PENGEMBANGAN GAME BOARD “EXPLORE BATIK JETIS” UNTUK PESERTA DIDIK KELAS VIII 4 SMP NEGERI 5 SIDOARJO
DEVOLOPMENT OF THE BOARD GAME "EXPLORE BATIK JETIS" FOR GRADE VIII-4 STUDENTS OF SMP NEGERI 5 SIDOARJO
Penelitian ini bertujuan untuk mendukung pembelajaran Seni rupa menggunakan media pembelajaran Game Board “EXPLORE Batik Jetis. Penelitian dilatarbelakangi oleh pembelajaran Seni Budaya di SMP Negeri 5 Sidoarjo menggunakan metode ceramah dan praktik, sehingga kurang mampu memicu keterlibatan aktif peserta didik yang mengakibatkan kejenuhan. Penelitian ini bertujuan mendeskripsikan konsep, proses, pengembangan, efektivitas media Game Board “EXPLORE Batik Jetis”dan respon peserta didik. Metode yang digunakan Research and Development (R&D) dengan model ADDIE: analisis, desain, pengembangan, implementasi, dan evaluasi. Dengan teknik pengumpulan data berupa observasi, wawancara, angket dan dokumentasi.Subjek penelitian adalah peserta didik kelas VIII 4 SMP Negeri 5 Sidoarjo. Hasil Validasi menunjukkan bahwa media “sangat layak”, dengan validasi materi 92,5% dan validasi media 90%. Uji coba menunjukkan peningkatan pemahaman pada peserta didik dari total skor 36,6 meningkat menjadi 78,8. Respon dari peserta didik 80,7% dan guru Seni budaya 85% dengan kategori “sangat baik”. Dengan demikian, Game Board “EXPLORE Batik Jetis” berbantuan Augmented Reality efektif untuk meningkatkan hasil belajar peserta didik dan layak digunakan sebagai media pembelajaran seni rupa, khususnya untuk mengenalkan sejarah, ciri khas, ragam motif beserta makna Batik Jetis.
This study aims to support visual arts education using the “EXPLORE Batik Jetis” board game as a learning medium. The study was motivated by the fact that cultural arts education at Sidoarjo State Junior High School 5 relies on lecture and hands-on practice methods, which fail to stimulate active student engagement and consequently lead to boredom. This study aims to describe the concept, process, development, and effectiveness of the “EXPLORE Batik Jetis” board game as a learning medium, as well as students’ responses to it. The Research and Development (R&D) method was used, following the ADDIE model: analysis, design, development, implementation, and evaluation. Data collection techniques included observation, interviews, questionnaires, and documentation. The research subjects were eighth-grade students in Class 4 at SMP Negeri 5 Sidoarjo. Validation results indicated that the medium was “highly suitable,” with content validation at 92.5% and medium validation at 90%. Pilot testing showed an increase in students’ understanding, with the total score rising from 36.6 to 78.8. The response rate from students was 80.7% and from the arts and culture teacher was 85%, both falling into the “very good” category. Therefore, the “EXPLORE Batik Jetis” board game, supported by Augmented Reality, is effective in improving student learning outcomes and is suitable for use as a visual arts learning medium, particularly for introducing the history, distinctive characteristics, variety of motifs, and meanings of Batik Jetis.