Daniar Asyari, - (2024) PENERAPAN MEDIA INTERAKTF GAME EDUCAPLAY DALAM PEMBELAJARAN KALIMAT SARAN BAHASA INDONESIA KELAS III SD. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Penelitian ini dilatarbelakangi penggunaan teknologi yang telah menjadi pelengkap utama dalam setiap kegiatan pembelajaran. Penerapan game educaplay diharapkan dapat membantu peserta didik untuk belajar dengan permainan, terutama dalam pembelajaran kalimat saran Bahasa Indonesia peserta didik masih mengalami kesulitan menulis kalimat saran, kurangnya memahami konsep kalimat saran, dan pemilihan diksi yang kurang tepat sehingga peserta didik perlu terampil dalam memberikan kalimat saran. Penelitian ini bertujuan untuk mengukur pengaruh penerapan media interaktif game educaplay dalam pembelajaran kalimat saran Bahasa Indonesia kelas III SD. Metode penelitian yang digunakan yaitu desain kuasi eksperimen (quasi eksperimental design) dengan pendekatan kuantitatif melibatkan kelas eksperimen dan kelas kontrol. Hasil penelitian menunjukkan terdapat pengaruh penerapan media interaktif game educaplay dalam pembelajaran kalimat saran Bahasa Indonesia kelas III SD dan terdapat perbedaan hasil belajar peserta didik yang menggunakan media interaktif game educaplay dengan media gambar dalam pembelajaran kalimat saran Bahasa Indonesia kelas III SD. Hal tersebut terlihat dari nilai signifikansi 0,041 < 0,05 dan selisih rata-rata 88—81,75 = 6,250 dan selisih perbedaan tersebut antara 0,274 sampai 12,226. Dapat disimpulkan bahwa kedua media berpengaruh terhadap hasil belajar peserta didik dalam pembelajaran kalimat saran Bahasa Indonesia kelas III SD. ----------- This research is motivated by the use of technology that has become the main complement in every learning activity. The application of the educaplay game is expected to help students to learn with games, especially in learning Indonesian advice sentences, students still have difficulty writing suggestion sentences, lack of understanding the concept of suggestion sentences, and choosing inappropriate diction so that students need to be skilled in giving advice sentences. This research aims to measure the effect of the application of educaplay game interactive media in learning Indonesian language advice sentences for grade III elementary school. The research method used is quasi experimental design (quasi experimental design) with a quantitative approach involving experimental classes and control classes. The results of the research show that there is an influence on the application of educaplay game interactive media in the learning of Indonesian language advice sentences in grade III elementary school and there is a difference in the learning outcomes of students who use educaplay game interactive media with image media in learning Indonesian suggestion sentences in grade III SD. This can be seen from the significance value of 0.041 < 0.05 and the average difference of 88—81.75 = 6,250 and the difference between 0.274 to 12.226. It can be concluded that both media affect the learning outcomes of students in learning Indonesian language advice sentences for grade III elementary school.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?user=hyfH2KoAAAAJ&hl=en SINTA ID : 5994974 SINTA ID : 6745729 |
Uncontrolled Keywords: | Bahasa Indonesia, Game Educaplay, Kalimat Saran. |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1501 Primary Education |
Divisions: | UPI Kampus cibiru > PGSD UPI Kampus cibiru |
Depositing User: | Daniar Asyari |
Date Deposited: | 25 Apr 2024 07:26 |
Last Modified: | 25 Apr 2024 07:26 |
URI: | http://repository.upi.edu/id/eprint/116568 |
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