Pengembangan Ensiklopedia dalam Permainan Elektronik pada Kondisi Kemampuan Kognitif Siswa yang Berbeda

Putri Darawati Maharani, Henry Praherdhiono, Susilaningsih Susilaningsih

Abstract


Abstrak: Tujuan pengembangan menghasilkan produk  permainan elektronik yang valid serta layak untuk siswa Kelas IV di SDN Kalipang 03 Kabupaten Blitar. Metode dalam penelitian ini adalah Research and Development. Pengembangan ini telah melalui 8 tahap, pengembangan menggunakan model Sugiyono yang telah dimodifikasi oleh peneliti. Validasi produk dilakukan terhadap ahli media dan ahli materi. Sasaran uji coba permainan elektronik yaitu siswa Kelas IV SDN Kalipang 03 Kabupaten Blitar. Berdasarkan uji coba yang dilakukan disimpulkan bahwa ensiklopedia dalam permainan elektronik yang telah dikembangkan termasuk kategori valid. Selain itu berdasarkan tes hasil belajar terhadap siswa didapatkan hasil media yang dikembangkan termasuk kategori efektif. Sehingga media permainan elektronik yang dikembangkan ini dikategorikan valid dan efektif untuk kegiatan pembelajaran.

Abstract : The purpose of development is to produce valid and feasible electronic game products for Class IV students at SDN Kalipang 03 Blitar Regency. The method in this study is Research and Development. This development has gone through eight stages, the development of using the Sugiyono model that has been modified by researchers. Product validation is carried out on media experts and material experts. The target of the electronic game trial is Class IV students of SDN Kalipang 03 Blitar Regency. Based on the trials conducted, it was concluded that the encyclopedia in electronic games that had been developed included a valid category. In addition, based on the test of learning outcomes for students, the results of the media developed included effective categories. So that the electronic game media developed is categorized as valid and effective for learning activities.


Keywords


permainan elektronik

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DOI: http://dx.doi.org/10.17977/um031v6i12019p023

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