PENERAPAN MODEL ADDIE PADA PERANCANGAN PERMAINAN ULAR TANGGA DIGITAL BERBASIS BUDAYA MATERI BANGUN DATAR DI SEKOLAH DASAR MENGGUNAKAN ADOBE ANIMATE

Alifira Rizkitania, - (2021) PENERAPAN MODEL ADDIE PADA PERANCANGAN PERMAINAN ULAR TANGGA DIGITAL BERBASIS BUDAYA MATERI BANGUN DATAR DI SEKOLAH DASAR MENGGUNAKAN ADOBE ANIMATE. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini berfokus pada perancangan permainan ular tangga digital yang diintegrasikan dengan budaya Baduy pada materi bangun datar. Penelitian ini menggunakan dua metode yang terdiri dari metode etnografi yang digunakan untuk mendapatkan informasi mengenai kebudayaan Baduy dan metode selanjutnya untuk merancangan media pembelajaran digital menggunakan tahapan model ADDIE yang terdiri dari kegiatan analisis, desain, pengembangan, uji coba produk dan evaluasi. Subjek penelitian yang digunakan adalah penduduk Baduy luar, 6 siswa di lingkungan rumah, dan 31 siswa kelas IV SDN Pasar Baru 1 Kota Tangerang. Teknik pengumpulan data menggunakan wawancara, observasi, angket dan studi dokumentasi. Hasil penelitian berdasarkan validasi ahli media dan materi menyatakan bahwa media pembelajaran permainan ular tangga digital berbasis budaya yang dirancang melalui model ADDIE layak untuk digunakan sebagai media belajar siswa dan kain tenun Baduy dapat diintegrasikan dengan materi bangun datar di kelas IV sekolah dasar. Respon siswa terhadap media permainan ular tangga digital berbasis budaya membuat siswa tertarik untuk mempelajari matematika dan kebudayaan. Dapat disimpulkan media permainan ular tangga digital dapat dijadikan solusi pembelajaran jarak jauh agar siswa tidak jenuh dalam belajar matematika. Permainan ular tangga digital berbasis budaya menjadi media alternatif baru yang menyenangkan, menarik siswa untuk belajar matematika serta budaya, interaktif dan inovatif. This research focuses on designing a digital snake and ladder game that is integrated with Baduy culture on flat-shaped materials. This study uses two methods consisting of an ethnographic method used to obtain information about Baduy culture and the next method for designing digital learning media using the ADDIE model stage consisting of analysis, design, development, product testing and evaluation activities. The research subjects used were outside Baduy residents, 6 students in the home environment, and 31 fourth grade students at SDN Pasar Baru 1 Tangerang City. Data collection techniques used interviews, observations, questionnaires and documentation studies. The results of the study based on the validation of media and material experts stated that the culture-based digital snake ladder game learning media designed through the ADDIE model was feasible to be used as a student learning medium and Baduy woven fabrics could be integrated with flat-building materials in grade IV elementary school. Student responses to culture-based digital snake and ladder game media make students interested in learning mathematics and culture. It can be concluded that the digital snake and ladder game media can be used as a distance learning solution so that students are not bored in learning mathematics. The culture-based digital snake and ladder game is a new alternative media that is fun, attracts students to learn mathematics as well as culturally, interactively and innovatively.

Item Type: Thesis (S1)
Uncontrolled Keywords: Ethnography, Snakes and ladders game, ADDIE.
Subjects: L Education > L Education (General)
Divisions: UPI Kampus Serang > PGSD UPI Kampus Serang
Depositing User: Alifira Rizkitania
Date Deposited: 11 Oct 2021 03:58
Last Modified: 11 Oct 2021 03:58
URI: http://repository.upi.edu/id/eprint/68247

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