Educational Game-Based Thematic Learning Media to Improve Student Learning Competence

Authors

  • Yenni mesilina Haloho Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • I Kadek Suartama Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • I Komang Sudarma Universitas Pendidikan Ganesha, Singaraja, Indonesia

DOI:

https://doi.org/10.23887/mi.v28i1.58764

Keywords:

Learning Media, Educational Games, Thematic

Abstract

The limitations of interesting learning media on thematic subjects impact low student learning competence. To improve student learning competence, digital learning media is needed that is easy for students to access. This study aims to develop educational game-based thematic learning media to improve the learning competence of grade IV students. This research is developmental research using the Hannafin & Peck model. The research subjects were one content expert, one design expert, and one learning media expert, then three individual trials, six small group trials, and fifteen field trials. Data collection in this study was carried out using questionnaires and tests, with research instruments in the form of product validity test questionnaires and student learning outcomes tests. The data obtained in the study were then analyzed using quantitative descriptive analysis techniques and qualitative descriptive analysis methods. The research analysis results showed that the products developed were valid based on the results of content experts obtained at 95.50%, learning design experts obtained at 88.00%, learning media experts at 94.67%, individual trials at 92.67%, small group trials at 95.17%, and field trials 95.70%. Based on these results, it can be concluded that developing educational games in thematic subjects in class IV is classified as a very good qualification and is declared suitable for use in the learning process.

 

 

 

References

Abroriy, D. (2020). Etnomatematika dalam Perspektif Budaya Madura. Indonesian Journal of Mathematics and Natural Science Education, 1(3), 182–192. https://doi.org/10.35719/mass.v1i3.44. DOI: https://doi.org/10.35719/mass.v1i3.44

Amanullah, M. A. (2020). Pengembangan Media Pembelajaran Flipbook Digital Guna Menunjang Proses Pembelajaran Di Era Revolusi Industri 4.0. Jurnal Dimensi Pendidikan Dan Pembelajaran, 8(1), 37. https://doi.org/10.24269/dpp.v0i0.2300. DOI: https://doi.org/10.24269/dpp.v0i0.2300

Andini, S., & Fitriana, L. (2018). Developing Flipbook Multimedia: The Achievement of Informal Deductive Thinking Level. Journal on Mathematics Education, 9(2), 227–238. https://files.eric.ed.gov/fulltext/EJ1193653.pdf. DOI: https://doi.org/10.22342/jme.9.2.5396.227-238

Anisah, A., & Holis, A. (2020). Enkulturasi Nilai Karakter Melalui Permainan Tradisional Pada Pembelajaran Tematik Di Sekolah Dasar. Jurnal Pendidikan UNIGA, 14(2), 318. https://doi.org/10.52434/jp.v14i2.1005. DOI: https://doi.org/10.52434/jp.v14i2.1005

Aryawan, R., Sudatha, I. G. W., & Sukmana, A. I. W. I. Y. (2018). Pengembangan E-Modul Interaktif Mata Pelajaran IPS Di SMP Negeri 1 Singaraja. Jurnal Edutech Undiksha, 6(2), 180–191. https://doi.org//10.23887/jeu.v6i2.20290.

Astuti, N. M. M. A., Ardana, I. K., & Putra, M. (2019). Pengaruh Model Pembelajaran Course Review Horay Berbantuan Media Question Card Terhadap Kompetensi Pengetahuan IPA. Journal for Lesson and Learning Studies, 2(3). https://doi.org/10.23887/jlls.v2i3.19506. DOI: https://doi.org/10.23887/jlls.v2i3.19506

Borman, R. I., & Erma, I. (2018). Pengembangan Game Edukasi Untuk Anak Taman Kanak-Kanak (TK) Dengan Implementasi Model Pembelajaran Visualitation Auditory Kinestethic (VAK). JIPI (Jurnal Ilmiah Penelitian Dan Pembelajaran Informatika), 3(1). https://doi.org/10.29100/jipi.v3i1.586. DOI: https://doi.org/10.29100/jipi.v3i1.586

Buchori, A. (2019). Pengembangan multimedia interaktif dengan pendekatan kontekstual untuk meningkatkan pemecahan masalah kemampuan matematika. Jurnal Inovasi Teknologi Pendidikan, 6(1), 104–115. https://doi.org/10.21831/jitp.v6i1.20094. DOI: https://doi.org/10.21831/jitp.v6i1.20094

Coles, A. (2019). Facilitating the use of video with teachers of mathematics: learning from staying with the detail. International Journal of STEM Education, 6(5). https://doi.org/10.1186/s40594-018-0155-y. DOI: https://doi.org/10.1186/s40594-018-0155-y

Deviana, T., & Kusumaningtyas, D. I. (2019). Analisis Kebutuhan Penyusunan Perangkat Pembelajaran Tematik Berbasis HOTS (Higher of Order Thinking Skills) pada Kurikulum 2013 di SD Muhammadiyah 05 Batu. Edumaspul: Jurnal Pendidikan, 3(2), 64–74. https://doi.org/10.33487/edumaspul.v3i2.141. DOI: https://doi.org/10.33487/edumaspul.v3i2.141

Dewanti, L., & Yasmita, E. M. (2022). Pengembangan Bahan Ajar Tematik Terpadu Berbasis Buku Cerita Bergambar Pada Siswa di SDN 17 Pasar Surantih Pesisir Selatan-Sumatera Barat. Jurnal Ilmiah Hospitality, 11(1), 381–388. https://doi.org/10.47492/jih.v11i1.1622.

Dewi, V. P., Doyan, A., & Soeprianto, H. (2017). Pengaruh Model Penemuan Terbimbing Terhadap Keterampilan Proses Sains Ditinjau Dari Sikap Ilmiah Pada Pembelajaran IPA. Jurnal Penelitian Pendidikan IPA, 3(1). https://doi.org/10.29303/jppipa.v3i1.102. DOI: https://doi.org/10.29303/jppipa.v3i1.102

Diyana, T. N., Supriana, E., & Kusairi, S. (2020). Pengembangan multimedia interaktif topik prinsip Archimedes untuk mengoptimalkan student centered learning. Jurnal Inovasi Teknologi Pendidikan, 6(2), 171–182. https://doi.org/10.21831/jitp.v6i2.27672. DOI: https://doi.org/10.21831/jitp.v6i2.27672

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. https://doi.org/10.23887/jeu.v8i2.28934. DOI: https://doi.org/10.23887/jeu.v8i2.28934

Handayani, N. P. R., & Abadi, I. B. G. S. (2020). Pengaruh Model Pembelajaran Langsung Berbantuan Media Gambar Terhadap Kompetensi Pengetahuan Matematika Siswa Kelas IV SD. Mimbar Ilmu, 25(1), 120. https://doi.org/10.23887/mi.v25i1.24767. DOI: https://doi.org/10.23887/mi.v25i1.24767

Harris, I., & Isyanti, S. (2021). Pengembangan Game Edukatif Dalam Meningkatkan Kemampuan Keaksaraan Anak Usia Dini. ASGHAR : Journal of Children Studies, 1(1), 82–93. https://doi.org/10.28918/asghar.v1i1.4190. DOI: https://doi.org/10.28918/asghar.v1i1.4190

Kartika, Y., Wahyuni, R., Sinaga, B., & Rajagukguk, J. (2019). Improving Math Creative Thinking Ability by using Math Adventure Educational Game as an Interactive Media. Journal of Physics: Conference Series, 1179(1), 012078. https://doi.org/10.1088/1742-6596/1179/1/012078. DOI: https://doi.org/10.1088/1742-6596/1179/1/012078

Koning, B. B. de, Marcus, N., Brucker, B., & Ayres, P. (2019). Does observing hand actions in animations and static graphics differentially affect learning of hand-manipulative tasks? Computers & Education, 141(1), 103636. https://doi.org/10.1016/j.compedu.2019.103636. DOI: https://doi.org/10.1016/j.compedu.2019.103636

Krissandi, A. D. S. (2018). Pengembangan video tematik sebagai pengantar pembelajaran kurikulum 2013 di sekolah dasar. Premiere Educandum : Jurnal Pendidikan Dasar Dan Pembelajaran, 8(1), 68. https://doi.org/10.25273/pe.v8i1.2233. DOI: https://doi.org/10.25273/pe.v8i1.2233

Kurniawan, F. Y., Siahaan, S. M., & Hartono, H. (2020). Pengembangan multimedia interaktif berbasis adventure game pada materi prinsip animasi. Jurnal Inovasi Teknologi Pendidikan, 6(2). https://doi.org/10.21831/jitp.v6i2.28488. DOI: https://doi.org/10.21831/jitp.v6i2.28488

Kusumawati, E. R. (2022). Efektivitas Media Game Berbasis Scratch pada Pembelajaran IPA Sekolah Dasar. Jurnal Basicedu, 6(2), 1500–1507. https://doi.org/10.31004/basicedu.v6i2.2220. DOI: https://doi.org/10.31004/basicedu.v6i2.2220

Linda, R., Herdini, H., S, I. S., & Putra, T. P. (2018). Interactive E-Module Development through Chemistry Magazine on Kvisoft Flipbook Maker Application for Chemistry Learning in Second Semester at Second Grade Senior High School. Journal of Science Learning, 2(1), 21. https://doi.org/10.17509/jsl.v2i1.12933. DOI: https://doi.org/10.17509/jsl.v2i1.12933

Mardhotillah, H., & Rakimahwati, R. (2021). Pengembangan Game Interaktif Berbasis Android untuk Meningkatkan Kemampuan Membaca Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(2), 779–792. https://doi.org/10.31004/obsesi.v6i2.1361. DOI: https://doi.org/10.31004/obsesi.v6i2.1361

Mayer, R. E. (2019). Computer Games in Education. Annual Review of Psychology, 70(1), 531–549. https://doi.org/10.1146/annurev-psych-010418-102744. DOI: https://doi.org/10.1146/annurev-psych-010418-102744

Mulyati, S., & Evendi, H. (2020). Pembelajaran Matematika melalui Media Game Quizizz untuk Meningkatkan Hasil Belajar Matematika SMP. GAUSS: Jurnal Pendidikan Matematika, 3(1), 64–73. https://doi.org/10.30656/gauss.v3i1.2127. DOI: https://doi.org/10.30656/gauss.v3i1.2127

Nabela, D., Kasiyun, S., Rahayu, D. W., & Akhwani, A. (2021). Analisis Gaya Belajar Peserta Didik Berprestasi selama Pandemi Covid-19 dalam Pembelajaran Tematik di Sekolah Dasar. Jurnal Basicedu, 5(4), 2653–2663. https://doi.org/10.31004/basicedu.v5i4.1301. DOI: https://doi.org/10.31004/basicedu.v5i4.1301

Nata, I. K. W., & Putra, D. K. N. S. (2021). Media Pembelajaran Multimedia Interaktif pada Muatan IPA Kelas V Sekolah Dasar. Jurnal Imiah Pendidikan Dan Pembelajaran, 5(2), 227. https://doi.org/10.23887/jipp.v5i2.32726. DOI: https://doi.org/10.23887/jipp.v5i2.32726

Ngazizah, N., Rahmawati, R., & Oktaviani, D. L. (2022). Pengembangan Media Komik Berbasis Kearifan Lokal dalam Pembelajaran Tematik Terpadu. Science Tech: Jurnal Ilmu Pengetahuan Dan Teknologi, 8(2), 147–154. https://doi.org/10.30738/st.vol8.no2.a13187. DOI: https://doi.org/10.30738/st.vol8.no2.a13187

Nirwana, E. S. (2021). Pengembangan Media Pembelajaran Berbasis Game Android untuk Anak Usia 5-6 Tahun. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(3), 1811–1818. https://doi.org/10.31004/obsesi.v6i3.1684. DOI: https://doi.org/10.31004/obsesi.v6i3.1684

Panjaitan, R. G. P., Titin, T., & Putri, N. N. (2020). Multimedia Interaktif Berbasis Game Edukasi sebagai Media Pembelajaran Materi Sistem Pernapasan di Kelas XI SMA. Jurnal Pendidikan Sains Indonesia, 8(1), 141–151. https://doi.org/10.24815/jpsi.v8i1.16062. DOI: https://doi.org/10.24815/jpsi.v8i1.16062

Prabaningrum, I. G. A. I., & Putra, I. K. A. (2019). Pengaruh Model Pembelajaran Kooperatif Team Assisted Individualization Berbantuan Media Semi Konkret Terhadap Kompetensi Pengetahuan Matematika. Jurnal Ilmiah Sekolah Dasar, 3(4), 414. https://doi.org/10.23887/jisd.v3i4.21775. DOI: https://doi.org/10.23887/jisd.v3i4.21775

Pratama, R. Y. (2021). Utilization of Quizizz Educational Game Media to Increase Learning Interest and Achievement. Indonesian Journal Of Educational Research and Review, 4(2), 307. https://doi.org/10.23887/ijerr.v4i2.30690. DOI: https://doi.org/10.23887/ijerr.v4i2.30690

Purnasari, P. D., & Sadewo, Y. D. (2021). Strategi Pembelajaran Pendidikan Dasar di Perbatasan Pada Era Digital. Jurnal Basicedu, 5(5), 3089–3100. https://doi.org/10.31004/basicedu.v5i5.1218. DOI: https://doi.org/10.31004/basicedu.v5i5.1218

Puspita, A., Kurniawan, A. D., & Rahayu, H. M. (2017). Pengembangan media pembelajaran booklet pada materi sistem imun terhadap hasil belajar siswa kelas XI SMAN 8 Pontianak. Jurnal Bioeducation, 4(1). https://openjurnal.unmuhpnk.ac.id/bioed/article/view/524/0. DOI: https://doi.org/10.29406/524

Rahma, D., Ali, M., & Yuniarni, D. (2017). Penggunaan Alat Permainan Edukatif (Ape) untuk Mendukung Perkembangan Anak Usia 5-6 Tahun di PAUD Al Fikri. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa, 6(10), 212143. https://doi.org/10.26418/jppk.v6i10.22166.

Rahmawati, A. (2019). Penggunaan multimedia interaktif (MMI) sebagai media pembelajaran dalam meningkatkan prestasi belajar fisika. PSEJ (Pancasakti Science Education Journal), 4(1), 7–17. https://scienceedujournal.org/index.php/PSEJ/article/view/52. DOI: https://doi.org/10.24905/psej.v4i1.52

Rahmayani, Y., & Sumitra, A. (2022). Pembelajaran Berhitung Melalui Media Permainan Ular Tangga Pada Anak Usia Dini. Ceria (Cerdas Energik Responsif Inovatif Adaptif), 5(2), 164. https://doi.org/10.22460/ceria.v5i2.10327. DOI: https://doi.org/10.22460/ceria.v5i2.10327

Riani, R. P., Huda, K., & Fajriyah, K. (2019). Pengembangan Media Pembelajaran Tematik “Fun Thinkers Book” Tema Berbagai Pekerjaan. Jurnal Sinektik, 2(2), 173. https://doi.org/10.33061/js.v2i2.3330. DOI: https://doi.org/10.33061/js.v2i2.3330

Rofiqoh, I., Puspitasari, D., & Nursaidah, Z. (2020). Pengembangan game math space adventure sebagai media pembelajaran pada materi pecahan di sekolah dasar. Lentera Sriwijaya: Jurnal Ilmiah Pendidikan Matematika, 2(1), 41–54. https://ejournal.unsri.ac.id/index.php/lenterasriwijaya/article/view/11445. DOI: https://doi.org/10.36706/jls.v2i1.11445

Rohmanurmeta, F. M., & Dewi, C. (2019). Pengembangan Komik Digital Pelestarian Lingkungan Berbasis Nilai Karakter Religi Untuk Pembelajaran Tematik Pada Siswa Sekolah Dasar. Muaddib : Studi Kependidikan Dan Keislaman, 1(2), 100. https://doi.org/10.24269/muaddib.v1i2.1213. DOI: https://doi.org/10.24269/muaddib.v1i2.1213

Sembiring, E. B., Wahyuni, D., & Anurogo, W. (2018). Multimedia Interaktif Pengenalan Hewan Dan Tumbuhan Langka Menggunakan Model Tutorial. Journal Of Digital Education, Communication, And Arts (DECA), 1(2), 103–112. https://doi.org/10.30871/deca.v1i2.839. DOI: https://doi.org/10.30871/deca.v1i2.839

Situngkir, W., Sinaga, C. V. R., & Thesalonika, E. (2022). Pengaruh Media Poster Terhadap Hasil Belajar Siswa Pada Pembelajaran Tematik Tema 2 Subtema2 Kelas IV SD Negeri No. 124386 Jl. Pisang. Pedagogika: Jurnal Pedagogik Dan Dinamika Pendidikan, 10(2), 199–207. https://doi.org/10.30598/pedagogikavol10issue2page199-207. DOI: https://doi.org/10.30598/pedagogikavol10issue2page199-207

Suryana, D., & Hijriani, A. (2021). Pengembangan Media Video Pembelajaran Tematik Anak Usia Dini 5-6 Tahun Berbasis Kearifan Lokal. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(2), 1077–1094. https://doi.org/10.31004/obsesi.v6i2.1413. DOI: https://doi.org/10.31004/obsesi.v6i2.1413

Tambunan, K., Sitompul, H., & Mursid, R. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Problem Based Learning Pada Pembelajaran Tematik. Jurnal Teknologi Informasi & Komunikasi Dalam Pendidikan, 8(1), 63. https://doi.org/10.24114/jtikp.v8i1.26784. DOI: https://doi.org/10.24114/jtikp.v8i1.26784

Weng, S.-S., & Chen, H.-C. (2020). Exploring the Role of Deep Learning Technology in the Sustainable Development of the Music Production Industry. Sustainability, 12(2), 625. https://doi.org/10.3390/su12020625. DOI: https://doi.org/10.3390/su12020625

Widiastuti, N. L. G. K. (2021). E-Modul dengan Pendekatan Kontekstual pada Mata Pelajaran IPA. Jurnal Imiah Pendidikan Dan Pembelajaran, 5(3), 435. https://doi.org/10.23887/jipp.v5i3.37974. DOI: https://doi.org/10.23887/jipp.v5i3.37974

Widyatmojo, G., & Muhtadi, A. (2017). Pengembangan multimedia pembelajaran interaktif berbentuk game untuk menstimulasi aspek kognitif dan bahasa. Jurnal Inovasi Teknologi Pendidikan, 4(1), 38. https://doi.org/10.21831/jitp.v4i1.10194. DOI: https://doi.org/10.21831/jitp.v4i1.10194

Wijayanto, E., & Istianah, F. (2017). Pengaruh penggunaan media game edukasi terhadap hasil belajar IPA siswa kelas IV SDN Kajartengguli Prambon Sidoarjo. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 5(3), 254411. https://www.neliti.com/id/publications/254411.

Winaya, I. M. A. (2019). Pengaruh Pembelajaran Tematik Berbantu Media Pembelajaran Multimedia Interaktif Dengan Konsep “Trihitakarana” Terhadap Pemahaman Konsep IPA Siswa Kelas III SD Dwijendra Ditinjau Dari Pengetahuan Awal Siswa. Adi Widya: Jurnal Pendidikan Dasar, 4(1), 8. https://doi.org/10.25078/aw.v4i1.925. DOI: https://doi.org/10.25078/aw.v4i1.925

Wulantari, N. W., Widiana, I. W., & Rendra, N. T. (2019). Media Pembelajaran Puzzle Untuk Meningkatkan Hasil Belajar Siswa Kelas IV Pada Kompetensi Pengetahuan IPA. Indonesian Journal Of Educational Research and Review, 2(3), 354. https://doi.org/10.23887/ijerr.v2i3.22563. DOI: https://doi.org/10.23887/ijerr.v2i3.22563

Downloads

Published

2023-03-11

How to Cite

Haloho, Y. mesilina, I Kadek Suartama, & I Komang Sudarma. (2023). Educational Game-Based Thematic Learning Media to Improve Student Learning Competence. Mimbar Ilmu, 28(1), 106–115. https://doi.org/10.23887/mi.v28i1.58764

Issue

Section

Articles