'SIMLA' Educational Game-Based Learning Media for the Inculcation of Pancasila Symbols and Principles, Augmenting Independent Character
Keywords:
Educational Game-Based Learning Media, PPKn, Elementary SchoolAbstract
The change from the K13 curriculum to an independent curriculum has resulted in problems, especially in the learning process, especially in learning media. A learning process needs to be supported by good learning media to achieve learning objectives. This research aims to develop an educational game learning media, "SIMLA," with material on Pancasila symbols and principles, strengthening independent character for fourth-grade elementary school students. The type of research is the research and development (R&D) ADDIE development model. The research subjects were material experts, media, teachers, and fourth-grade elementary school students. Data collection included interview guides, validation instruments, and student questionnaires. This quantitative data is obtained from material, media, user/teacher, and student validator questionnaires. Qualitative data is obtained from expert, user, and student advice and input. The validator analysis technique uses a Likert Scale. Data obtained from product trials and usage trials uses the Guttman scale. The results obtained from material validation were 87.5% (very valid), media validation 93.75% (very valid), user validation 100% (very valid), and product trials 100% (very practical/attractive). It is practical and exciting to improve independent character. The results of the paired t-test show that this product is very effective in improving students' abilities. The educational game learning media produced using the Construct 3 application was valid and could improve student learning outcomes.
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Copyright (c) 2023 Diah Aulia Azizatur Rohmah, Sri Untari, Eka Anggraini
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