PENGEMBANGAN MEDIA PEMBELAJARAN CROSSWORD PUZZLE BERBASIS ANDROID PADA MATERI ORGAN PERNAPASAN MAKHLUK HIDUP

Authors

  • zakiyatul mu'arofah

DOI:

https://doi.org/10.30595/jkp.v16i2.12672

Keywords:

Crossword Puzzle Media, Natural science Learning, Living Organ Breathing, Android

Abstract

The purpose of this study is (1) to determine the level of analysis of the need for developing Android-based crossword puzzle media on learning natural science of breathing apparatus living things in Madrasah Ibtidaiyyah throughout Tembarak and Selopampang Districts; (2) to find out the feasibility test of developing Android-based Crossword media on respirator material for students; and (3) to find out the effectiveness of developing android-based crossword puzzle media on the science of breathing organisms for MI Nurul Ummah Tawangsari Tembarak sub-district students. This research method is research and development (R&D) with ADDIE procedures (Analysis, Design, Development, Implementation, and Evaluation) with research subjects being teachers and students of Madrasah Ibtidaiyyah Nurul Ummah Tawangsari. The research instruments used were real condition questionnaires, needs analysis questionnaires, interview guidelines, pretest and posttest question instruments as well as individual, group, and limited trial sheets. The stages of R&D are as follows: 1) a preliminary study; 2) the development of crossword puzzle media; 3) product effectiveness testing. The results showed as follows: (1) the need for innovative learning media is needed in science learning (2) the form of crossword puzzle media development containing human and animal respiratory organs material implemented in game applications on android, the validation test of crossword puzzles was tested based on items - bullet validation sheet material expert questions, the average score obtained is 81% while the validation test based on the validation sheet media experts got an average of 91%, an individual trial averaged 95.69%, a group test of 95%, a limited group trial gained a score of 95.38%. From these results it can be concluded that the crossword puzzle media is feasible to be used 3) the effectiveness test of the crossword puzzle media with a t test value of 11,159.

References

A., M., & Al-Omary, S. (2017). Quizrevision: A Mobile Application using the Google MIT App Inventor Language Compared with LMS. International Journal of Advanced Computer Science and Applications, 8(6), 313–320. https://doi.org/10.14569/ijacsa.2017.080641

A. Raines. (2010). An innovation to facilitate student engagement and learning: Crossword puzzles in the classroom. International Jurnal Teaching and Learning in Nursing, 5(2), 85–90.

Ahmadi, F., Witanto, Y., & Ratnaningrum, I. (2017). Pengembangan Media Edukasi “Multimedia Indonesian Culture” (Mic) Sebagai Penguatan Pendidikan Karakter Siswa Sekolah Dasar. Jurnal Penelitian Pendidikan, 34(2), 127–136. https://doi.org/10.15294/jpp.v34i2.12368

Bakla, A., & Saricoban, A. (2015). Interactive Puzzles in Vocabulary Instruction: Teachers and Learners as Designers / Kelime Öğretiminde Etkileşimli Bulmacalar: Tasarımcı Olarak Öğretmen ve Öğrenciler. Atatürk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 19(1), 129–143.

Childers, C. D. (1996). Using Crossword Puzzles as an Aid to Studying Sociological Concepts. Teaching Sociology, 24(2), 231. https://doi.org/10.2307/1318816

Davis, T. M., Shepherd, B., & Zwiefelhofer, T. (2009). Reviewing for exams: do crossword puzzle help in the success of student learning? The Journal of Effective Teaching, 9(3), 4–10. http://digital.library.wisc.edu/1793/34692

Febrianto, G., Sulton, S., & Praherdiono, H. (2020). Pengembangan Media Video Pembelajaran untuk Pelatihan Instalasi Tenaga Listrik. JKTP: Jurnal Kajian Teknologi Pendidikan, 3(2), 149–157. https://doi.org/10.17977/um038v3i22020p149

Mukhtazar, M. P. (2020). Prosedur Penelitian Pendidikan. Absolute Media. https://books.google.co.id/books?id=iHHwDwAAQBAJ

Nashihin, H. (2019). Konstruksi Budaya nSekolah Sebagai Wadah Internalisasi Nilai Karakter. At-Tajdid: Jurnal Ilmu Tarbiyah, 8(1), 131–149.

Nasrudin, J. (2019). Metodologi Penelitian Pendidikan: buku ajar praktis cara membuat penelitian. Pantera Publishing. https://books.google.co.id/books?id=j-igDwAAQBAJ

Nomleni, F. T., & Manu, T. S. N. (2018). Pengembangan Media Audio Visual dan Alat Peraga dalam Meningkatkan Pemahaman Konsep dan Pemecahan Masalah. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 8(3), 219–230. https://doi.org/10.24246/j.js.2018.v8.i3.p219-230

Nurwahidah, N., Wilujeng, I., Jumadi, J., & Senam, S. (2017). The Effects of Project Based Learning Model with Android on Scientific Literacy and Digital Equipedness/ICT Literacy. International Journal of Sciences: Basic and Applied Research, 36(7), 190–205. https://gssrr.org/index.php?journal=JournalOfBasicAndApplied&page=article&op=download&path%5B%5D=8472&path%5B%5D=3856%0Ahttps://lens.org/040-205-784-480-575

Prof. H. M. Sukardi, M. E. M. S. (2021). Metodologi Penelitian Pendidikan: Kompetensi dan Praktiknya (Edisi Revisi). Bumi Aksara. https://books.google.co.id/books?id=gJo%5C_EAAAQBAJ

Saputro, Budiono. (2015). Peningkatan Kompetensi Pedagogik Guru Ipa Berbasis Pendidikan Agama Islam Melalui Alat Peraga Ipa Kontekstual Di Mi Kecamatan Ngablak, Magelang. Inferensi, 6(2), 203. https://doi.org/10.18326/infsl3.v8i1.203-224

Saputro, Budiyono, Mas’ud, M., Saputra, H., & Kuswaya, A. (2019). Learning Effectiveness of Department-based Integrated Science Interpretation. Journal of Physics: Conference Series, 1233(1). https://doi.org/10.1088/1742-6596/1233/1/012082

Sohilait, E. (2020). Metodologi Penelitian Pendidikan Matematika: Penelitian Pengembangan dan desain riset dalam pembelajaran Matematika. Emy Sohilait. https://books.google.co.id/books?id=iqhMEAAAQBAJ

Downloads

Published

2022-09-01

Issue

Section

Artikel