Web-based Educational Game Application to Improve the Ability to Identifying the Main Idea in Indonesian Language Learning

Penulis

  • Zirly Fiera Qonitattsani Universitas Negeri Semarang, Semarang, Indonesia
  • Sukardi Universitas Negeri Semarang, Semarang, Indonesia

DOI:

https://doi.org/10.23887/ijee.v8i2.77991

Kata Kunci:

Educational Game Media, Identifying Main Ideas, Indonesian Language Learning

Abstrak

The limited provision of innovative, interesting, and technology-based learning media can affect the running of teaching and learning activities in schools to be less than optimal, especially in Indonesian subjects. The purpose of this research is to create a web-based educational game media application to improve the ability to identify the main idea in Indonesian language subjects on learning entrepreneurship material for grade V elementary school students. This study uses a type of Research and Development research with the ADDIE research and development model. Techniques applied in data collection are test techniques through pretests and posttests, as well as non-test techniques through observation activities, interviews, data in the form of documents, and questionnaires or questionnaires. The questionnaire instrument in data collection is in the form of a rating scale that has passed testing from media experts, material experts, practitioners, and students. The sample for this research was 24 fifth-grade elementary school students. Quantitative descriptive analysis techniques and qualitative descriptive analysis are the two techniques used in this study. The data analysis process in this study uses the SPSS 29 application which includes several test processes including the normality test, homogeneity test, t-test, and N-Gain test. The results of the study obtained that the web-based educational game learning media developed is very feasible and effective to be applied to the Indonesian language learning process to improve the understanding and learning outcomes of fifth-grade elementary school.

Referensi

Abidin, Z., Utomo, A. C., Pratiwi, V., & Farokhah, L. (2020). Project based learning - literacy in improving students’ mathematical reasoning abilities in elementary schools. JMIE (Journal of Madrasah Ibtidaiyah Education), 4(1), 39. https://doi.org/10.32934/jmie.v4i1.170.

Adnin, A. B., Rahmanto, Y., & Puspaningrum, A. S. (2022). Pembuatan Game Edukasi Pembelajaran Kata Imbuhan Untuk Tingkat Sekolah Dasar. Jurnal Informatika Dan Rekayasa Perangkat Lunak (JATIKA), 3(2), 202–212. https://doi.org/10.33365/jatika.v3i2.2027.

Adnyana, I. K. S., Dewa Ayu Made Manu Okta Priantini, & Ni Made Suarningsih. (2023). Tri Kaya Parisudha’s Image-Oriented Story Media to Increase The Interest in Reading of Three Grade Elementary School Students. International Journal of Elementary Education, 7(1), 27–35. https://doi.org/10.23887/ijee.v7i1.58209.

Araka, E., Maina, E., Gitonga, R., Oboko, R., & Kihoro, J. (2021). University students’ perception on the usefulness of learning management system features in promoting self-regulated learning in online learning. International Journal of Education and Development Using Information and Communication Technology (IJEDICT, 17(1), 45–64. http://erepository.uonbi.ac.ke/handle/.

Arisandy, D., Marzal, J., & Maison, M. (2021). Pengembangan Game Edukasi Menggunakan Software Construct 2 Berbantuan Phet Simulation Berorientasi pada Kemampuan Berpikir Kreatif Siswa. Jurnal Cendekia : Jurnal Pendidikan Matematika, 5(3), 3038–3052. https://doi.org/10.31004/cendekia.v5i3.993.

Ariyani, B., & Kristin, F. (2021). Model Pembelajaran Problem Based Learning untuk Meningkatkan Hasil Belajar Siswa SD. Jurnal Ilmiah Pendidikan Dan Pembelajaran, 5(3), 353–361. https://doi.org/10.23887/jipp.v5i3.36230.

Avi Andini Pradita. (2022). Budaya Membaca Di Kalangan Mahasiswa Pgsd (Sebuah Studi Kasus Di Kabupaten Sumedang). Jurnal Cakrawala Pendas, 8(2), 341–351. https://doi.org/10.31949/jcp.v8i2.1976.

Awatik, A. (2020). Pembelajaran dengan Cooperative Integrated Reading and Composition (CIRC) dalam Meningkatkan Kemampuan Menemukan Pokok Pikiran. Trapsila: Jurnal Pendidikan Dasar, 1(02), 56. https://doi.org/10.30742/tpd.v1i02.813.

Candrayani, N. M. W., & Sujana, I. W. (2023). Digital Comics: Character Value-Based Learning Media in the Ramayana Puppet Story Content Social Studies Elementary School. Indonesian Values and Character Education Journal, 6(1), 63–72. https://doi.org/10.23887/ivcej.v6i1.54657.

Canter, M. (2019). Enhancing Self-Regulation Skills in E-Learning Environments. Conference Proceedings Of» ELearning and Software for Education, 2(15), 32–38. https://www.ceeol.com/search/article-detail?id=782645.

Clarke, T. (2020). Children’s Wellbeing and Their Academic Achievement: The Dangerous Discourse of ‘Trade-Offs’ in Education. Theory and Research in Education, 18(3), 263–294. https://doi.org/10.1177/1477878520980197.

Diharjo, W. (2020). Game Edukasi Bahasa Indonesia Menggunakan Metode Fisher Yates Shuffle Pada Genre Puzzle Game. INTEGER: Journal of Information Technology, 5(2), 23–35. https://doi.org/10.31284/j.integer.2020.v5i2.1171.

Fitri, M., Yuanita, P., & Maimunah, M. (2020). Pengembangan Perangkat Pembelajaran Matematika Terintegrasi Keterampilan Abad 21 Melalui Penerapan Model Problem Based Learning (PBL). Jurnal Gantang, 5(1), 77–85. https://doi.org/10.31629/jg.v5i1.1609.

Gustiawati, R., Arief, D., & Zikri, A. (2020). Pengembangan Bahan Ajar Membaca Permulaan dengan Menggunakan Cerita Fabel pada Siswa Sekolah Dasar. Jurnal Basicedu, 4(2), 355–360. https://doi.org/10.31004/basicedu.v4i2.339.

Haug, B. S., & Mork, S. M. (2021). Taking 21st century skills from vision to classroom: What teachers highlight as supportive professional development in the light of new demands from educational reforms. Teaching and Teacher Education, 100, 103286. https://doi.org/10.1016/j.tate.2021.103286.

Heong, Y. M., Hamdan, N., Ching, K. B., Kiong, T. T., & Azid, N. (2020). Development of integrated creative and critical thinking module in problem-based learning to solve problems. International Journal of Scientific and Technology Research, 9(3), 6567–6571. https://www.researchgate.net/profile/Nurulwahida-Azid/publication/341311839.

Intan Wahyuni, S., Citra Dewi, A., & Nursaadah, N. (2023). Improving Literacy Skills through Letter Ball Games for Children 5-6 Years Old. Indonesian Journal of Early Childhood Educational Research (IJECER), 1(2), 63. https://doi.org/10.31958/ijecer.v1i2.8213.

Juhaeni, J., Cahyani, E. I., Utami, F. A. M., & Safaruddin, S. (2023). Pengembangan Media Game Edukasi dalam Meningkatkan Hasil Belajar Matematika Kelas III Siswa Madrasah Ibtidaiyah. Journal of Instructional and Development Researches, 3(2), 58–66. https://doi.org/10.53621/jider.v3i2.225.

Khasanah, L. A. I. U., MZ, A. S. A., & Irmaningrum, R. N. (2022). Pengaruh Penggunaan Media Flipchart Terhadap Hasil Belajar Menulis Surat Resmi Siswa Kelas V di Sekolah Dasar. Jurnal Jendela Pendidikan, 2(01), 125–130. https://doi.org/10.57008/jjp.v2i01.141.

Khasanah, L. A. I. U., Ningrum, I. E., & Huda, M. M. (2023). Pengembangan Game Edukasi Berbasis kearifan Lokal Berorientasi dalam Peningkatan Kemampuan Membaca Permulaan di Sekolah Dasar. Jurnal Basicedu, 7(1), 760–770. https://doi.org/10.31004/basicedu.v7i1.4539.

Kristini, E. (2020). Pembelajaran Berbasis Literasi Berbantuan Media TIK dengan Metode Pemberian Tugas untuk Meningkatkan Hasil Belajar. Jurnal Mimbar Ilmu, 25(3), 495–508. https://doi.org/10.23887/mi.v25i3.28376.

Kumar, V., & Nanda, P. (2019). Social media in higher education: A framework for continuous engagement. International Journal of Information and Communication Technology Education (IJICTE), 1, 5(1), 97–108. https://doi.org/10.4018/IJICTE.2019010107.

Kurniaman, O., & Noviana, E. (2017). Penerapan Kurikulum 2013 Dalam Meningkatkan Keterampilan, Sikap, Dan Pengetahuan. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 6(2), 389. https://doi.org/10.33578/jpfkip.v6i2.4520.

Kurniawati Mahardika, E., Sevi Nurmanita, T., Anam, K., & Aditya Prasetyo, M. (2023). Strategi Literasi Budaya Anak Usia Dini melalui Pengembangan Game Edukatif. Murhum : Jurnal Pendidikan Anak Usia Dini, 4(2), 80–93. https://doi.org/10.37985/murhum.v4i2.287.

Lo, J. J., Yeh, S. W., & Sung, C. S. (2013). Learning paragraph structure with online annotations: An interactive approach to enhancing EFL reading comprehension. System, 41(2), 413–427. https://doi.org/10.1016/J.SYSTEM.2013.03.003.

Marzal, J. (2020). The use of ADDIE model to re-create academic information systems to improve user satisfaction. In Journal of Physics: Conference Series (Vol. 1567, Issue 3). https://doi.org/10.1088/1742-6596/1567/3/032033.

Mo, C. Y., Jin, J., & Jin, P. (2022). Relationship Between Teachers’ Teaching Modes and Students’ Temperament and Learning Motivation in Confucian Culture During the COVID-19 Pandemic. Frontiers in Psychology, 13(May), 1–12. https://doi.org/10.3389/fpsyg.2022.865445.

Nafi’ah, J. (2020). Pengembangan Budaya Literasi Dalam Pembelajaran Tematik Integratif Di Madrasah Ibtidaiyah. Auladuna : Jurnal Prodi Pendidikan Guru Madrasah Ibtidaiyah, 2(1), 1–18. https://doi.org/10.36835/au.v2i1.288.

Noor Aulia, Agus Hadi Utama, & Adrie Satrio. (2024). Pengembangan Game Edukasi Berbasis Android Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Bahasa Indonesia Di Sman 1 Kurau. Journal of Instructional Technology, 5(2), 12–22. https://doi.org/10.20527/j-instech.v5i2.11181.

Novelni, S. (2023). Peningkatan Hasil belajar siswa materi ide pokok melalui modelproblem-based learning pada kelas 4 SDN Junrejo 2 Batu. Pendas: Jurnal Ilmiah Pendidikan Dasar, 8(1), 833–841. https://doi.org/10.23969/jp.v8i1.7558.

Pratiwi, K. D. (2016). Students ’ difficulties in writing English : A study at the third semester students of English education program At University of Bengkulu. E Journal Universitas Bengkulu, 1(2), 1–13. https://doi.org/10.29300/ling.v3i1.106.

Rahmawati, F., & Atmojo, I. R. W. (2021). Analisis Media Digital Video Pembelajaran Abad 21 Menggunakan Aplikasi Canva Pada Pembelajaran IPA. Jurnal Basicedu, 5(6), 6271–6279. https://doi.org/10.31004/basicedu.v5i6.1717.

Scorpina, Y. (2022). Peningkatan Kemampuan Menemukan Ide Pokok Paragraf Melalui Metode Inkuiri Pada Siswakelas Ix MTSN 2 Pessel Tahun Ajaran 2022/2023. Ekasakti Jurnal Penelitian & Pengabdian, 3, 133–144. https://doi.org/10.31933/ejpp.v3i2.880.

Septiani, A., & Santi, A. U. P. (2022). Pengaruh Aplikasi Quizwhizzer Terhadap Minat Belajar Siswa Kelas IV pada Materi Sumber Energi. Seminar Nasional Penelitian LPPM UMJ, 1(1), 1–9. https://jurnal.umj.ac.id/index.php/semnaslit/article/view/14220.

Septiyani, D. D., & Mukhlishina, I. (2023). Pengembangan Media Pembelajaran Papan Bercerita Materi Menentukan Ide Pokok melalui Teks Non Fiksi Kelas IV SD. Jurnal Basicedu, 7(4), 2567–2575. https://doi.org/10.31004/basicedu.v7i4.5925.

Seso, Y. M., Solehun, S., & Putra, T. Y. (2022). Pengaruh Media Kartu Cerita terhadap Kemampuan Menentukan Ide Pokok Paragraf Siswa Kelas V SD Inpres 5 Doom. Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar, 4(1), 74–80. https://doi.org/10.36232/jurnalpendidikandasar.v4i1.1898.

Sidiq, M. A., & Prasetyo, T. (2020). Efektivitas Model Pembelajaran Problem Solving dan Discovery Learning Terhadap Kemampuan Berpikir Kritis Siswa Sekolah Dasar. Jurnal Basicedu, 4(2), 361–370. https://doi.org/10.31004/basicedu.v4i2.358.

Sofiana, L., & Asmawati, L. (2022). Pengaruh Game Edukatif Mengenal Huruf Terhadap Kemampuan Membaca Permulaan. Universitas Hamzanwadi, 6(01), 112–127. https://doi.org/10.29408/goldenage.v6i1.4374.

Suharsiwi, S., Fadilah, N., & Farokhah, L. (2022). The Use of Audio-Visual Media in Improving Students’ Reading Comprehension and Sholat Movements in Online Learning. Journal of Education Technology, 6(1), 19–28. https://doi.org/10.23887/jet.v6i1.40797.

Supriyoko, Nisa, A. F., Uktolseja, N. F., & Prasetyo, Z. K. (2022). The nature-based school curriculum: A solution to learning-teaching that promotes students’ freedom. Cakrawala Pendidikan Jurnal Ilmiah Pendidikan, 41(3), 643–652. https://doi.org/10.21831/cp.v41i3.47903.

Tuwijati, S. S., Ilhamdi, H. M. L., & Safruddin, S. (2021). Pengaruh Penerapan Media Pembelajaran Pop-Up Book Terhadap Motivasi Dan Hasil Belajar IPA Peserta Didik Kelas V SDN 3 Kawo Tahun Ajaran 2020/2021. Jurnal Ilmiah Mandala Education, 7(4), 10–19. https://doi.org/10.58258/jime.v7i4.2344.

Wijaya, D. A., Rati, N. W., & Jayanta, I. N. L. (2023). Digital Teaching Materials for Elementary School Social Sciences Learning Courses. Jurnal Edutech Undiksha, 11(2), 361–368. https://doi.org/10.23887/jeu.v11i2.63960.

Yunianto, T., Suyadi, S., & Suherman, S. (2020). Pembelajaran abad 21: Pengaruhnya terhadap pembentukan karakter akhlak melalui pembelajaran STAD dan PBL dalam kurikulum 2013. Premiere Educandum : Jurnal Pendidikan Dasar Dan Pembelajaran, 10(2). https://doi.org/10.25273/pe.v10i2.6339.

Diterbitkan

2024-06-28

Cara Mengutip

Qonitattsani, Z. F. ., & Sukardi. (2024). Web-based Educational Game Application to Improve the Ability to Identifying the Main Idea in Indonesian Language Learning. International Journal of Elementary Education, 8(2), 207–217. https://doi.org/10.23887/ijee.v8i2.77991

Terbitan

Bagian

Article