Pengembangan Game TAT Berbasis Wordwall pada Pelajaran DLE Kelas X TITL di SMKN 1 Driyorejo
The Development of Wordwall-Based TAT Game on the X Class TITL DLE Learning in SMKN 1 Driyorejo
Observasi yang dilakukan di SMKN 1 Driyorejo memperoleh hasil bahwa adanya penurunan motivasibelajar siswa yang berpengaruh terhadap hasil belajar siswa akibat dampak pembelajaran jarak jauh di erapandemi Covid-19. Berdasarkan latar belakang tersebut, dibuatlah game Tahanan, Arus, Tegangan (TAT)sebagai media pembelajaran interaktif untuk meningkatkan motivasi belajar siswa. Penelitian pengembangangame TAT ini memiliki tujuan untuk mengetahui tingkat kevalidan media melalui lembar validasi, tingkatkeefektifan media melalui hasil belajar siswa, dan tingkat kepraktisan media melalui angket respon siswa.Penelitian ini adalah penelitian pra eksperimental dengan desain penelitian One Shot Case Study. Objek padapenelitian ini adalah siswa kelas X Teknik Instalasi Tenaga Listrik 2 di SMKN 1 Driyorejo sebanyak 36siswa. Pada penelitian ini digunakan metode penelitian R&D dengan tahapan analysis, design, development,implementation, and evaluation (ADDIE). Teknik pengumpulan data yang digunakan yaitu denganmelakukan eksperimen, observasi, dan dokumentasi. Setelah mendapatkan data hasil penelitian, dilakukanpengolahan data dan didapatkan hasil tingkat kevalidan media sebesar 81,11% dapat dinyatakan sangat valid.Pada tingkat keefektifan media diperoleh hasil sebesar 87,29 dinyatakan baik dan melebihi dari nilai KriteriaKelulusan Minimum (KKM) yang telah ditetapkan yaitu sebesar 75,00. Pada tingkat kepraktisan mediadidapatkan hasil sebesar 92,00% dan dinyatakan sangat praktis. Berdasarkan hasil tersebut, pengembangangame TAT dinyatakan sangat layak digunakan pada pembelajaran Dasar Listrik dan Elektronika (DLE) kelasX Teknik Instalasi Tenaga Listrik di SMKN 1 Driyorejo.Kata Kunci: pengembangan, media pembelajaran, game, wordwall, pandemi.
The observation which was conducted at SMKN 1 Driyorejo obtained the result that there is a decrease instudents’ learning motivation that affects students’ learning outcomes due to the impact of distance learningin the Covid-19 pandemic era. Based on this background, The Tahanan, Arus, Tegangan (TAT) game wascreated as an interactive learning medium to increase student learning motivation. This TAT gamedevelopment research aims to determine the level of validity of the media through validation sheets, thelevel of effectiveness of the media through student learning outcomes, and the level of practicality of themedia through the students’ response questionnaires. This is a pre-experimental research with one shotcase study design. The object of this research is the students of Class X Electrical Power InstallationEngineering 2 at SMKN 1 Driyorejo as many as 36 students. In this research, R&D research methods areused with the stages of analysis, design, development, implementation, and evaluation (ADDIE). The datacollection techniques used are by conducting experiments, observations, and documentation. After gettingthe research data, data processing and obtained the results of the media validity level of 81.11% can bevalidly stated. At the level of effectiveness of the media obtained results of 87.29 is stated to be good andexceeds the value of Minimum Graduation Criteria (KKM) that has been set as 75.00. At the level ofpracticality the media obtained results of 92.00% and is stated to be very practical. Based on these results,the development of TAT games is said to be very feasible to use in Basic Learning of Electricity andElectronics (DLE) Class X Electrical Power Installation Engineering at SMKN 1 Driyorejo.Keywords: development, learning media, game, wordwall, pandemic.