGAN SI BOLANG” AS THE THEMATICS LEARNING MEDIA TO IMPROVE THE FIFTH GRADE STUDENTS’ MOTIVATION AND LEARNING ACHIEVEMENT Abstract: This study was aimed to develop an interesting game-based teaching media and to find out the difference in the motivation and learning achievement of the students taught using the media. This study used the research and development model. The product was validated by a media and IT expert, while the validation of the materials and the evaluation of the game was done by content experts at Indonesian and Civic education. The instruments used were questionnaires and tests. The data were analyzed using the inferential statistical analysis, that Mann-Whitney U-Test. The findings showed that (1) the development of an interesting game media was carried out by developing a game called “Petualangan si Bolang”; (2) There was no significant difference in the learning achievement of the students taught using a game and those taught using pictures; (3) There was no significant difference in the learning motivation of the students taught using a game and those taught using pictures; (4) the game media was more effective to improve the learning motivation than the picture media. Keywords: game “Petualangan Si Bolang”, students’ learning achievement, students’ motivation
Membaca dapat mengembangkan pengetahuan, kreativitas, imajinasi dan pola berpikir seseorang. Namun realitanya budaya membaca masyarakat Indonesia sangat rendah. Untuk meningkatkan minat baca, pemerintah dan masyarakat Indonesia telah melaksanakan program-program literasi. Namun program tersebut umumnya hanya dilakukan secara simbolis dan ceremonial. Belum banyak sekolah yang memiliki kebijakan melaksanakan pengintegrasian kegiatan literasi dalam pembelajaran di kelas. Pemanfaatan media pembelajaran kisah keteladanan merupakan satu cara untuk mengintegrasikan kegiatan literasi dalam pembelajaran. Pemanfaatan media kisah keteladanan ini dapat meningkatkan karakter peduli sosial dan prestasi. Pemberian media kisah keteladanan memberikan factor penggerak diluar diri siswa kemudian menginternalisasi dalam factor internal siswa. Kisah Nabi Sulaiman yang dipilih untuk penelitian ini juga memuat nilai teladan peduli sosial. Nilai tersebut merupakan stimulus yang diberikan untuk mempengaruhi sikap siswa. Kisah tersebut dapat mendorong perkembangan psikologis dan emosional yang dapat menanamkan nilai-nilai pedagogis sehingga dapat mempengaruhi pribadi dan membentuk sikap-sikap moral keteladanan. ABSTRACTReading can develop a person's knowledge, creativity, imagination, and thinking patterns. However, the reading culture of Indonesian society is deficient. To increase interest in reading, the government and the people of Indonesia have implemented literacy programs. However, these programs are generally only carried out symbolically and ceremonially. Not many schools have policies to integrate literacy activities into learning. The use of exemplary story learning media is a way to integrate literacy activities into learning. The use of exemplary story media can increase the character of social care and achievement. Providing exemplary story media provides a driving factor outside of the student then internalizes it in the student's internal factor. The story of Prophet Sulaiman chosen for this study also contains exemplary values of social care. This value is a stimulus given to influence student attitudes. This story can encourage psychological and emotional development that can instill pedagogical values to influence individuals and shape exemplary moral attitudes.
Penelitian ini dilaksanakan dengan tujuan untuk mengetahui bagaimana mengembangan pendekatan kreatif inovatif dalam meningkatkan jiwa kewirausahaan serta untuk mengetahuai keefektifan pendekatan tersebut dalam meingkatkan jiwa kewirausahaan. Latar belakang penelitian ini adalah karena pembelajaran pendidikan kewirausahaan yang telah dilaksanakan hanya menekankan pada aspek kognitifnya saja. Selaian itu rendahnya minat mahasiswa dalam mengikuti hibah PKM dan KBMI juga menjadi salah satu indikasi bahwa jiwa kewirausahaan mahasiswa kurang.Penelitian ini menggunakan metode penelitian R&D atau penelitian pengembangan yang menggunakan model four D yaitu define, desig, develop dan dessiminate. Teknik pengumpulan data dalam penelitian ini adalah dengan menggunakan angket. Teknik analisis data yang digunakan adalan analisis deskriptif kualitatif dan analisis statistik inferensial dengan menggunakan independent sample t-test. Hasil penelitian ini adalah 1) Pengembangan pendekatan kreatif inovatif untuk meningkatkan jiwa kewirausahaan dilaksanakan dengan four D yaitu define, design, develop dan desseminate; 2)Pendekatan kreatif inovatif sangat efektif untuk meningkatkan jiwa kewirausahaan.
ABSTRAKPermasalahan yang di alami oleh mitra pengabdian adalah kurangnya pengetahuan guru terkait PTK dan pelaksanaannya sehingga guru-guru di SD Tamansari 1 dan 2 tidak melaksanakan PTK. Selain itu pelatihan-pelatihan PTK yang ada tidak dilakukan secara berkesimbungan sehingga tidak membawa hasil dan memotivasi guru untuk melakukan PTK. Tujuan PKM ini adalah memperkuatan materi PTK untuk meningkatkan pengetahuan terkait PTK yaitu konsep dasar PTK, identifikasi masalah dan penyelesaian masalah dalam PTK, pengembangan Instrumen PTK, penyusunan proposal PTK, pelaksanan PTK dan penulisan laporan PTK. Selain itu tujuan dari PKM ini juga untuk melakukan pendampingan penyusunan dan pelaksanaan PTK dilakukan dengan memimbing PTK guru SD tamansari 1 dan 2 Yogyakarta Metode yang digunakan dalam pelaksaan pengabdian ini adalah Workshop dilaksanakan dengan metode ceramah (tatap muka), demonstrasi (praktek), dan pembagian modul untuk penguatan materi PTK serta pendampingan dilaksanakan dengan metode pembimbingan dan pelaksanaan PTK bersama. Hasil PKM adalah guru di SDN Tamansari 1 dan 2 dapat lebih memahami pentingnya PTK konsep PTK, pelaksanaan PTK, dan pelaporan PTK. ABSTRACTThe problem experienced by service partners is the lack of knowledge of teachers related to CAR (Class Action Research) and its implementation so that teachers at Tamansari 1 and 2 Elementary Schools do not carry out CAR. In addition, the existing CAR trainings are not carried out continuously so that they do not bring results and motivate teachers to do CAR. The purpose of this community service is to strengthen CAR material to improve CAR-related knowledge, namely the basic concept of CAR, problem identification and problem solving in CAR, development of CAR Instruments, preparation of CAR proposals, CAR implementation and writing of CAR reports. In addition, the purpose of this PKM is to provide assistance in the preparation and implementation of CAR by guiding CAR 1 and 2 Yogyakarta elementary school teachers. The method used in the implementation of this service was the Workshop carried out with the lecture method (face to face), demonstration (practice), and the distribution of modules for strengthening CAR material and assistance was carried out with the method of coaching and implementing CAR together. community service results are that teachers in SDN Tamansari 1 and 2 can better understand the importance of CAR concepts, implementation of CAR, and CAR reporting.
The existence of activity restrictions as a follow up to the case of COVID 19, private universities whose learning is not yet based on technology have obstacles to implement online learning policies. Lecturers and students are not ready so the ability to adapt to carry out online learning is low. MOOC is a trend of integrating technology with education where education can be free anytime, anywhere. The development and utilization of MOOCs can encourage students to learn independently online. Based on several studies, MOOC based learning system is suitable for use in online learning and practicum based facilities in covid 19. The purpose of this research is the development of adaptive MOOC model as a technology that anticipates distance learning in higher education. The stages of this research method are Four-D Model which consists of 4 stages of development, namely Define, Design, Develop, and Disseminate. The results of this study stated that MOOC is an adaptive technology that can be mastered by students well and quickly. MOOC can be an alternative to complement and replace traditional learning. MOOC can be a learning tool that is flexible to space and time as well as to user profiles related to age, educational background and educational institution. Learning with MOOC educates students to learn independently to construct the material they get. MOOC has proven to have increased student curiosity and become a learning technology that is close to the younger generation who are accustomed to using technology in their daily lives.
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