PENGEMBANGAN MULTIMEDIA BERBANTUAN GAME EDUKASI DIGITAL PADA MATERI KERAGAMAN BUDAYA JAWA TIMUR UNTUK MENINGKATKAN HASIL BELAJAR KELAS IV SDN BURENGAN 1

Authors

  • Segti Nur Septiani Universitas Nusantara PGRI Kediri
  • Karimatus Saidah Universitas Nusantara PGRI Kediri
  • Wahid Ibnu Zaman Universitas Nusantara PGRI Kediri

DOI:

https://doi.org/10.23969/jp.v10i03.31703

Keywords:

Educational games, Cultural diversity, East Java

Abstract

This research and development aims to determine the validity, practicality, and effectiveness of the Digital Educational Game on the Material of East Java Cultural Diversity to Improve Learning Outcomes of Class IV SDN Burengan 1. This study uses a research and development method with the ADDIE model consisting of 5 stages, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The subjects of this study were teachers and 28 students of class IV SDN Burengan 1. The results of this study indicate that (1) The results of the validity test obtained a material expert score of 96% and a media expert score of 90%. The average value of the validity results is 93% with very valid criteria. (2) The results of the teacher's practicality test were 82% and the student response score was 90%. From these two values, a percentage of 86% can be accumulated with practical criteria. (3) The results of the educational game effectiveness test obtained an average pretest score of 66.25%. Then, the average posttest score was 89.25%, this score has met the KKTP with effective criteria. It can be concluded that the Digital Educational Game on the Material of East Javanese Cultural Diversity is stated to be very valid, very practical, and effective in improving student learning outcomes on the material of East Javanese cultural diversity.

Downloads

Download data is not yet available.

References

Anggita, A. D., Ervina Eka Subekti, Muhammad Prayito, & Catur Prasetiawati. (2023). Analisis Minat Belajar Peserta Didik Terhadap Pembelajaran Ipas Di Kelas 4 Sd N Panggung Lor. Inventa, 7(1), 78–84. https://doi.org/10.36456/inventa.7.1.a7104

Antara, M., & Vairagya, M. (2018). Keragaman budaya Indonesia sumber inspirasi inovasi. Desain Komunikasi Visual, Sekolah Tinggi Desain Bali, 2.

Defi, S., & Erita, Y. (2023). Pengembangan Bahan Ajar Pada Materi Keberagaman Budaya Indonesia Menggunakan Aplikasi Flip PDF Corporate di Kelas IV SD. Jurnal Pendidikan Dan Konseling, 5, 5111–5116.

Desi Nurlita, Jelita Purnama Sari, & Harahap, R. A. (2023). Systematic Literature Review: Pemanfaatan Game Edukasi Digital sebagai Media Pembelajaran Biologi di SMA. International Journal of Research in Science, Commerce, Arts, Management and Technology, 1(1), 410–421. https://doi.org/10.48175/ijarsct-13062

Diana, L. M., Yuniasti, A., Wulandari, R., & Nilasari, A. K. (2024). Pengembangan Game Edukasi Berbasis Android Pada Materi Jenis Konektivitas Internet Kelas X TKJ SMKN 1 Sepulu. Jurnal Ilmiah Edutic : Pendidikan Dan Informatik, 11(1), 93–100.

Hidayat, F., & Nizar, M. (2021). Model Addie (Analysis, Design, Development, Implementation and Evaluation) Dalam Pembelajaran Pendidikan Agama Islam. Jurnal Inovasi Pendidikan Agama Islam (JIPAI), 1(1), 28–38. https://doi.org/10.15575/jipai.v1i1.11042

Kurniawan, M. R., & Risnani, L. Y. (2021a). Pengembangan Game Edukasi Digital Dan Implementasi Pada Pembelajaran Biologi Materi Plantae Siswa Sma Kelas X. BIOEDUKASI (Jurnal Pendidikan Biologi), 12(1), 1. https://doi.org/10.24127/bioedukasi.v12i1.3759

Kurniawan, M. R., & Risnani, L. Y. (2021). Pengembangan Game Edukasi Digital Dan Implementasi Pada Pembelajaran Biologi Materi Plantae Siswa Sma Kelas X. Jurnal Pendidikan Biologi.

Pratiwi, N. R., Mariati, P., Achomadin, A., Sd, U. P. T., Gresik, N., Sd, U. P. T., & Gresik, N. (2023). Peningkatan Hasil Belajar IPAS Materi Keragaman Budaya melalui Model Pembelajaran Berbasis Proyek pada Peserta Didik Kelas IV UPT SDN 162 Gresik. NATIONALCONFERENCEFORUMMAH(NCU), 01, 160–165.

Sugiyono. (2016). Metode Penelitian Kuantitatif, Kualitatif dan R &Metode Penelitian Kuantitatif, Kualitatif Dan R & D.Bandung:Alfabeta. In Bandung:Alfabeta.

Ubabuddin. (2019). Hakikat Belajar Dan Pembelajaran Di Sekolah Dasar. Journal Edukatif, 5(1), 18–27.

Wiryaningtyas, R. K., Adamura, F., & Astuti, I. P. (2023). Pengembangan Game Edukasi Sebagai Media Pembelajaran Berbasis Android Pada Materi Bangun Ruang Kelas VII SMP Negeri 1 Geger. Jurnal Cendekia: Jurnal Pendidikan Matematika, 07(November), 3192–3204.

Downloads

Published

2025-08-05