PENGEMBANGAN GAME EDUKASI DENGAN MATERI PENGENALAN PANCA YAMA BRATHA PADA MATA PELAJARAN AGAMA HINDU KELAS IV SEMESTER GENAP TAHUN PELAJARAN 2015/2016 DI SD NEGERI 1 BANJAR BALI

I Putu Eka Sujaya ., Drs. I Dewa Kade Tastra,M.Pd ., I Kadek Suartama, M.Pd. .

Abstract


Permasalahan yang dihadapi guru Mata Pelajaran Agama Hindu di SD Negeri 1 Banjar Bali adalah minimnya sumber bacaan yang relevan dengan materi pelajaran Agama Hindu, jam pelajaran yang kurang berimbang terhadap padatnya materi pelajaran, dan terbatasnya media pembelajaran. Penelitian ini bertujuan (1) mendeskripsikan desain pengembangan game edukasi; (2) menguji validitas hasil pengembangan game edukasi; dan (3) mengetahui efektifitas game edukasi. Jenis penelitian ini adalah penelitian pengembangan, dengan model ADDIE.. Pengumpulan data dalam penelitian ini dilakukan dengan metode (1) pencatatan dokumen, (2) kuesioner dan (3) tes. Data didapatkan dari metode pencatatan dokumen, dianalisis secara deskriptif kualitatif. Data dari metode kuesioner, dianalisis secara deskriptif kualitatif dan deskriptif kuantitatif. Sedangkan data yang didapat dari metode tes dianalisis secara statistik inferensial. Hasil evaluasi ahli isi sebesar 94% berada pada kualifikasi sangat baik, ahli desain sebesar 84% berada pada kualifikasi baik, dan ahli media sebesar 93,07% berada pada kualifikasi sangat baik Serta hasil uji perorangan sebesar 96% berada pada kualifikasi sangat baik. Hasil uji kelompok kecil sebesar 93,2% berada pada kualifikasi sangat baik. Hasil uji lapangan sebesar 93,6% berada pada kualifikasi sangat baik. Penghitungan hasil belajar secara manual diperoleh hasil t hitung sebesar 16,6. Harga t tabel taraf signifikansi 5% adalah 2,042. Jadi harga t hitung lebih besar daripada harga t tabel sehingga H0 ditolak dan H1 diterima. Sehingga dapat disimpulkan bahwa terdapat perbedaan yang signifikan hasil belajar Agama Hndu siswa antara sebelum dan sesudah menggunakan game edukasi. Nilai rata-rata setelah menggunakan media (87,35) lebih tinggi dibandingkan sebelum menggunakan media (59,12).
Kata Kunci : Pengembangan, Game Edukasi, Agama Hindu, Hasil Belajar

The problem faced by teachers Subjects Hinduism in SD Negeri 1 Banjar Bali is the lack of reading materials that are relevant to the subject matter Hinduism, hours of lessons less balanced against the density of the subject matter, and the limited learning media. Therefore, this study aims to (1) describe the design of the development of educational games; (2) test the validity of the results of the development of educational games; and (3) determine the effectiveness of educational games. This type of research is the development of research, with models ADDIE .. Collecting data in this study was conducted using (1) the recording of the document, (2) the questionnaire and (3) test. Data obtained from the method of recording documents, analyzed descriptively qualitative. Data from the questionnaires were analyzed by descriptive qualitative and quantitative descriptive. While the data obtained from the test method are analyzed in inferential statistics. The results of expert evaluation of the content of 94% are in excellent qualifications, expert design by 84% at both qualifying and media expert at 93.07% in the excellent qualifications As well as the individual test results by 96% in the excellent qualifications. The test results of small group 93.2% were in excellent qualifications. Field test results of 93.6% in the excellent qualifications. Learning outcomes manually counting result of 16.6 t. Price t table 5% significance level is 2.042. So the price of t is greater than the price of t table so that H0 rejected and H1 accepted. It can be concluded that there are significant differences of the Hindu religion student learning outcomes between before and after using educational games. The average value after using the media (87.35) is higher than before using the media (59.12).
keyword : Development, Educational Games, Hinduism, Learning Outcomes

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DOI: http://dx.doi.org/10.23887/jeu.v4i2.8532

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