PENGEMBANGAN MEDIA PERMAINAN JENGA KERAGAMAN BUDAYA MATERI KERAGAMAN SUKU BANGSA DAN BUDAYA UNTUK KELAS IV SEKOLAH DASAR
THE DEVELOPMENT OF JENGA CULTURAL DIVERSITY GAME MEDIA FOR ETHNIC AND CULTURAL DIVERSITY MATERIAL FOR FOURTH GRADE ELEMENTARY SCHOOL
Dalam kegiatan pembelajaran dibutuhkan media sebagai sarana penunjang proses belajar dan memperjelas penyampaian informasi. Berdasarkan hasil studi pendahuluan, permasalahan yang ditemukan peneliti yaitu terbatasnya media pembelajaran yang digunakan dalam mata pelajaran IPS pada materi keragaman suku bangsa dan budaya. Keterbatasan pemanfaatan media dalam aktivitas pembelajaran merupakan permasalahan yang banyak dihadapi oleh guru yang jika dibiarkan akan berdampak bagi siswa. Siswa menjadi kurang antusias dan merasa cepat bosan saat kegiatan pembelajaran di kelas, yang menyebabkan konsentrasi siswa terganggu sehingga mereka kesulitan memahami materi yang disampaiikan guru. Oleh karena itu, peneliti mengembangkan media permainan jenga keragaman budaya materi keragaman suku bangsa dan budaya.
Tujuan penelitian ini yaitu mendeskripsikan proses pengembangan media permainan jenga keragaman budaya serta mengetahui kelayakan media permainan jenga keragaman budaya. Kelayakan media permainan jenga keragaman budaya diketahui melalui validasi ahli serta angket respon pengguna. Validasi ahli terdiri dari validasi ahli materi dan ahli media, sedangkan respon pengguna diperoleh dari siswa.
Penelitian ini menggunakan jenis penelitian pengembangan atau Research and Development (R&D) dengan model pengembangan Borg dan Gall hingga tahap kelima. Tahapan yang dilakukan peneliti meliputi tahap penelitian dan pengumpulan inormasi awal, perencanaan, pengembangan format poduk awal, uji coba awal, dan revisi produk. Subjek uji coba dalam penelitian ini yaitu 7 orang siswa kelas IV SDN Sepanjang 1, uji coba terbatas pada skala kecil dikarenakan dilaksanakan ditengah pandemi Corona Virus Disease (COVID-19).
Hasil dari penelitian pengembangan media permainan jenga keragaman budaya mendapatkan persentase kevalidan sebesar 69% dari ahli materi dengan kriteria valid dan dapat digunakan perlu revisi kecil dan persentase kevalidan sebesar 97% dari ahli media dengan kiteria sangat valid dan dapat digunakan tanpa revisi. Hasil angket respon pengguna mendapatkan persentase sebesar 85,95% dengan kriteria sangat layak. Berdasakan perolehan tersebut dapat disimpulkan bahwa media permainan jenga keragaman budaya layak untuk digunakan.Kata Kunci: pengembangan, media pemainan jenga, keragaman budaya
In learning activities media is needed as a means of supporting the learning process and clarifying the delivery of information. Based on the results of the preliminary study, the problem found by researchers is the limited learning media used in social studies subjects on material diversity of ethnicity and culture. The limited use of media in learning activities is a problem that is often faced by teachers which if left unchecked will have an impact on students. Students become less enthusiastic and get bored quickly when learning activities in class, which causes disturbed student concentration so that they have difficulty understanding the material delivered by the teacher. Therefore, the researcher developed a jenga cultural diversity game media for ethnic and cultural diversity material.
The purpose of this study is to describe the process of developing jenga cultural diversity game media and understanding the feasibility of jenga cultural diversity game media. Feasibility of jenga cultural diversity game media is known through expert validation and user response questionnaires. Expert validation consisted of validation of material expert and media expert, while user responses were obtained from students.
This study uses a type of research development or Research and Development (R&D) with the development model of Borg and Gall to the fifth stage. Stages conducted by researchers include the stage of research and collection of initial information, planning, developing the initial product format, initial trials, and product revision. The test subjects in this study were 7 students of fourth grade SDN Sepanjang 1, the trial was limited to a small scale because it was carried out in the middle of the Corona Virus Disease pandemic (COVID-19).
The results of the research on the development of jenga cultural diversity game media get a validity percentage of 69% from material experts with valid criteria and can be used need a small revision and a percentage validity percentage of 97% from media experts with criteria are very valid and can be used without revision. The results of the user's response questionnaire get a percentage of 85.95% with very decent criteria. Based on the results, it can be concluded that the jenga cultural diversity game media is suitable to be used.
Keywords: Development, jenga game media, cultural diversity