Pengembangan media pembelajaran ipas board game genercha untuk meningkatkan hasil belajar peserta didik. Kembangkan media pembelajaran board game IPAS Genercha untuk tingkatkan hasil belajar siswa kelas IV SD. Terbukti sangat layak & efektif untuk pemahaman transformasi energi.
Low IPAS learning outcomes and limited use of instructional media necessitate the development of effective and engaging learning media. This study aims to develop, assess the feasibility, and evaluate the effectiveness of the IPAS board game learning media Genercha for the topic of energy transformation in Grade IV at SD Negeri Grugu, Wonosobo Regency. The study employed a Research and Development (R&D) approach using the ADDIE model. The research subjects consisted of 22 students, including 6 students in the small-scale trial and 16 students in the large-scale trial. Data were collected through pretest and posttest, as well as non-test techniques such as observation, interviews, documentation, and questionnaires. The feasibility evaluation showed that the media achieved a score of 96% from media experts and 92.5% from material experts, both categorized as very feasible, and supported by positive responses from teachers and students. The results of the small-scale trial indicated a significant improvement in learning outcomes, with a t-test significance value of 0.002 and an N-Gain score of 0.7231 (very high category). Similarly, the large-scale trial indicated a significant improvement, with a t-test significance value of < 0.001 and an N-Gain score of 0.7484 (very high category). Therefore, it can be concluded that the IPAS board game learning media Genercha is highly feasible and effective in improving student learning outcomes.
The paper "Pengembangan Media Pembelajaran IPAS Board Game Genercha untuk Meningkatkan Hasil Belajar Peserta Didik" addresses the pertinent issue of low IPAS (Science, Social Studies, and Arts) learning outcomes, particularly exacerbated by the limited use of engaging instructional media in classrooms. To counter this, the authors undertook a research and development initiative focused on creating and evaluating "Genercha," an IPAS board game designed for Grade IV students studying energy transformation. This study commendably aims to develop, assess the feasibility, and evaluate the effectiveness of this novel learning tool in a specific educational context. Employing a robust Research and Development (R&D) methodology guided by the ADDIE model, the study systematically approached the development and testing phases. The research involved a total of 22 Grade IV students from SD Negeri Grugu, with distinct small-scale (6 students) and large-scale (16 students) trials. Data collection was comprehensive, utilizing pretest and posttest scores to quantify learning outcomes, complemented by non-test methods such as observation, interviews, documentation, and questionnaires to gauge feasibility and perceptions. The findings are compelling: expert evaluations yielded very high feasibility scores (96% from media experts, 92.5% from material experts), reinforced by positive feedback from both teachers and students. Crucially, both small-scale and large-scale trials demonstrated a significant improvement in learning outcomes, evidenced by low t-test significance values (0.002 and < 0.001 respectively) and very high N-Gain scores (0.7231 and 0.7484), strongly indicating the media's effectiveness. This study presents a well-structured and empirically supported case for the Genercha board game as an effective instructional medium. Its strengths lie in the systematic R&D approach, the multi-faceted evaluation of feasibility and effectiveness, and the strong quantitative data backing the claims of improved learning outcomes. The consistent "very high" categories for both feasibility and N-Gain scores across trials provide a strong foundation for the conclusion. The implications are significant: the Genercha board game offers a highly feasible and effective solution to address identified learning gaps in IPAS, providing a practical and engaging tool for educators. This work offers a valuable contribution to educational media development, particularly for topics that benefit from interactive and gamified learning experiences, thus warranting positive consideration.
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