Android-Based Educational Game Learning Media Containing Gending Rare Local Wisdom on Science Subjects for Grade 5 Elementary Schools
DOI:
https://doi.org/10.23887/jipp.v8i2.73609Keywords:
Educational games, local wisdom, IPASAbstract
Android-based educational game media based on local wisdom, Gending Rare, is a solution to the problem of low student learning outcomes. This research aims to produce Android-based educational game learning media containing local wisdom of gending rare in science subjects for grade 5 elementary school. This research is development research using the ADDIE model. This model is divided into five steps, namely: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The research results are; (1) Android-Based Educational Game Learning Media Containing Gending Rare Local Wisdom in Science Subjects for Grade 5 Elementary School in the form of an application that can be installed on a smartphone. (2) The validity test obtained the qualification "Very Valid and Suitable for use. (3) The practicality test obtained the qualification "Very Practical and Interesting”. (4) Based on the calculation of the pretest and posttest results with the correlated sample t-test, it is known that the average pretest value is 59.68 and posttest is 81.60 with a sig value. (2-tailed) less than 0.05. So, the Android-based educational game learning media containing local wisdom of gending rare in science subjects for grade 5 elementary school is valid, practical and effective in improving students' science learning outcomes. This research has implications for education as a solution media in responding to low student learning outcomes.
References
Abdul Karim, Dini Savitri, & Hasbullah. (2020). Pengembangan Media Pembelajaran Matematika Berbasis Android Di Kelas 4 Sekolah Dasar. Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika Dan Statistika, 1(2), 63–75. https://doi.org/10.46306/lb.v1i2.17.
Afnan, M., Lasmawan, I. W., & Margunayasa, I. G. (2022). Media Pembelajaran IPS Berbasis Android pada Topik Globalisasi di Sekitarku Bermuatan Tri Hita Karana untuk Siswa Kelas VI Sekolah Dasar. MIMBAR PGSD Undiksha, 10(1), 1–8. https://doi.org/10.23887/jjpgsd.v10i1.44487.
Anindita, R., Pramitaningrum, I. K., & Kusumawati, A. (2022). Identifikasi Telur Parasit Helminth Berbasis Aplikasi Android untuk Pembelajaran Praktikum Daring di Era Pandemi Covid-19. Journal Of Health, 9(1), 24 – 30. https://doi.org/10.30590/joh.v9n1.389.
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.
Asri, D., & Yermiandhoko, Y. (2018). Pengembangan Game Edukasi Si Galang Berbasis Android Pada Mata Pelajaran Ips Materi Pakaian Adat Untuk Kelas Iv Sd. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 6(3), 254964. https://ejournal.unesa.ac.id/index.php/jurnal-penelitian-pgsd/article/view/41289.
Atmaja, I. W. W., & Widodo, J. P. (2022). Pengaruh Game Edukasi Berbasis Android terhadap Hasil Belajar Mahasiswa Selama Pandemi Covid-19. Edukatif : Jurnal Ilmu Pendidikan, 4(5), 6805–6813. https://doi.org/10.31004/edukatif.v4i5.3914.
Ayuningrum, D., & Afif, N. (2016). Aplikasi Berbasis Android dalam Meningkatkan Kognitif Anak Usia Dini. 3(2), 1–23. https://doi.org/https://doi.org/10.51275/alim.v3i2.216.
Balkaya, S., & Akkucuk, U. (2021). Adoption and use of learning management systems in education: The role of playfulness and self-management. Sustainability (Switzerland), 13(3), 1–27. https://doi.org/10.3390/su13031127.
Citra, C. A., & Rosy, B. (2020). Keefektifan Penggunaan Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Hasil Belajar Teknologi Perkantoran Siswa Kelas X SMK Ketintang Surabaya. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 8(2), 261–272. https://doi.org/10.26740/jpap.v8n2.p261-272.
Delvytra, I., & Hidayati, A. (2023). Pengembangan Game Edukasi Pada Mata Pelajaran IPA Tentang Sistem Pencernaan Pada Manusia Kelas VIII SMP. Jurnal Pendidikan Tambusai, 7(3), 23865–23873. https://doi.org/10.31004/jptam.v7i2.10403.
Dwiqi, G. C. S., Sudatha, I. G. W., & Sukmana, A. I. W. I. Y. (2020). Pengembangan Multimedia Pembelajaran Interaktif Mata Pelajaran IPA Untuk Siswa SD Kelas V. Jurnal Edutech Undiksha, 8(2), 33–48. https://doi.org/10.23887/jeu.v8i2.28934.
Estuhono, E., Subhan, M., & Hopipah, R. (2023). Pengembangan Video Pembelajaran Menggunakan Kinemaster Application Materi Bagian Tubuh Tumbuhan Untuk Siswa Kelas Iv Sd. Jurnal Muara Pendidikan, 8(2), 437–445. https://doi.org/10.52060/mp.v8i2.1414.
Febriansyah, F., R, N., Purnamasari, A. I., Nurdiawan, O., & Anwar, S. (2021). Pengenalan Teknologi Android Game Edukasi Belajar Aksara Sunda untuk Meningkatkan Pengetahuan. JURIKOM (Jurnal Riset Komputer), 8(6), 336. https://doi.org/10.30865/jurikom.v8i6.3676.
Firmansyah, R. I., Aditya, A., & Kartikasari, M. (2021). Game Edukasi Sistem Tata Surya Bagi Siswa Sekolah Dasar Berbasis Virtual Reality. Jurnal Simantec, 9(2), 39–44. https://doi.org/10.21107/simantec.v9i2.9912.
Gabriel Matanari, O., Ardini, N. W., & Sudirana, I. W. (2022). Technology as a Digital Trace in the Sekar Rare-Based Music Composition. Journal of Aesthetics, Creativity and Art Management, 1(1), 37–41. https://doi.org/10.59997/jacam.v1i1.1595.
Guna, Agung, & Pudjawan. (2019). Game Education Mata Pelajaran Matematika Untuk Siswa Kelas IV SD Negeri 1 Paket. Jurnal Edutech Undiksha, 7(2), 2019. https://doi.org/10.23887/jeu.v7i2.21669.
Handayani, D., & Rahayu, D. V. (2020). Pengembangan Media Pembelajaran Interaktif Berbasis Android Menggunakan Ispring Dan Apk Builder Untuk Pembelajaran Matematika Kelas X Materi Proyeksi Vektor. M A T H L I N E Jurnal Matematika Dan Pendidikan Matematika, 5(1), 12–25. https://doi.org/10.31943/mathline.v5i1.126.
Jumriani, J., Mutiani, M., Putra, M. A. H., Syaharuddin, S., & Abbas, E. W. (2021). The Urgency of Local Wisdom Content in Social Studies Learning: Literature Review. The Innovation of Social Studies Journal, 2(2), 103. https://doi.org/10.20527/iis.v2i2.3076.
Khairini, R., & Yogica, R. (2021). Pengembangan Media Pembelajaran Interaktif Berbentuk Android Packaging Kit (APK) pada Materi Virus. Jurnal Penelitian Dan Pengembangan Pendidikan, 5(3), 406. https://doi.org/10.23887/jppp.v5i3.38502.
Kurniawan, B., Basri K, I., Widiastuti, N. P. K., & Ahmad, R. A. R. (2021). Pengembangan Multimedia Interaktif dengan Metode EPIC 5C berbasis Model Case-Based Learning pada Materi Tematik Terpadu Kelas V. Jurnal Edutech Undiksha, 9(2), 312–319. https://doi.org/doi.org/10.23887/jeu.v9i2.41368.
Kurniawan, Y. I., Paramesvari, D. P., & Purnomo, W. H. (2021). Game Edukasi Pengenalan Hewan Berdasarkan Habitatnya Untuk Siswa Sekolah Dasar. Jurnal Penelitian Inovatif, 1(1), 57–66. https://doi.org/10.54082/jupin.6.
Kusumayanti, N. M. T., Abadi, I. B. G. S., & Wulandari, I. G. A. (2022). Pengembangan Multimedia Interaktif Berbasis Pembelajaran Kontekstual Muatan Matematika Materi Penjumlahan dan Pengurangan. Jurnal Pendidikan Dan Konseling, 4(3).
Laswadi, Handican, R., & Nasution, E. Y. P. (2023). Instructional Edutainment Media “Number Game” Based on Mobile Technology to Improve Mathematical Conceptual Understanding. Jurnal Edutech Undiksha, 11(1), 119–127. https://doi.org/10.23887/jeu.v11i1.53913.
Lestari, T. A., Jamaluddin, J., & Pahmi, S. (2023). Identifikasi Penggunaan Media Pembelajaran dalam Proses Belajar-Mengajar di SMA Kota Mataram. Jurnal Ilmiah Profesi Pendidikan, 8(4), 2071–2077. https://doi.org/10.29303/jipp.v8i4.1640.
Ma’aruf, M., Setiawan, A., & Suhandi, A. (2019). Identification of Android-Based Interactive Multimedia Needs for Basic Physics Content. The 2nd International Conference on Science, Mathematics, Environment, and Education. https://doi.org/10.1063/1.5139792.
Mahayanti, N. K. D., & Haryati, N. M. (2021). Nilai-Nilai Pendidikan dalam Gending Rare Meong-Meong. PENSI: Jurnal Ilmiah Pendidikan Seni, 1(2), 99–107. https://doi.org/10.59997/pensi.v1i2.879.
Mahmud, M., & Cempaka, M. (2022). Pengembangan E-Modul Pembelajaran Tematik Terintegrasi Profil Pelajar Pancasila Berbasis Augmented Reality (AR). Jurnal Kajian Dan Pengembangan Umat, 5(2), 154–167. https://doi.org/10.31869/jkpu.v5i2.3818.
Mujiyanto, M. (2022). Rancang Bangun Aplikasi Game Edukasi Pengenalan Kata Kerja Aktif Dan Pasif Menggunakan Construct 2. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 3(2), 185–201. https://doi.org/10.33365/jatika.v3i2.1851.
Negara, H. R. P., Syaharuddin, S., Kurniawati, K. R. A., Mandailina, V., & Santosa, F. H. (2019). Meningkatkan Minat Belajar Siswa Melalui Pemanfaatan Media Belajar Berbasis Android Menggunakan Mit App Inventor. SELAPARANG Jurnal Pengabdian Masyarakat Berkemajuan, 2(2), 42. https://doi.org/10.31764/jpmb.v2i2.887.
Nengsih, S. W. (2020). Kearifan Lokal Dalam Legenda Keagamaan Masyarakat Banjar. Jurnal Bahasa, Sastra Dan Pembelajarannya, 10(1), 41. https://doi.org/10.20527/jbsp.v10i1.8395.
Nugraha, G. N. S., Tegeh, I. M., & Sudarma, I. K. (2019). Pengembangan Multimedia Interaktif Matematika Berorientasi Kearifan Lokal Kelas 3 Sekolah Dasar Negeri 1 Paket Agung. Jurnal Edutech Undiksha, 7(1), 12–22.
Nugroho, S., Hidayat, R. A., Komari, A., Pratama, K. W., Karakauki, M., & Ali, S. K. S. (2022). Effect of Plyometric Exercise and Leg Muscle Endurance on the Agility and VO₂max of Badminton Athletes. Physical Education Theory and Methodology, 22(3s), S71–S78. https://doi.org/10.17309/tmfv.2022.3s.10.
Pratiwi, N., Djatmika, E. T., & Munzil. (2023). Media Pembelajaran Interaktif “KERKABA” Berbasis Game Edukasi untuk Meningkatkan Pemahaman Konsep Operasi Hitung Perkalian dan Pembagian Bilangan Cacah. Journal of Education Action Research, 7(4), 518–526. https://doi.org/10.23887/jear.v7i4.67727.
Putra, M. L. D., & Nurafni, N. (2021). Bahan Ajar Media Aplikasi BAM” Math Genius” Berbasis Android Pada Materi Bangun Datar. Mimbar PGSD Undikhsa, 9(2), 358–366. https://doi.org/10.23887/jjpgsd.v9i2.36511.
Qurrotaini, L., Sari, T. W., & Sundi, V. H. (2020). Efektivitas Penggunaan Media Video Berbasis Powtoon dalam Pembelajaran Daring. Prosiding Seminar Nasional Penelitian LPPM UMJ, E-ISSN: 27, 7.
Rajendra, I. M., & Sudana, I. M. (2018). The Influence of Interactive Multimedia Technology to Enhance Achievement Students on Practice Skills in Mechanical Technology. Journal of Physics: Conference Series, 953(1), 012104. https://doi.org/10.1088/1742-6596/953/1/012104.
Ramdani, A., Jufri, A. W., & Jamaluddin, J. (2020). Pengembangan Media Pembelajaran Berbasis Android pada Masa Pandemi Covid-19 untuk Meningkatkan Literasi Sains Peserta Didik. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 6(3), 433. https://doi.org/10.33394/jk.v6i3.2924.
Risnani, L., & Adita, A. (2018). Game Edukasi Digital Untuk Meningkatkan Minat Belajar Perserta Didik Pada Mata Pelajaran IPA. Game Edukasi Digital Untuk Meningkatkan Minat Belajar Perserta Didik Pada Mata Pelajaran IPA, 376–384. https://repository.urecol.org/index.php/proceeding/article/view/460.
Rofiq, A., Mahadewi, L. P. P., & Parmiti, D. P. (2019). Pengembangan Multimedia Pembelajaran Interaktif Pada Mata Pelajaran Ips Terpadu. Journal of Education Technology, 3(3), 126. https://doi.org/10.23887/jet.v3i3.21732.
Safitri, Y. A., Baedowi, S., & Setianingsih, E. S. (2020). Pola Asuh Orang Tua di Era Digital Berpengaruh Dalam Membentuk Karakter Kedisiplinan Belajar Siswa Kelas IV. MIMBAR PGSD Undiksha, 8(3), 508–514. https://doi.org/10.23887/jjpgsd.v8i3.28554.
Santika, I. G. P. N. A., Adiatmika, I. P. G., & Subekti, M. (2020). Training Of Run Star For Agility Volleyball Athlete Junior High School 2 Denpasar. Jp.Jok (Jurnal Pendidikan Jasmani, Olahraga Dan Kesehatan), 4(1), 128–141. https://doi.org/10.33503/jp.jok.v4i1.1137.
Santoso, H. B., Schrepp, M., Yugo Kartono Isal, R., Utomo, A. Y., & Priyogi, B. (2016). Measuring user experience of the student-centered E-learning environment. Journal of Educators Online, 13(1), 1–79.
Semara, T. A., & Agung, A. A. G. (2021). Pengembangan Video Animasi pada Muatan Pelajaran IPA Kelas IV Sekolah Dasar. Mimbar Ilmu, 26(1), 99. https://doi.org/10.23887/mi.v26i1.32104.
Seviana, R., Suharto, Y., Rosyida, F., & Masitoh, F. (2023). Aplikasi Volcano Berbasis Android Pada Materi Vulkanisme Sebagai Media Microlearning Geografi. Jurnal Ilmiah Pendidikan Profesi Guru, 6(1), 196–208. https://doi.org/10.23887/jippg.v6i1.59506.
Sugiyono. (2019). Metode Penelitian; Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Suh, W., & Ahn, S. (2022). Utilizing the Metaverse for Learner-Centered Constructivist Education in the Post-Pandemic Era: An Analysis of Elementary School Students. Journal of Intelligence, 10(1). https://doi.org/10.3390/jintelligence10010017.
Sulistyan, N. P. T., Maria Goreti Rini Kristiantari, & Nengah Arnawa. (2022). Pengembangan Multimedia Pembelajaran Interaktif Berbasis Aplikasi Articulate Storyline 3 Pada Topik Rangkaian Listrik Untuk Siswa Sd. Jurnal Ilmiah Pendidikan Citra Bakti, 9(1), 25–37. https://doi.org/10.38048/jipcb.v9i1.654.
Widyastuti, R., & Puspita, L. S. (2020). Pengembangan Media Pembelajaran Berbasis Game Edukasi Pada MatPel IPA Tematik Kebersihan Lingkungan. Paradigma - Jurnal Komputer Dan Informatika, 22(1), 95–100. https://doi.org/10.31294/p.v22i1.7084.
Windawati, R., & Koeswanti, H. D. (2021). Pengembangan Game Edukasi Berbasis Android untuk Meningkatkan hassil Belajar Siswa di Sekolah Dasar. Jurnal Basicedu, 5(2), 1027–1038. https://doi.org/10.31004/basicedu.v5i2.835.
Wulansari, W., & Dwiyanti, L. (2021). Building Mathematical Concepts Through Traditional Games to Develop Counting Skills for Early Childhood. International Journal of Elementary Education, 5(4), 574–583. https://doi.org/10.23887/ijee.v5i4.39654.
Yasa, I. M., Sukadi, S., & Margi, I. K. (2022). Penerapan Nilai-Nilai Karakter Berlandaskan Falsafah Tri Hita Karana melalui Pembelajaran Tematik Pada Siswa Kelas VI SD Lab Undiksha. Jurnal Ilmiah Ilmu Sosial, 8(1), 1–10. https://doi.org/10.23887/jiis.v8i1.36134.
Zulfah, N. (2023). Pemanfaatan Media Game Edukasi Wordwall untuk Meningkatkan Minat Belajar Siswa. Pubmedia Penelitian Tindakan Kelas Indonesia, 1(1), 11. https://doi.org/10.47134/ptk.v1i1.5.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Mademilayani Suarningsih, I Gede Margunayasa, I Wayan Lasmawan
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with the Jurnal Ilmiah Pendidikan dan Pembelajaran (JIPP) agree to the following terms:
- Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. (See The Effect of Open Access)