PENGEMBANGAN MEDIA LABIRIN NUSANTARA MELALUI GAME BASED LEARNING UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR SISWA KELAS V SEKOLAH DASAR
DEVELOPMENT OF NUSANTARA MAZE MEDIA THROUGH GAME BASED LEARNING TO INCREASE INTEREST AND LEARNING OUTCOMES OF CLASS V PRIMARY SCHOOL STUDENTS
ABSTRAK
Olive Olyssia. “Pengembangan Media Labirin Nusantara melalui Game Based Learning untuk Meningkatkan Minat dan Hasil Belajar Siswa Kelas V Sekolah Dasar”. Tesis, Program Studi Magister Pendidikan Dasar, Fakultas Ilmu Pendidikan, Universitas Negeri Surabaya, 2025.
Keberhasilan pembelajaran adalah hasil dari kombinasi berbagai faktor, termasuk kualitas guru, metode pengajaran, media pembelajaran, serta lingkungan belajar yang mendukung. Namun kenyataan di lapangan terutama pada mata pelajaran IPS, menunjukkan kurangnya inovasi pembelajaran baik model maupun media pembelajaran. Tujuan penelitian untuk mengetahui kelayakan, kepaktisan, keefektifan Media Labirin Nusantara untuk meningkatkan minat dan hasil belajar siswa kelas V sekolah dasar.Penelitian ini menggunakan jenis penelitian dan pengembangan atau Research and Development (R&D). Rangkaian langkah yang akan dilakukan pada penelitian ini menggunakan 4-D Model dari Thiagarajan. Penelitian dilakukan uji coba terbatas dan uji skala besar pada kelas yang berbeda. Hasil rata-rata dari penilaian validator media diperoleh 95,71%, nilai ini termasuk dalam kategori sangat valid / sangat layak artinya media yang dikembangkan dapat digunakan. Berdasarkan uji hipotesis korelasi sederhana diperoleh nilai signifikansi 0,001 kurang dari 0,05, maka Ho ditolak dan Ha diterima artinya media Labirin Nusantara melalui Game Based Learning efektif dalam meningkatkan minat belajar siswa kelas V sekolah dasar. Sedangkan berdasarkan perhitungan uji t berpasangan (paired t-test) pada kelas uji coba terbatas dan uji skala besar diperoleh nilai signifikansi 0,01 dari 0,05 artinya perbedaan signifikan antara hasil pre test dan post test maka Ho ditolak dan Ha diterima. Oleh karena itu dapat disimpulkan bahwa media Labirin Nusantara melalui Game Based Learning sangat efektif untuk meningkatkan hasil belajar kognitif siswa.
Kata Kunci: game based learning, hasil belajar, Labirin Nusantara, minat belajar
ABSTRACT
Olive Olyssia. “Development of Nusantara Labyrinth Media through Game Based Learning to Improve Interest and Learning Outcomes of Fifth Grade Elementary School Students”. Thesis. Master of Elementary Education, Faculty of Education, State University, 2025.
Learning success is the result of a combination of various factors, including teacher quality, teaching methods, learning media, and a supportive learning environment. However, the reality in the field, especially in social studies subjects, shows a lack of learning innovation, both in terms of models and learning media. The purpose of the study was to determine the feasibility, practicality, and effectiveness of Nusantara Labyrinth Media to improve interest and learning outcomes of fifth grade elementary school students. This study uses the type of research and development or Research and Development (R&D). The series of steps that will be taken in this study use the 4-D Model from Thiagarajan. The study was conducted through limited trials and large-scale tests in different classes. The average result of the media validator assessment was 95.71%, this value is included in the very valid / very feasible category, meaning that the media developed can be used. Based on the simple correlation hypothesis test, a significance value of 0.001 is obtained, less than 0.05, so Ho is rejected and Ha is accepted, meaning that the Labyrinth Nusantara media through Game Based Learning is effective in increasing the learning interest of fifth grade elementary school students. Meanwhile, based on the calculation of the paired t-test in the limited trial class and large-scale test, a significance value of 0.01 from 0.05 is obtained, meaning that there is a significant difference between the pre-test and post-test results, so Ho is rejected and Ha is accepted. Therefore, it can be concluded that the Labyrinth Nusantara media through Game Based Learning is very effective in improving students' cognitive learning outcomes.
Keywords: game based learning, learning outcomes, Labyrinth Nusantara, learning interest