DEVELOPMENT OF COBRA (ANDROID-BASED CONGKLAK) GAME AS A MEDIUM OF LEARNING VALUE MATERIAL PLACE NUMBERS FOR 2nd GRADE ELEMENTARY SCHOOL
Pandemi membuat siswa lebih lekat dengan smartphone, baik sebagai media belajar maupun hiburan. Penggunaan smartphone sebagai alat untuk belajar maupun bermain dapat disatukan melalui media permainan berbasis android, seperti media COBRA (Congklak Berbasis Android) untuk media pembelajaran materi nilai tempat bilangan kelas 2 SD. Pengembangan COBRA menggunakan model ADDIE yang terdapat lima tahapan pengembangan, mulai dari analisis, desain, pengembangan, implementasi, hingga evaluasi. Penelitian ini bertujuan untuk mengembangkan permainan COBRA, mengetahui kelayakan serta efektifitas pengguaan media COBRA pada siswa kelas 2 SD. Hasil validasi materi yang diperoleh sebesar 77% dan hasil validasi media sebesar 100% dinyatakan valid. Berdasarkan hasil dari uji coba pada siswa kelas 2 SDN Jipo 1 mendapatkan persentase hasil kuisioner sebesar 91% dinyatakan layak, serta nilai N-gain yang diperoleh siswa sebesar 0,61 menunjukkan bahwa predikat peningkatan hasil belajar siswa berada pada tingkat sedang. Berdasarkan hasil tersebut, maka permainan COBRA efektif dan layak untuk digunakan sebagai media pembelajaran nilai tempat bilangan kelas 2 SD.
Pandemic make students are more attached to smartphones, both as a medium of learning and entertainment. The use of smartphones as a tool for learning and playing can be united through android-based game media, such as COBRA (Android-Based Congklak) media for learning media for value material where grade 2 elementary school numbers. COBRA development uses the ADDIE model which has five stages of development, ranging from analysis, design, development, implementation, to evaluation. This research aims to develop COBRA games, knowing the feasibility and effectiveness of COBRA media expansion in 2nd grade elementary school students. The material validation results obtained by 77% and the media validation results by 100% are declared valid. Based on the results of the trial in the 2nd grade of SDN Jipo 1, a percentage of questionnaire results of 91% was declared feasible, and the N-gain score obtained by students of 0.61 showed that the predicate of improving student learning outcomes was at a moderate level. Based on these results, cobra games are effective and worthy to be used as a medium of learning values where the number of grades is 2nd grade elementary school.
Keywords: media development, android-based, COBRA, number place value.