PERANCANGAN BOARD GAME PENGENALAN MATA UANG INDONESIA BERBASIS AR PADA ANAK SD KELAS RENDAH

Alvira Nandya Putri, - (2024) PERANCANGAN BOARD GAME PENGENALAN MATA UANG INDONESIA BERBASIS AR PADA ANAK SD KELAS RENDAH. S1 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_MULTI_2000356_Title.pdf

Download (541kB)
[img] Text
S_MULTI_2000356_Chapter1.pdf

Download (204kB)
[img] Text
S_MULTI_2000356_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (318kB)
[img] Text
S_MULTI_2000356_Chapter3.pdf

Download (352kB)
[img] Text
S_MULTI_2000356_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (4MB)
[img] Text
S_MULTI_2000356_Chapter5.pdf

Download (177kB)
[img] Text
S_MULTI_2000356_Appendix.pdf
Restricted to Staf Perpustakaan

Download (4MB)
Official URL: https://repository.upi.edu/

Abstract

Pada setiap pecahan mata uang Indonesia memiliki identitas yang unik untuk menunjukan nilai, nama, dan melindungi dari pemalsuan. Namun tidak adanya pembelajaran mengenai mata uang Indonesia dan jarang adanya media interaktif yang dijadikan sumber belajar membuat para anak-anak enggan untuk belajar. Mereka hanya mengetahui nominal mata uangnya saja tanpa mengetahui unsur yang terdapat didalamnya. Maka dari itu penelitian ini bertujuan untuk mengetahui bagaimana proses perancangan media edukasi Board Game berbasis Augmented Reality mengenai mata uangIndonesia untuk anak kelas 2 dan 3 sekolah dasar dan untuk mengetahui respon guru dan juga siswa terhadap media edukasi Board Game berbasis Augmented Reality mengenai mata uang Indonesia kelas 2 dan 3 Sekolah Dasar. Upaya yang dapat dilakukan peneliti yaitu menciptakan media edukasi yang kreatif. Media yang peneliti rancang yaitu berupa board game berbasis augmented reality. Augmented Reality merupakan teknologi yang dapat menciptakan interaksi dengan objek lingkungan dan sekitarnya. Metode dalam penelitian ini adalah pendekatan model ADDIE dengan 5 tahap yaitu, Analysis, Design, Development, Implementation, dan Evaluation. Berdasarkan hasil penelitian terdapat tanggapan dari ahli media diperoleh validasi oleh ahli materi sebesar 95% dengan kriteria “Sangat valid”, hasil validasi ahli media sebesar 97,89% dengan kriteria “Sangat Valid”, hasil nilai respon siswa terhadap tingkat kepraktisan yang berjumlah 90,37% yang berarti “Sangat Praktis” dan hasil peningkatan yang dialami siswa mendapatkan rata-rata n-gain score sebesar 0,72 yang berarti “Tinggi”. ; ---------- Indonesian currency has an important and indisputable role in human daily life, but the absence of material regarding the introduction of Indonesian currency in detail results in a lack of knowledge about the details of Indonesian currency. And also in learning the lecture method is still used by teachers, and there is rarely interactive media that can be used as a learning resource for students. Therefore, this study aims to determine how the process of designing Augmented Reality-based Board Game educational media about Indonesian currency for grades 2 and 3 elementary schools and to determine the response of teachers and students to Augmented Reality-based Board Game educational media about Indonesian currency for grades 2 and 3 elementary schools. Efforts that can be made by researchers are to create creative educational media. The media that researchers design is in the form of augmented reality-based board games. Augmented Reality is a technology that can create interactions with environmental and surrounding objects. The method in this study is the ADDIE model approach with 5 stages, namely, Analysis, Design, Development, Implementation, and Evaluation. Based on the results of the study, there is a response from media experts obtained validation by material experts of 95% with the criteria "Very valid", the results of media expert validation of 97.89% with the criteria "Very Valid", the results of student response scores to the level of practicality which amounted to 90.37% which means "Very Practical" and the results of the improvement experienced by students get an average n-gain score of 0.72 which means "High".

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?hl=id&user=89t__20AAAAJ ID SINTA Dosen Pembimbing: Dian Rinjani : 6127196 Agus Juhana : 6854525
Uncontrolled Keywords: Augmented Reality, Board Game, Mata Uang Indonesia, Media Edukasi. Augmented Reality, Board Game, Educational Media, Indonesian Currency.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
N Fine Arts > N Visual arts (General) For photography, see TR
T Technology > T Technology (General)
Divisions: UPI Kampus cibiru > S1 Pendidikan Multimedia
Depositing User: Alvira Nandya Putri
Date Deposited: 06 Mar 2024 02:19
Last Modified: 06 Mar 2024 02:19
URI: http://repository.upi.edu/id/eprint/115974

Actions (login required)

View Item View Item