Modifikasi Permainan Puzzle Sebagai Media Pembelajaran Ekonomi Berbasis Make A Match Kelas XI Untuk Meningkatkan Hasil Belajar
DOI:
https://doi.org/10.23887/jjpe.v13i1.34586Keywords:
learning outcomes, learning media, game, puzzle, make a match.Abstract
Research is in the background because there is no learning media in schools to help the teaching and learning process in economic subjects. Often found low learning motivation in students. In the classroom there is no learning media that supports and increases student learning outcomes in economic subjects in particular, so this study develops a make a match based puzzle game learning media which aims to determine the feasibility, effectiveness, practicality of learning media on student learning outcomes. This research is a development research with Four-D models which only reaches the Develop stage. The trial design of this study used a pretest-posttest group design. The test subjects in this study were 24 students of SMA Negeri 3 Bojonegoro, class XI IPS 1. The results of this study met the feasible requirements, obtained a very feasible category of 91% in media validation, obtained a very feasible category of 100% in material validation, obtained a feasible category of 80% in the evaluation evaluation, obtained a very feasible category of 100% on the validation of effectiveness, and obtained a very feasible category of 100% in practicality, obtained a very feasible category of 95.07% in the response of students. From the research results it can be concluded that the learning media based on make a match puzzle games developed are feasible, effective and practical to use.
References
Agus Krisno Budiyanto, M. (2016). SINTAKS 45 Metode Pembelajaran Dalam Student Centered Learning (SCL). Universitas Muhammadiyah Malang.
Al Mukarromah, N., Ristiono, Zulyusri, & Hartanto, I. (2019). Pengaruh Penerapan Model Pembelajaran Make A Match Terhadap Hasil Belajar Peserta Didik Lintas Minat Tentang Materi Sistem Reproduksi pada Manusia Kelas XI IPS. Bioeducation Journal, 3, 93.
Angger Barurroh, T. (2019). Pengembangan Media Pembelajaran Puzzle Materi Siklus Hidup Produk Pada Mata Pelajaran Marketing Di Kelas X Bisnis Daring Dan Pemasaran Smk Negeri 1 Lamongan. 07.
Fatmawati, F., & Harmanto. (2019). Pengembangan Media Puzzle Berbasis Index Card Match Materi Peristiwa Lahirnya Pancasila Muatan IPS. Joyful Learning Journal, 8.
Genc, Z., & Aydemir, emrah. (2015). An alternative evaluation: online puzzle as a course-end activity. Interactive Technology and Smart Education, 12, 170.
Kordaki, M., & Gousiou, A. (2017). Digital Card Games in Education: a ten year systematic review. Computers & Education, 1–2.
Kristiana, I., Nurwahyunani, A., & Rita Sulistya Dewi, E. (2017). Pengaruh Model Pembelajaran TGT Menggunakan Media Puzzle Terhadap Keaktifan Dan Hasil Belajar Kognitif Siswa Pada Materi Sistem Ekskresi.
Lestari, N. (2018). Prosedural Mengoperasi Model 4D Dari Thiangrajan Suatu Studi Pengembangan LKM Bioteknologi Menggunakan Model PBL Bagi Mahasiswa. Jurnal Ilmiah Teknologi FST Undana, 12, 53.
Lin, L., Hung, I., Kinshuk, & Chen, N. (2019). The impact of student engagement on learning outcomes in a cyber‑fipped course.
M Candiasa, I., Santiyadnya, N., & K A Sunu, G. (2018). Using puzzle to encourage students to do problem posing. Journal of Physics: Conference Series, 3.
Novia Arifin, A., Aldi, & Reski Indah, F. (2018). Pengembangan Media Pembelajaran Genetic Vocabulary Cards Untuk Meningkatkan Motivasi dan Hasil Belajar Siswa. Jurnal Sainsmat, 7, 178–179.
Rahayu Sesanti, N., & Sherly Arista Hasim, R. (2018). Media Puzzle SOGAM (Soal Dan Gambar) Pada Materi Penjumlahan Dan Pengurangan Bilangan. Jurnal Bidang Pendidikan Dasar (JBPD), 2, 92–96.
Riduwan. (2016). Skala pengukuran variabel-variabel penelitian. Bandung: Alfabeta.
Saifullah, R., Eprillison, V., & Wati. (2017). Pengaruh Media Pembelajaran Konsep Diri Dan Cara Belajar Terhadap Hasil Belajar Siswa Kelas XI Pada Mata Pelajaran Ekonomi Di SMA Adabiah 2 Padang. Journal of Economic and Economic Education, 5, 158–161.
Sari, L., Angga Pratama, R., & Intan Permatasari, B. (2020). Media Pembelajaran Puzzle Angka dan Corong Angka (PANCORAN) Bagi Anak Berkebutuhan Khusus (ABK). Jurnal Matematika Kreatif-Inovatif, 89–90.
Seftis Rakhma W., I., Widyaningsih, U., & Mawartiningsih, L. (2016). Pengembangan Magic Crossword Puzzle Sebagai Media Pembelajaran IPA Untuk Siswa Kelas V Sekolah Dasar. Jurnal Refliksi Edukasi.
Sri Agus Setyaningsih, T., & Wahyuni, H. (2018). Stimulus Permainan Puzzle Berpengaruh Terhadap Perkembangan Sosial Dan Kemandirian Anak Usia Prasekolah. Jurnal Keperawatan Silampari, 1, 72.
Sugiyono. (2015). Metode Penelitian Pendidikan (Pendekatan Kuantitatif, Kualitatif dan R&D). Bandung: CV. Alfabeta.
Syifaunnur, H. (2015). Pengembangan Dan Analisis Kelayakan Multimedia Interaktif “Smart Chemist” Berbasis Intertekstual Seagai Media Pemebalajaran Kimia SMA.
Tafonao, T. (2018). Peranan Media Pembelajaran Dalam Meningkatkan Minat Belajar Mahasiswa.
Widyatmoko, H. (2019). TThe Development Of Educational Puzzle Game Based On The Local Wisdom Using Flash Media To Educate The Students’characteristic Of Primary School. Jurnal Ilmiah Kependidikan, 9, 193.