Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School
Abstract Playing is a fun activity and liked by children. It can be used as a media of learning. The observations carried out in SD Negeri 3 Sawah Lama Bandar Lampung found that the learning media used was not interesting for students to learn. The aims of the study are to determine the steps in de...
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Institut Agama Islam Negeri (IAIN) Syekh Nurjati Cirebon
2019-06-01
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Online Access: | https://syekhnurjati.ac.id/jurnal/index.php/ibtida/article/view/3834/2257 |
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doaj-0130ff7e5335415db268162786b993d92020-11-25T01:49:49ZengInstitut Agama Islam Negeri (IAIN) Syekh Nurjati CirebonAl Ibtida: Jurnal Pendidikan Guru MI2442-51332527-72272019-06-0161496210.24235/al.ibtida.snj.v6i1.3834Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School Nilam Sri Anggraheni0Nurul Hidayah1Ayu Nur Shawmi2Universitas Islam Negeri Raden Intan LampungUniversitas Islam Negeri Raden Intan LampungUniversitas Islam Negeri Raden Intan LampungAbstract Playing is a fun activity and liked by children. It can be used as a media of learning. The observations carried out in SD Negeri 3 Sawah Lama Bandar Lampung found that the learning media used was not interesting for students to learn. The aims of the study are to determine the steps in developing a game of red-and-white monopoly media;to know the quality of red-and-white monopoly games; and to find out the responses of students to the red-and-white monopoly game. This study is a research anddevelopment (R & D) using the Borg and Gall model. The steps start from exploring potential aspect and its problems, data collection, product design, design validation, design revision, product testing, and product revision. The techniques of data collection are observations, interviews, and questionnaires.The data analysis technique uses is qualitative descriptive. The results of the analysis show that the assessment of material experts gained an average of 93% "very good",the assessment of media experts gained an average of 92% "very good", the assessment of education practitioners gained an average of 90% "very good". While the questionnaire responses of students in the small class trials gained an average of 96% "very good" andthe results of a large class trial gained an average of 94% "very good". Based on the results of the description above, the products developed by researchers are feasible to be used as learning media. Abstrak Bermain merupakan kegiatan yang menyenangkan dan disukai oleh anak-anak. Bermain juga dapat digunakan sebagai media dalam pembelajaran. Hasil observasi yang dilakukan di SD Negeri 3 Sawah Lama Bandar Lampung didapati bahwa bentuk media pembelajaran yang digunakan tidak menarik peserta didik untuk belajar. Penelitian ini bertujuan untuk mengembangkan media permainan monopoli merah-putih, mengetahui kualitas media permainan monopoli merah-putih, dan untuk mengetahui respon peserta didik terhadap media permainan monopoli merah-putih. Penelitian ini merupakan penelitian pengembangan (R&D) dengan menggunakan model Borg dan Gall. Langkah-langkahnya dimulai dari menggali potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi produk. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dan angket. Teknik analisis data yang digunakan adalah deskriptif kualitatif. Hasil penelitian menunjukkan bahwa penilaian ahli materi memperoleh rata-rata 93% “sangat baik”, penilaian ahli media memperoleh rata-rata 92% “sangat baik”, penilaian praktisi pendidikan memperoleh rata-rata 90% “sangat baik”. Sementara itu, respon peserta didik pada uji coba kelas kecil memperoleh rata-rata 96% “sangat baik”, dan hasil uji coba kelas besar memperoleh rata-rata 94% “sangat baik”. Berdasarkan hasil uraian di atas, maka produk yang dikembangkan oleh peneliti layak untuk digunakan sebagai media pembelajaran. https://syekhnurjati.ac.id/jurnal/index.php/ibtida/article/view/3834/2257mediamonopoly gamesintegrative thematic learning |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Nilam Sri Anggraheni Nurul Hidayah Ayu Nur Shawmi |
spellingShingle |
Nilam Sri Anggraheni Nurul Hidayah Ayu Nur Shawmi Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School Al Ibtida: Jurnal Pendidikan Guru MI media monopoly games integrative thematic learning |
author_facet |
Nilam Sri Anggraheni Nurul Hidayah Ayu Nur Shawmi |
author_sort |
Nilam Sri Anggraheni |
title |
Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School |
title_short |
Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School |
title_full |
Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School |
title_fullStr |
Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School |
title_full_unstemmed |
Developing Red-White Monopoly Games through Integrative Thematic Learning in the Primary School |
title_sort |
developing red-white monopoly games through integrative thematic learning in the primary school |
publisher |
Institut Agama Islam Negeri (IAIN) Syekh Nurjati Cirebon |
series |
Al Ibtida: Jurnal Pendidikan Guru MI |
issn |
2442-5133 2527-7227 |
publishDate |
2019-06-01 |
description |
Abstract
Playing is a fun activity and liked by children. It can be used as a media of learning. The observations carried out in SD Negeri 3 Sawah Lama Bandar Lampung found that the learning media used was not interesting for students to learn. The aims of the study are to determine the steps in developing a game of red-and-white monopoly media;to know the quality of red-and-white monopoly games; and to find out the responses of students to the red-and-white monopoly game. This study is a research anddevelopment (R & D) using the Borg and Gall model. The steps start from exploring potential aspect and its problems, data collection, product design, design validation, design revision, product testing, and product revision. The techniques of data collection are observations, interviews, and questionnaires.The data analysis technique uses is qualitative descriptive. The results of the analysis show that the assessment of material experts gained an average of 93% "very good",the assessment of media experts gained an average of 92% "very good", the assessment of education practitioners gained an average of 90% "very good". While the questionnaire responses of students in the small class trials gained an average of 96% "very good" andthe results of a large class trial gained an average of 94% "very good". Based on the results of the description above, the products developed by researchers are feasible to be used as learning media.
Abstrak
Bermain merupakan kegiatan yang menyenangkan dan disukai oleh anak-anak. Bermain juga dapat digunakan sebagai media dalam pembelajaran. Hasil observasi yang dilakukan di SD Negeri 3 Sawah Lama Bandar Lampung didapati bahwa bentuk media pembelajaran yang digunakan tidak menarik peserta didik untuk belajar. Penelitian ini bertujuan untuk mengembangkan media permainan monopoli merah-putih, mengetahui kualitas media permainan monopoli merah-putih, dan untuk mengetahui respon peserta didik terhadap media permainan monopoli merah-putih. Penelitian ini merupakan penelitian pengembangan (R&D) dengan menggunakan model Borg dan Gall. Langkah-langkahnya dimulai dari menggali potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi produk. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dan angket. Teknik analisis data yang digunakan adalah deskriptif kualitatif. Hasil penelitian menunjukkan bahwa penilaian ahli materi memperoleh rata-rata 93% “sangat baik”, penilaian ahli media memperoleh rata-rata 92% “sangat baik”, penilaian praktisi pendidikan memperoleh rata-rata 90% “sangat baik”. Sementara itu, respon peserta didik pada uji coba kelas kecil memperoleh rata-rata 96% “sangat baik”, dan hasil uji coba kelas besar memperoleh rata-rata 94% “sangat baik”. Berdasarkan hasil uraian di atas, maka produk yang dikembangkan oleh peneliti layak untuk digunakan sebagai media pembelajaran.
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topic |
media monopoly games integrative thematic learning |
url |
https://syekhnurjati.ac.id/jurnal/index.php/ibtida/article/view/3834/2257 |
work_keys_str_mv |
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