PENGGUNAAN MEDIA BOLA SIKNAL (BOARD GAME ALAT MUSIK TRADISIONAL) PADA PEMBELAJARAN SENI BUDAYA KELAS V
DOI:
https://doi.org/10.23969/jp.v9i3.10909Keywords:
traditional musical instruments, board game, media, elementary school, arts and culture subjectAbstract
Indonesia has rich cultural resources, one of which is traditional musical instruments. This research aims to determine the application of the use of Bola Siknal’ media in class V Cultural Arts learning. This research is qualitative, with the research subjects being 8 class V students at SD Negeri Selo. The data collected in the research are the results of clipping products, observation journals, and documentation. Data collection tools include tests, research instruments in the form of observation sheets, and documentation. The results of this research show that learning using the Bola Siknal is effective in introducing traditional musical instrument material. This is evident from the results of observations during learning: all students are actively involved in group activities, and the products produced vary according to their interests, enthusiasm for learning, and students' high enthusiasm when playing Bola Siknal.Downloads
References
Adams, E. (2010). Fundamentals of Game Design. 2nd Ed. USA: Pearson Education.
Angelina Melisa, dkk. (2014). Perangkat Ajar Alat Musik Dan Lagu Tradisional Indonesia Untuk Pendidikan Anak Sekolah Dasar Berbasis Multimedia. Jurnal Teknik dan Ilmu Komputer, 03(10): 174- 184.
Bontchev, B., Vassileva, D., & Traicheva, V. (2011). Putting Edutainment in Practice: From Courseware Authoring to Logic Games. Proceedings of The European Conference On Games Based Learning, 57-66. https://search.proquest.com/docview/100900719?accountid=31324
Gobet, F., Voogt, A., & Retschitzki, J. (2004). Moves In Mind. The Psychology of Board Games. New York: Psychology Press.
Mahnun, N. (2012). Media Pembelajaran: Kajian terhadap Langkah-Langkah Pemilihan Media dan Implementasinya dalam Pembelajaran. Jurnal Pemikiran Islam An-Nida’, 37(1): 27- 35.
McInerney, D.M. (2000). Helping Kids Achieve Their Best Understanding And Using Motivation In The Classroom. Australia: Allen & Unwin.
Nicholson. S. (2011). Making Gameplay Matter. Knowledge Quest, 40 (1), 60-65.
Norman Timotius. (2014). Multimedia Interaktif Alat Musik Kolintang. Jurnal Ilmiah Mahasiswa Universitas Surabaya, 3 (2): 1-11.
Nurseto, T. (2011). Membuat Media Pembelajaran yang Menarik. Jurnal Ekonomi & Pendidikan, 8 (1).
Ramli, M. (2015). Media Pembelajaran dalam Perspektif Al-Qurán dan Hadist. Ittihad Jurnal Kopertais Wilayah XI Kalimantan, 13 (23), 133-134.
Simkin, M. G. (2013). Playing Jeopardy In The Classroom: An Empirical Study. Journal of information system education, 24 (3), 203.
Sugiyono. (2005). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Cetakan Ke-21. Bandung: Alfabeta.
Treher, E.N. (2011). Learning with Board Games Play for Performance. The Learning Key, Inc. www.thelearningkey.com
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.