SILVA, DELLA MIRANTI (2024) PENGEMBANGAN MEDIA BOARD GAME ULAR TANGGA AKSARA LAMPUNG DALAM PEMBELAJARAN BAHASA LAMPUNG KELAS V SD/MI. Diploma thesis, UIN RADEN INTAN LAMPUNG.
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Abstract
ABSTRAK Penelitian ini dilakukan berdasarkan masalah yang ditemui yaitu kegiatan pembelajaran muatan lokal Bahasa Lampung yang dilaksanakan oleh pendidik masih kurang bervariasi dan media pembelajaran yang digunakan hanya berfokus pada media konvensional seperti media gambar / poster aksara Lampung dan video pembelajaran bahasa Lampung. Media tersebut cenderung memberikan kesan yang monoton, kurang menarik, serta kurang meningkatkan minat belajar peserta didik pada materi yang diajarkan. Sementara seiring dengan perkembangan teknologi di era saat ini membutuhkan media yang memiliki inovasi yang lebih menarik seperti media pembelajaran yang berupa permainan tetapi terdapat materi dan latihan soal didalamnya contohnya media permainan ular tangga. Tujuan dari penelitian ini adalah untuk mengetahui bagaimanakah pengembangan serta kelayakan media pembelajaran berupa media permainan ular tangga pada pembelajaran bahasa Lampung kelas V SD/MI dan untuk mengetahui tanggapan peserta didik terhadap media pembelajaran ular tangga aksara Lampung kelas V SD N 2 Wonodadi dan MI Raden Intan Wonodadi Gadingrejo kabupaten Pringsewu Lampung. Penelitian ini merupakan metode Research and Development (R&D) berdasarkan model ADDIE yang terdiri dari lima tahapan, yaitu Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Penerapan), and Evaluation (Evaluasi). Subjek penelitian ini adalah peserta didik kelas V di MI Raden Intan Gadingrejo dan SDN 2 Wonodadi Pringsewu. Data dari penelitian ini diperoleh dengan wawancara, observasi, dan juga dokumentasi. Hasil penelitian berdasarkan angket validasi ahli media, ahli materi, dan ahli bahasa pada media board game ular tangga aksara Lampung pada pembelajaran bahasa Lampung termasuk dalam kategori sangat layak. Pada uji coba skala kecil di MI Raden intan Gadingrejo dan SDN 2 Wonodadi Kecamatan Gadingrejo Pringsewu dengan peserta didik sebanyak 20 orang memperoleh presentase rata-rata 89,5% dengan skor 1164 dan skor maksimal 1300. Pada uji coba skala besar di lapangan yaitu MI Raden Intan Gadingrejo dan SDN 2 Wonodadi Gadingrejo kabupaten Pringsewu Lampung yang diikuti oleh 65 peserta didik diperoleh presentase rata-rata 90% dengan skor 3806 dan skor maksimal 4225. Berdasarkan angket respon yang telah diisi oleh peserta didik, hasil ini menempatkan media board game ular tangga aksara Lampung pada kriteria sangat menarik dan layak dijadikan media pembelajaran. Kata Kunci: ADDIE, Media Board Game Ular Tangga. ii ABSTRACT This research was conducted based on the problems encountered, namely the local content learning activities of Lampung language carried out by educators are still not varied enough and the learning media used only focus on conventional media such as Lampung script picture/poster media and Lampung language learning videos. These media tend to give a monotonous impression, are less interesting, and do not increase students' interest in learning the material being taught. Meanwhile, along with the development of technology in the current era, it requires media that has more interesting innovations such as learning media in the form of games but there are materials and practice questions in them, for example, snakes and ladders game media. The purpose of this study was to determine how the development and feasibility of learning media in the form of snakes and ladders game media in Lampung language learning for class V SD/MI and to determine students' responses to the Lampung script snakes and ladders learning media for class V SD N 2 Wonodadi and MI Raden Intan Wonodadi Gadingrejo, Pringsewu Regency, Lampung. This research is a Research and Development (R&D) method based on the ADDIE model which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were fifth grade students at MI Raden Intan Gadingrejo and SDN 2 Wonodadi Pringsewu. Data from this study were obtained through interviews, observations, and documentation. The results of the study based on the validation questionnaire of media experts, material experts, and language experts on the Lampung script snake and ladder board game media in Lampung language learning are included in the very feasible category. In a small-scale trial at MI Raden Intan Gadingrejo and SDN 2 Wonodadi, Gadingrejo District, Pringsewu with 20 students, an average percentage of 89.5% was obtained with a score of 1164 and a maximum score of 1300. In a large-scale trial in the field, namely MI Raden Intan Gadingrejo and SDN 2 Wonodadi Gadingrejo, Pringsewu Regency, Lampung, which was attended by 65 students, an average percentage of 90% was obtained with a score of 3806 and a maximum score of 4225. Based on the response questionnaire that had been filled out by students, these results place the Lampung script snake and ladder board game media in the criteria of being very interesting and worthy of being used as a learning medium. Keywords: ADDIE, Snake and Ladder Board Game Media.
Item Type: | Thesis (Diploma) |
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Subjects: | Pendidikan Guru Madrasah Ibtidaiyah |
Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Guru Madrasah Ibtidaiyah |
Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
Date Deposited: | 25 Oct 2024 07:54 |
Last Modified: | 25 Oct 2024 07:54 |
URI: | https://repository.radenintan.ac.id/id/eprint/36086 |
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