PENGEMBANGAN MEDIA MOGA (MONOPOLI GAME) PADA MATERI PANCASILA KELAS III SDN 31 CAKRANEGARA TAHUN AJARAN 2022/2023
DOI:
https://doi.org/10.23969/jp.v8i2.10225Keywords:
Media, Monopoly Game, PancasilaAbstract
The purpose of this study was to produce a product in the form of game-based MOGA (Monopoly Game) learning media on Pancasila material, to determine the feasibility of MOGA media from the aspect of practicality, effectiveness. This type of research is Research and Development (R&D) using the ADDIE development model. This study uses 5 stages, namely analysis (analysis), design (design), development (development), implementation (implementation), and evaluation (evaluation). The research was conducted at SDN 31 Cakranegara, Sandubaya District, Cakranegara. Data collection tools using interviews, questionnaires and tests. The results of this research and development are game-based MOGA (Monopoly Game) learning media on Pancasila material for grade III SD. The feasibility of the MOGA (Monopoly Game) media on Pancasila material based on the assessment of the media expert validator got the appropriate criteria with a percentage of 83%, the material experts got very feasible criteria with a percentage of 90.5%, while the teacher's response got very practical criteria with a percentage of 91.6 %. Based on the average results of the pretest and posttest, it was found that the average value was increased by 41.25 and there were 28 students with high criteria for N-gain and 4 students with medium criteria for N-gain. The overall N-gain average value is 0.83 which indicates that the increase in student scores is in the high criteria. If seen from the maximum completeness criteria (KKM), which is 75, then the percentage of students' completeness level is 100% with an average posttest of 90.62. So it can be stated that game-based MOGA (Monopoly Game) media is feasible from the feasibility, practical and effective aspects to be used as a learning medium for class III students at SDN 31 Cakranegara.Downloads
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