Asmi Naziatul Nuryaningsih, - (2024) PENGARUH MEDIA PEMBELAJARAN BERBASIS GAME TERHADAP PENINGKATAN SIKAP NASIONALISME DI ERA GLOBAL PADA GENERASI DIGITAL NATIVE : Studi Kuasi Eksperimen di Kelas XI SMA Laboratorium Percontohan UPI. S1 thesis, Universitas Pendidikan Indonesia.
Text
S_PKN_2000936_Title.pdf Download (679kB) |
|
Text
S_PKN_2000936_Chapter1.pdf Download (287kB) |
|
Text
S_PKN_2000936_Chapter2.pdf Restricted to Staf Perpustakaan Download (872kB) |
|
Text
S_PKN_2000936_Chapter3.pdf Download (645kB) |
|
Text
S_PKN_2000936_Chapter4.pdf Restricted to Staf Perpustakaan Download (1MB) |
|
Text
S_PKN_2000936_Chapter5.pdf Download (219kB) |
|
Text
S_PKN_2000936_Appendix.pdf Restricted to Staf Perpustakaan Download (9MB) |
Abstract
Nasionalisme merupakan sikap yang harus dipupuk pada setiap generasi untuk memahami persatuan dan kesatuan serta tujuan nasional, termasuk bagi peserta didik dalam pembelajaran Pendidikan Pancasila. Sayangnya, masih terdapat generasi digital native yang belum menyadari bahkan acuh terhadap pentingnya sikap nasionalisme. Salah satu faktor penyebabnya adalah era digital yang mudahnya nilai-nilai dan budaya asing masuk ke Indonesia, baik yang tidak sesuai dengan norma maupun yang tidak sesuai dengan Pancasila. Teknologi memiliki pengaruh dan dampak yang positif dan negatif bagi nasionalisme. Jika digunakan secara semestinya tentu kita memperoleh manfaat yang berguna. Tetapi jika tidak, kita akan mendapat kerugian. Dalam meningkatkan kualitas pendidikan dibutuhkan sebuah inovasi sesuai dengan perkembangan zaman, inovasi tersebut dimasukkan ke dalam proses pembelajaran. Saat ini sudah banyak platform pembelajaran digital yang dapat diaplikasikan dalam pembelajaran seperti penggunaan media pembelajaran game dengan berbantuan Genially. Tujuan Penelitian ini adalah untuk mengetahui pengaruh media game dengan berbantuan Genially terhadap peningkatan sikap nasionalisme di era global pada generasi digital native. Penelitian ini merupakan penelitian kuantitatif dengan metode kuasi eksperimen. Data yang digunakan dalam penelitian ini diperoleh melalui penyebaran soal tes dan angket kepada sampel penelitian yaitu peserta didik kelas XI-1 dan XI-2 SMA Laboratorium Percontohan UPI. Data yang terkumpul kemudian dianalisis menggunakan uji normalitas, uji homogenitas, uji dua rata-rata, uji gain ternormalisasi dan uji hipotesis. Hasil penelitian ini menunjukkan bahwa penggunaan media game dengan berbantuan Genially berpengaruh secara signifikan terhadap peningkatan sikap nasionalisme. Selain itu, sebanyak 63.6% peserta didik menyatakan sangat setuju bahwa penggunaan media game dengan berbantuan Genially dapat meningkatkan sikap nasionalisme di era global pada generasi digital native. Nationalism is an attitude that must be nurtured in every generation to understand unity and integrity and national goals, including for students in learning Pancasila Education. Unfortunately, there is still a digital native generation that has not realized or even ignored the importance of nationalism. One of the factors causing this is the digital era which makes it easy for foreign values and cultures to enter Indonesia, both those that are not in accordance with the norms and those that are not in accordance with Pancasila. Technology has positive and negative influences and impacts on nationalism. If it is used properly, of course we get useful benefits. But if not, we will get a loss. In improving the quality of education, an innovation is needed in accordance with the times, the innovation is incorporated into the learning process. Currently, there are many digital learning platforms that can be applied in learning such as the use of game learning media with the help of Genially. The purpose of this study was to determine the effect of game media with the help of Genially on increasing the attitude of nationalism in the global era in the digital native generation. This research is a quantitative research with quasi-experimental method. The data used in this study were obtained through the distribution of test questions and questionnaires to the research sample, namely students of class XI-1 and XI-2 of UPI Pilot Laboratory High School. The data collected were then analyzed using normality test, homogeneity test, two means test, normalized gain test and hypothesis testing. The results of this study indicate that the use of game media with the help of Genially has a significant effect on increasing the attitude of nationalism. In addition, 63.6% of students strongly agreed that the use of game media with the help of Genially can increase the attitude of nationalism in the global era in the digital native generation. Keywords: Nationalism Attitude, Digital Native, Learning Media, Game, Genially, Pancasila Education
Item Type: | Thesis (S1) |
---|---|
Additional Information: | https://scholar.google.com/citations?hl=en&user=4HHh70EAAAAJ&view_op=list_works&gmla=ALUCkoWU0-5crE3rjM5e-ms-HQCld-Q5TEX0LuMTpY3mG2kRomHWYpLrHg0k1dtAgsnn9ByVPa0OlPc49AziILQ6Axm6y2Gq-GNZN_uJFJmcSvLwX2lrSSZmiFwP2Mf0s6sp54cNA41zYFLeTg ID SINTA DOSEN PEMBIMBING : Aim Abdulkarim 5992379 Dede Iswandi 5995220 |
Uncontrolled Keywords: | Kata Kunci : Sikap Nasionalisme, Digital Native, Media Pembelajaran, Game, Genially, Pendidikan Pancasila Keywords: Nationalism Attitude, Digital Native, Learning Media, Game, Genially, Pancasila Education |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Pendidikan Ilmu Pengetahuan Sosial > Pendidikan Kewarganegaraan |
Depositing User: | Asmi Naziatul Nuryaningsih |
Date Deposited: | 07 Oct 2024 04:44 |
Last Modified: | 07 Oct 2024 04:44 |
URI: | http://repository.upi.edu/id/eprint/126977 |
Actions (login required)
View Item |