PENGEMBANGAN PERMAINAN TRADISIONAL CONGKLAK DIGITAL BERBASIS ETNOMATEMATIKA MENGGUNAKAN ADOBE FLASH UNTUK SISWA KELAS VI

Nadia Farah Annisa, - (2022) PENGEMBANGAN PERMAINAN TRADISIONAL CONGKLAK DIGITAL BERBASIS ETNOMATEMATIKA MENGGUNAKAN ADOBE FLASH UNTUK SISWA KELAS VI. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

ABSTRAK Dalam proses pembelajaran, media ajar berperan sangat penting. Berdasarkan hasil interviu yang sudah dilaksanakan, pembelajaran matematika di kelas masih ada pelajar yang salah dalam memahami materi operasi hitung bilangan bulat, karena media yang dipakai masih bersifat konservatif dan belum berbasiskan budaya. Hal itu menjadi dasar untuk meningkatkan media berbentuk permainan tradisional. Penelitian ini bertujuan untuk menghasilkan media digital berbasiskan permainan tradisional agar menarik motivasi pelajar. Hasil penelitian ini yaitu RPP dan media pembelajaran. Subyek dalam penelitian ini ialah pelajar kelas VI. Metode penelitian yang dipakai yaitu etnografi. Teknik pengumpulan data yang dipakai berbentuk interviu, observasi, dan study dokumentasi. Penelitian ini menggunakan model ADDIE untuk membuat media. Penelitian ini dilakukan melalui lima tingkatan yakni, (1) Analysis, untuk menganalisa tugas, mengenali permasalahan, dan menganalisa keperluan. (2) Design, peneliti membuat kerangka untuk media dan bahan ajar berdasarkan data yang sudah dikaji. (3) Development, untuk aktivitas meningkatkan rangka design media dan bahan ajar yang sudah dibuat dan divalidasi. (4) Implementation, pengetesan produk media yang sudah divalidasi dengan subyek 15 pelajar di kelas VI SDN Semanan 14 Petang. (5) Evaluation, sebagai tahapan paling akhir dari ADDIE yaitu, menilai aktivitas berdasar hasil eksperimen media evaluasi. Berdasar hal itu, dapat diambil kesimpulan bahwa produk media evaluasi yang dibuat dapat meningkatkan motivasi belajar dan layak dipakai dalam evaluasi materi operasi hitung bilangan bulat. Kata kunci: Media Pembelajaran, Permainan Congklak, Model ADDIE. ABSTRACT Learning media is a crucial part of the learning process. According to the findings of the interviews, there are still students who don't understand the concepts for arithmetic operations on integers when learning mathematics in the classroom because the media used is still conservative and not based on culture. This serves as the foundation for enhancing traditional video games as media. To motivate students, this study intends to create digital content based on classic games. Lesson plans and instructional resources are the study's output. Students in grade VI served as the study's subjects. The research method used is ethnography. Techniques for gathering data were used, including observations, interviews, and research recording. The ADDIE model is used in this study to produce the media. This research was done at five different levels, starting with (1) Analysis, which looked at tasks, difficulties, and needs. (2) Using the data that has been examined, researchers design a framework for media and instructional materials. (3) Development, which refers to actions taken to enhance the conceptual framework of media and instructional materials that have been produced and verified. (4) Implementation and testing of media goods that were examined by 15 students in class VI of the elementary school Semanan 14 Petang. The final stage of ADDIE is assessment, which involves evaluating activities in light of the findings of the evaluation media experiment. This leads to the conclusion that assessment media products can improve learning motivation and are appropriate for use in assessing integer arithmetic processes. Keywords: Learning Media, Congklak Game, Model ADDIE.

Item Type: Thesis (S1)
Uncontrolled Keywords: Media Pembelajaran, Permainan Congklak, Model ADDIE.
Subjects: L Education > L Education (General)
Divisions: UPI Kampus Serang > PGSD UPI Kampus Serang
Depositing User: Nadia Farah Annisa
Date Deposited: 29 Aug 2022 03:33
Last Modified: 29 Aug 2022 03:33
URI: http://repository.upi.edu/id/eprint/76319

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