Finesya Sri Mumpuni Bakmutama, - (2022) PENGEMBANGAN MEDIA PERMAINAN PAPAN BELAJAR UNTUK MENINGKATKAN HASIL BELAJAR NILAI-NILAI PANCASILA SISWA KELAS V SEKOLAH DASAR. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
PENGEMBANGAN MEDIA PERMAINAN PAPAN BELAJAR UNTUK MENINGKATKAN HASIL BELAJAR NILAI-NILAI PANCASILA SISWA KELAS V SEKOLAH DASAR ABSTRAK Oleh : Finesya Sri Mumpuni Bakmutama 1808233 Penelitian pengembangan ini dilakukan karena dalam pelaksanaan pembelajaran kurang terfokus pada siswa (student center) dan siswa tidak aktif dalam mengikuti pembelajaran. Selain itu, sumber belajar siswa kurang bervariasi dan guru tidak menggunakan media pembelajaran. Hal tersebut mempengaruhi hasil belajar siswa menjadi rendah. Penelitian ini bertujuan untuk mendeskripsikan desain pengembangan, hasil pengembangan desain, hasil validasi, dan peningkatan hasil belajar siswa dengan media permainan papan belajar nilai-nilai Pancasila. Media pembelajaran dikembangkan menggunakan metode Design and Development (D&D) dengan model penelitian ADDIE yang dikembangkan oleh Ritchey dan Klein melalui 5 tahapan yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Media permainan papan belajar nilai-nilai Pancasila memperoleh skor akhir 95,9% dengan kategori “Sangat Layak” dari ahli media, 95% dengan kategori “Sangat Layak” dari ahli materi, dan 89,6% dengan kategori “Sangat Layak” dari praktisi pembelajaran. Kemudian, untuk tes hasil belajar siswa uji coba I mendapatkan skor rata-rata sebesar 54,2. Sedangkan, tes hasil belajar siswa uji coba II mendapatkan skor rata-rata sebesar 60,2. Maka, dapat disimpulkan bahwa media permainan papan belajar nilai-nilai Pancasila yang dihasilkan sangat layak untuk digunakan sebagai media pembelajaran dan dapat membantu siswa dalam meningkatkan hasil belajarnya. Kata Kunci : Permainan Papan Belajar, Hasil Belajar, Nilai-Nilai Pancasila. DEVELOPMENT OF LEARNING BOARD GAME MEDIA TO INCREASE LEARNING OUTCOMES OF PANCASILA VALUE STUDENTS IN CLASS V ELEMENTARY SCHOOL ABSTRACT BY: Finesya Sri Mumpuni Bakmutama 1808233 This development research was carried out because the implementation of learning was less focused on students (student center) and students were not active in participating in learning. In addition, student learning resources are less varied and teachers do not use learning media. This affects student learning outcomes to be low. This study aims to describe the design development, the results of the design development, the results of the validation, and the improvement of student learning outcomes with the board game media learning the values of Pancasila. The learning media developed using the Design and Development (D&D) method with the ADDIE research model developed by Ritchey and Klein through 5 stages, namely analysis, design, development, implementation, and evaluation. The Pancasila values board game media obtained a final score of 95.9% in the "Very Eligible" category from media experts, 95% in the "Very Eligible" category from material experts, and 89.6% in the "Very Eligible" category from learning practitioners. Then, for the test I test student learning outcomes and get an average score of 54.2. Meanwhile, the test II student learning outcomes got an average score of 60.2. So, it can be said that the board game media learning the values of Pancasila produced is very feasible to be used as a learning medium and can help students improve their learning outcomes. Keywords: Learning Board Game, Learning Outcomes, Pancasila Values.
Item Type: | Thesis (S1) |
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Additional Information: | SINTA Tatang Syaripudin 5996282 Ari Arasy Magistra 6691525 |
Uncontrolled Keywords: | Permainan Papan Belajar, Hasil Belajar, Nilai-Nilai Pancasila |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Ilmu Pendidikan > Pedagogik > PGSD Bumi Siliwangi |
Depositing User: | Finesya Sri Mumpuni Bakmutama |
Date Deposited: | 16 Sep 2022 06:49 |
Last Modified: | 16 Sep 2022 06:49 |
URI: | http://repository.upi.edu/id/eprint/81014 |
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