Pengembangan Media Pembelajaran Permainan Truth and Dare Untuk Meningkatkan Hasil Belajar Siswa
Development of Learning Media Truth and Dare Games to Improve Student learning outcomes
Keterbatasan penggunaan media pembelajaran dalam kegiatan pembelajaran dan kurangnya hasil belajar siswa membuat peneliti ingin mengembangkan media pembelajaran berbasis game Truth and Dare sebagai media pembelajaran tentang mata pelajaran ekonomi dalam materi APBN dan APBD. Penelitian pengembangan berbasis media pembelajaran pada game Truth and Dare yang bertujuan untuk menjelaskan tingkat kelayakan; menganalisis efektivitas dan kepraktisan; tingkat respons siswa terhadap media pembelajaran; dan hasil belajar. Penelitian ini menggunakan metode R&D dengan Model 4D penelitian Thiagarajan (Define, Design, Develop, and Diseminate). Subjek penelitian berjumlah 20 orang siswa kelas XI IPS. Teknik pengumpulan data melalui wawancara, angket, dan tes. Data teknik analisis adalah analisis ahli dan validasi; tanggapan kuesioner siswa; dan skor perhitungan. Media pembelajaran permainan Truth and Dare dinilai sangat praktis dan efektif sehingga dapat digunakan untuk meningkatkan hasil belajar siswa sesuai dengan rata-rata skor N-Gain 0,71 dengan peningkatan pada nilai pretest dan postest dengan respons siswa sangat baik 98,2%, persentase skor kelayakan 95,64%, persentase skor keefektifan 100%, dan skor persentase kepraktisan 100%. Pembelajaran Media game Truth and Dare juga telah melalui tahapan review, revisi, dan validasi dengan “sangat layak". Oleh karena itu, media pembelajaran berupa game Truth and Dare sangat cocok digunakan dalam kegiatan pembelajaran karena dapat meningkatkan hasil belajar siswa.
The limitations in the use of learning media in learning activities and the lack of student learning outcomes
make researchers want to develop the learning media based on the Truth and Dare game as a learning medium
on economic subjects in the APBN and APBD material. The research on development the learning media based
on the Truth and Dare game aimed to explain the level of feasibility; analyzed effectiveness and practicality; the
response of students to the learning media; and learning outcomes. This study uses the R&D method with the
4D Models research by Thiagarajan (define, design, develop, and disseminate.) The research subjects were 20
students of class XI social. Data collection techniques through interviews, questionnaires, and tests. Data
analysis techniques are expert analysis and validation; student questionnaire responses; and gain score
calculation. The learning media Truth and Dare game are considered very practical and effective so that they
can improve student learning outcomes in accordance with the average N-Gain score of 0,71 with an increase
in the pretest and postest scores with an excellent student response of 98,2%, percentage score of eligibility of
95,64%, percentage score of effectiveness of 100%, and percentage score of practicality of 100%. The learning
media Truth and Dare game have also gone through the stages of review, revision, and validation with “very
feasible”. Therefore, the learning media as a Truth and Dare game is very suitable for use in learning activities
because it can improve student learning outcomes.