MEDIA SOYA ADVENTURE NUSANTARA BERBASIS ANDROID PADA MATERI KEBERAGAMAN SOSIAL BUDAYA MASYARAKAT PADA SISWA KELAS V SEKOLAH DASAR
ANDROID BASED SOYA ADVENTURE MEDIA IN CULTURAL SOCIAL DIVERSITY MATERIALS IN CLASS V STUDENTS OF ELEMENTARY SCHOOLS
Pengembangan media “Soya Adventure Nusantara” dilatarbelakangi oleh tidak adanya media yang dihadirkan guru ketika proses bembelajaran PPKn materi “Keberagaman Sosial Budaya Masyarakat” serta kurangnya media pembelajaran yang menarik minat siswa. Kemudian peneliti mendapatkan ide untuk menggabungkan media pembelajaran berbasis instrucional game dan android. Tujuan dari penelitian ini adalah (1) mendesain produk sesuai dengan kompetensi dasar dan materi, (2) mengetahui tahapan pengembangan media, (3) mengetahui tingkat kelayakan media.
Peneliti menggunakan metode Recerch and Development (R&D) model pengembangan Borg and Gall yang kemudian dimodifikasi menjadi 7 tahap : (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain produk, (5) revisi produk, (6) uji coba produk, (7) revisi produk. Sedangkan untuk metode pengumpulan data yang digunakan adalah data angket dari hasil validitas, data hasil pengguna, dan data hasil tes. Jenis data berupa data kuantitatif.
Hasil uji kelayakan media “Soya Adventure Nusantara” pada ahli materi sebesar 80% kemudian 88,5% oleh ahli media termasuk dalam kategori valid dan baik, hasil dari angket pengguna sebesar 85,5% termasuk dalam kategori praktis dan hasil data tes belajar siswa sebesar 0,75 N-gain termasuk tinggi. Dengan demikian media “Soya Adventure Nusantara” dapat digunakan sebagai media pembelajaran kelas V di sekolah dasar.
Kata Kunci : Pengembangan, Media “Soya Adventure Nusantara”, Android, Keberagaman Sosial Budaya Masyarakat.
The development of the “Soya Adventure Nusantara” media was motivated by the absence of media presented by the teacher during the civic education (PPkn) learning process with the material “Socio-Cultural Diversity in the Community” and the lack of learning media that attracted students. Then the researcher was combined instructional media based on game and android. The purpose of this researcher is (1) to design products following basic competencies and materials, (2) to know the stages of media development, (3) to determine the feasibility of the media.
The researcher was used the Research and Development (R&D) method of the Borg and Gall development model which is modified into seven stages; (1) potential and problems, (2) data collection, (3) product design, (4) product design validation, (5) product revision, (6) produvt trials, (7) product revisions. Whereas the data collection method used was questionnaire data from the validity results, user data, and test result data. The type of data is quantitative. The result of the media feasibility test “Soya Adventure Nusantara” on material experts by 80% and 88,5% by media experts included in the category of valid, the result of the user questionnaire of 85,5 % included in the practical category and the result of the student learning test data of 0,75 N-gain was high. In conclusion the “Soya Adventure Nusantara” media can be used as learning media for class V in elementary shoolls.
Keywords: Develompent, Media “Soya Adventure Nusantara”, Android, Social and Cultural Diversity of the Community .