ABSTRAK
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI PADA MATERI PENATAAN BARANG DAGANGAN KELAS XI BISNIS DARING DAN PEMASARAN SMKN 1 SURABAYA
Nama : Dyah Ayu Ariani
NIM : 14080324006
Program Studi : S1-Pendidikan Tata Niaga
Fakultas : Ekonomi
Nama Lembaga : Universitas Negeri Surabaya
Pembimbing : Dr. Parjono .,M.Si
Penelitian Hawlitscheck dan Joeckel (2017) menyimpulkan bahwa permainan digital di sekolah berpengaruh negatif terhadap motivasi belajar. Arif dan Sumbawati (2016) menyimpulkan bahwa pembelajaran game edukasi layak digunakan berdasar pada perolehan hasil belajar. Penelitian ini merupakan replikasi dari penelitian Arif dan Sumbawati (2016) dengan hasil media efektif digunakan berdasar perolehan hasil nilai, dengan perbedaan model media pembelajaran, tempat, subyek, dan waktu penelitian. SMKN 1 Surabaya masih menggunakan media pembelajaran konvensional dalam kegiatan belajar mengajar, seperti Microsoft power point, papan tulis, dan modul, Penulis mengembangkan media pembelajaran game edukasi. Tujuan dari penelitian ini adalah untuk mendeskripsikan proses pengembangan media, mengetahui dan menganalisis kelayakan media dan mengetahui dan menganalisis efektivitas media pembelajaran game edukasi pada materi penataan barang dagangan kelas XI BDP SMKN 1 Surabaya.
Penelitian menggunakan model pengembangan ADDIE. Populasi sekaligus Sampel sebanyak 40 siswa dan dibagi dalam 2 kelas, yakni 20 siswa untuk kelas kontrol, dan 20 siswa untuk kelas ujicoba. Teknik analisis media menggunakan teknik perhitungan skala likert untuk kelayakan media dan analisis uji beda (uji-t) untuk hasil nilai siswa.
Simpulan dari penelitian adalah (1) Tidak semua tahapan ADDIE diterapkan secara penuh. (2) Media pembelajaran game edukasi layak dari segi kelayakan materi, dari segi kelayakan media layak digunakan sebagai pembelajaran dikelas. (3) Efektivitas media pembelajaran game edukasi, Sangat Efektif.
Kata Kunci :Media Pembelajaran, Game Edukasi, Efektivitas
ABSTRACT
THE DEVELOPMENT OF EDUCATIONAL GAME LEARNING MEDIA FOR MERCHANDISE STRUCTURING MATERIAL IN CLASS XI ONLINE BUSINESS AND MARKETING SMKN 1 SURABAYA
Name : Dyah Ayu Ariani
Student Number : 14080324006
Study Program : Commerce Education
Faculty : Economy
Institution : State University of Surabaya
Advisor : Dr. Parjono .,M.Si
The research of Hawlitscheck and Joeckel (2017) concluded that the digital games in schools negatively affect learning motivation. Arif and Sumbawati (2016) concluded that educational game learning is feasible based on the acquisition of learning outcomes. This research is replication from Arif and Sumbawati's (2016) research with the results the effective media used based on the acquisition of the grade, with difference learning media model, the place, subject, and the research time. The conventional media still used in SMKN 1 as learning media in teaching and learning activities, such as Microsoft power point, blackboard, and modules. The author develops educational games for learning media. The purpose of this research is to describe the process of developing the media, knowing and analyzing the feasibility of the media and also analyzing the effectiveness of educational game learning media in the materials for XI BDP class merchandise arrangement at SMKN 1 Surabaya.
The research uses the ADDIE development. Population as well as Samples as many as 40 students and divided into 2 classes, that is 20 students for the control class, and 20 students for the experimental class. Media analysis techniques use analysis of difference test (t test), and the media assessment criteria using a likert scale.
The conclusions of the study are (1) Not all ADDIE stages are fully implemented (2) Learning media for educational games are feasible in terms of material feasibility, and in terms of the feasibility of the media it is appropriate to use it as learning in the classroom (3) Effectiveness of educational game learning media, Very Effective.
Keywords: Learning Media, Educational Games, Effectiveness