Development of Educational Game Learning Media "Joko the Explorer" on Regional Diversity Material Grade IV SDN Karangtengah 1 Blitar City

Authors

  • Febyana Setya Anggarika Universitas Negeri Malang
  • Arda Purnama Putra Universitas Negeri Malang
  • Siti Mas’ula Universitas Negeri Malang

DOI:

https://doi.org/10.57142/jesd.v2i1.96

Keywords:

media educational, educational game, Joko The Explorer, area diversity

Abstract

This research is aimed to generate a learning media product of area diversity, called “Joko The Explorer,” in the 4th grade of elementary school, that is interesting and valid to the learning experts, media experts, and the teachers as users. Research with the first trial of 6 students and the second trial of 28 students. ADDIE model, with 5 steps, is used to develop this learning media. The steps are; (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The data-collecting techniques consist of interviews and questionnaires. The questionnaires of learning experts, media experts, and teachers as the users are analyzed by using the Likert scale, whereas the students’ questionnaires are analyzed by using Guttman’s scale. The findings, taken from learning experts, show 93.75%, categorized as strongly valid. The findings from media experts showed 93.75%, categorized as strongly valid. The findings from teachers and the users showed 92.85%, categorized as strongly valid. In terms of attractiveness, the students’ questionnaire responses showed an average of 98,42%, categorized as strongly attractive. The percentage shows that the learning media of educational games, “Joko The Explorer,” is categorized as strongly valid, attractive, and can be used without revision. This research concludes that the learning media product of area diversity, called “Joko The Explorer” in the 4th grade of elementary school, is interesting for the students and strongly valid upon the findings from learning experts, media experts, and teachers as the users. The suggestion for further development is to develop not only in terms of area diversity, but also in broad and deep terms related to the Social Sciences or other sciences.

References

Abdul, M., & Hasan, K. (2013). Merajut Kerukunan Dalam Keragaman Agama Di Indonesia (Perspektif Nilai-Nilai Al-Quran). [Building Harmony in Religious Diversity in Indonesia (Perspective of Quranic Values).] Institut Agama Islam Negeri (Iain) Surakarta, 14(1), 66–77.

Akbar, S. (2013). Instrumen Perangkat-Perangkat Pembelajaran. [Learning Tools.] Bandung: Pt. Remaja Rosdakarya Offset.

Antara, M., & Vairagya, M. (2018). Keragaman Budaya Indonesia Sumber Inspirasi Inovasi. [Indonesian Cultural Diversity as a Source of Innovation Inspiration.] Desain Komunikasi Visual, Sekolah Tinggi Desain Bali, 2.

Apriyanto, A., & Lasodi, I. S. (2016). Pembuatan Game Labirin Menggunakan Aplikasi Construct 2 Berbasis Online. [Making Maze Game Using Construct 2 Application Based Online.] Jurnal Elektronik Sistem Informasi Dan Komputer, 2(2), 64–72.

Asiera, D. A. (2017). Pengembangan Media Pembelajaran Papan Rantai Makanan Subtema 3 Memelihara Ekosistem Pada Materi Pokok Rantai Makanan Pada Suatu Ekosistem Untuk Siswa Kelas V. [Development of Food Chain Board Learning Media Subtheme 3 Maintaining Ecosystems on the Subject Matter of Food Chains in an Ecosystem for Grade V Students.] 1–23.

Asyhari, A., & Silvia, H. (2016). Pengembangan Media Pembelajaran Berupa Buletin Dalam Bentuk Buku Saku Untuk Pembelajaran Ipa Terpadu. [Development of Learning Media in the Form of a Pocket Book for Integrated Science Learning.] Jurnal Ilmiah Pendidikan Fisika Al-Biruni, 5(1), 1–13. Https://Doi.Org/10.24042/Jpifalbiruni.V5i1.100

Damayanti, D., Akbar, M. F., & Sulistiani, H. (2020). Game Edukasi Pengenalan Hewan Langka Berbasis Android Menggunakan Construct 2. [Educational Game Introduction to Rare Animals Based on Android Using Construct 2.] Jurnal Teknologi Informasi Dan Ilmu Komputer, 7(2), 275. Https://Doi.Org/10.25126/Jtiik.2020721671

Dewi, G. P. F. (2012). Pengembangan Game Edukasi Pengenalan Nama Hewan Dalam Bahasa Inggris Sebagai Media Pembelajaran Siswa Sd Berbasis Macromedia Flash. [Development of Educational Game on Animal Name Recognition in English as a Learning Media for Students Based on Macromedia Flash.] 32.

Febrita, Y., & Ulfah, M. (2019). Peranan Media Pembelajaran Untuk Meningkatkan Motivasi Belajar Siswa. [The Role of Learning Media to Increase Student Motivation.] Diskusi Panel Nasional Pendidikan Matematika, 0812(2019), 181–187. Http://Proceeding.Unindra.Ac.Id/Index.Php/Dpnpmunindra/Article/View/571

Gunawan, I. & R. T. S. (2019). Menggali Nilai-Nilai Keunggulan Lokal Kesenian Reog Ponorogo Guna Mengembangkan Materi Keragaman Suku Bangsa Dan Budaya Pada Mata Pelajaran Ips Kelas Iv Sekolah Dasar. [Exploring the Local Excellence Values of Reog Ponorogo Art to Develop Ethnic and Cultural Diversity Material in Elementary School Grade IV Ips Subjects.] 9–25.

Hutama, F. S. (2016). Pengembangan Bahan Ajar Ips Berbasis Nilai Budaya Osing Untuk Siswa Sekolah Dasar. [Development of Ips Teaching Materials Based on Osing Cultural Values for Elementary School Students] Jpi (Jurnal Pendidikan Indonesia), 5(2), 113. Https://Doi.Org/10.23887/Jpi-Undiksha.V5i2.8359

Lestari, G. (2015). Bhinneka Tunggal Ika: Khasanah Multikultural Indonesia Di Tengah Kehidupan Sara. [Bhinneka Tunggal Ika: Indonesia's Multicultural Heritage at the Centre of Sara's Life.] Jurnal Pendidikan Pancasila Dan Kewarganegaraan, 28(1), 31–37.

Munir. (2009). Pembelajaran Jarak Jauh Berbasis Teknologi Informasi Dan Komunikasi (Tik) [Distance Learning Based On Information And Communication Technology (Ict)]

Rasyid, I., & Rohani, &. (2018). Manfaat Media Dalam Pembelajaran. [Benefits of Media in Learning. Education and Maths] Pendidikan Dan Matematika, 91–96.

Rohani. (2019). Diktat Media Pembelajaran. [Learning Media Diktat.] Fakultas Ilmu Tarbiyah Dan Keguruan Universitas Islam Negeri Sumatera Utara, 1–95.

Rusman. (2018). Belajar Dan Pembelajaran Berbasis Komputer. [Learning and Computer Based Learning.] Bandung : Alfabeta.

Sekali, E. B. K., & Tarigan, M. A. B. (2019). Pengaruh Interaksi Sosial Terhadap Prestasi Belajar. [The Effect of Social Interaction on Learning Achievement] Prosiding Seminar Nasional Fakultas Ilmu Sosial Universitas Negeri Medan, 3, 794–797.

Tegeh, I. M., Jampel, I. N., & Pudjawan, K. (2014). Model Penelitian Pengembangan. [Development Research Model.] Yogyakarta: Graha Ilmu.

Wibisono, M. R., & Findawati, Y. (2010). Game Motorik Untuk Pendidikan Anak Berkebutuhan Khusus (Tunagrahita) Berbasis Android. [Motor Games for the Education of Children with Special Needs (Tunagrahita) Based on Android.] Informatika, I (6), 2015, 20–29.

Wulandari, A. D. (2015). Game Edukatif Sejarah Komputer Menggunakan Role Playing Game (Rpg) Maker Xp Sebagai Media Pembelajaran Di Smp Negeri 2 Kalibawang. [Computer History Educational Game Using Role Playing Game (Rpg) Maker Xp as Learning Media at Smp Negeri 2 Kalibawang.] Universitas Negeri Yogyakarta, Unknown(Unknown), 1–18. Http://Www.Dt.Co.Kr/Contents.Html?Article_No=2012071302010531749001

Downloads

Published

2023-06-29

How to Cite

Anggarika, F. S., Putra, A. P. ., & Mas’ula, S. (2023). Development of Educational Game Learning Media "Joko the Explorer" on Regional Diversity Material Grade IV SDN Karangtengah 1 Blitar City. Journal of Education for Sustainability and Diversity, 2(1), 113–133. https://doi.org/10.57142/jesd.v2i1.96

Issue

Section

Articles

Most read articles by the same author(s)