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
The purpose of Community Service (PPM) in KUD Tani Makmur Kasihan, among others, first: to help employees KUD Tani Makmur to understand web based promotion management, second: improve motivation and creativity KUD Tani Makmur employee that the constraints of the facilities is not a reason to learn and forward, and third: provide an overview to employees of KUD Tani Makmur how to promote products in the virtual world so that its products can be recognized by other regions. The method used by PPM Training of Web Usage for Promotion Management Improvement at KUD Tani Makmur Kasihan, among others, held lectures and discussions, held training / workshop and evaluation. PPM Targets Web-Use Training for Promotion Management Improvement among others KUD Tani Makmur Kasihan helps employees of KUD Tani Makmur Kasihan District to be able to use the web to improve information and promotion of KUD Tani Makmur Kasihan.
Sebagian besar penduduk di Kecamatan Gondokusuman ialah pelajar, penduduk yang belum bekerja dan ibu rumah tangga. Hampir setiap orang, termasuk penduduk di Kecamatan Gondokusuman menyimpan obat sebagai persediaan di rumah tangganya. Obat yang sudah dibuka kemasan primernya akan mengalami perubahan jangka waktu konsumsi yang baik dan aman untuk dikonsumsi kembali. Tujuan dilakukan Pengabdian kepada Masyarakat (PkM) ini ialah untuk memberikan pendampingan terhadap masyarakat di Desa Demangan Kecamatan Gondokusuman agar masyarakat dapat tepat dan benar dalam hal pemakaian obat rumah tangga. Peserta yang dipilih dalam kegiatan PkM ini ialah ibu-ibu PKK karena sebagian besar wanita di Kecamatan Gondokusuman menjadi ibu rumah tangga. Metode yang dilakukan dalam kegiatan PkM ini yaitu melalui penyuluhan dan pendampingan. Pelaksanaan penyuluhan dilakukan pula simulasi perhitungan masa kadaluwarsa obat yang sudah dibuka /Beyond Use Date macam-macam sediaan obat rumah tangga. Analisis evaluasi pelaksanaan kegiatan dilakukan dengan cara peserta mengisi kuisioner berupa pretest dan posttest. Hasil dari kegiatan PkM berdasarkan pengisian kuisioner pretest dan posttest menunjukkan persentase peningkatan pengetahuan dan pemahaman ibu-ibu PKK terkait Beyond Use Date obat rumah tangga sebesar 62,8 %. Kesimpulan dari kegiatan edukasi Beyond Use Date obat rumah tangga ini penting dilakukan agar ibu-ibu PKK dapat mengelola obat di rumah tangganya
The results of preliminary observations on several primary schools with increasingly advanced Information Technology (IT) technologies are (1) local culture which is increasingly eroded by the rapid development of Information Technology known as "kids era," (2) IT increasingly requiring the model learning follows events. Furthermore, (3) in previous English learning, the process has not been integrated (not synchronous between writing, listening, speaking and reading). The purpose of this research is to design an integrative learning model with local wisdom on elementary school students based on multimedia animation and to know the accuracy of integrative learning. It was a research development with the subject is elementary school students in Ngestiharjo region. Methods of data collection used observation and questionnaire. The questionnaire instrument was obtained from media and material experts. Questionnaires were addressed to IT expert and English education lecturer. Data analysis techniques used qualitative approach model. This research has resulted in an integrative learning media with local wisdom-based multimedia animation of English grade 3 elementary school. The content of interactive media is divided into three main sections, namely semester 1, semester 2, and video lesson. Animated media is integrated into the ability of speaking, listening, reading and writing. Aspects of local wisdom are demonstrated by the content and vocabulary used in reference to local Indonesian culture. The result of the content validation by the English education material experts stated the media is very good. Media experts claim that interactive media is good and worthy of use in learning English. Video lesson can increase students’ active participation in English learning.
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