Penelitian ini dilatar belakangi karena terdapat masalah kesulitan belajar yang dialami oleh peserta didik kelas VII di SMP N 1 Ngadirojo pada materi pelajaran PPKn yang bersifat faktual. Salah satu alternatif cara mengatasi masalah tersebut adalah melalui pengembangkan media pembelajaran ludo pada materi perumusan dan penetapan Pancasila sebagai dasar negara. Dipilihnya materi perumusan dan penetapan Pancasila sebagai dasar negara karena materi ini banyak memuat materi yang bersifat faktual. Sedangkan permainan ludo dipilih karena berdasarkan berbagai penelitian diketahui bahwa penggunaan permainan dalam pembelajaran dapat meningkatkan motivasi belajar dan hasil belajar. Berdasarkan latar belakang tersebut, penelitian ini bertujuan untuk mendeskripsikan kelayakan media pembelajaran ludo pada materi perumusan dan penetapan Pancasila sebagai dasar negara pada aspek kevalidan, kepraktisan dan keefektifan.
Pengembangan media pada penelitian ini didasarkan pada teori kerucut pengalaman Dale dengan menggunakan metode Research and Development (R&D) melalui enam tahapan pengembangan yaitu (1) analisis karakter dan kebutuhan siswa; (2) perumusan tujuan;(3) perumusan butir-butir materi;(4) perumusan alat pengukur keberhasilan media;(5) perumusan naskah media; dan (6) tes/uji coba dan revisi. Sedangkan teknik pengumpulan data yang digunakan melalui angket,observasi dan tes.
Hasil penelitian menunjukkan bahwa media pembelajaran ludo dinyatakan layak untuk digunakan sebagai media pembelajaran PPKn kelas VII. Hal tersebut dibuktikan dengan hasil penelitian yang menunjukkan perolehan skor 80.7% pada aspek kevalidan, skor 89.8% pada aspek kepraktisan, dan skor 90% berdasarkan hasil observasi aktivitas pembelajaran dan skor 81.2% berdasarkan perolehan nilai kentutasan pada aspek keefektifan.
Kata Kunci: pengembangan, media pembelajaran, ludo.
This research is backgrounded because there are problems of learning difficulties experienced by students of class VII in 1 Junior High School Ngadirojo on factual subject matter of Pancasila and civic education . One alternative way to overcome this problem is through the development of ludo learning media on the formulation and determination of Pancasila as the country's foundation. The material for the formulation and determination of Pancasila was chosen as the basis for the country because this material contained a lot of material that was factual in nature. While the ludo game was chosen because based on various studies it is known that the use of games in learning can increase learning motivation and learning outcomes. Based on this background, this study aims to describe the feasibility of ludo learning media on the formulation and designation of Pancasila as the country's basis on aspects of validity, practicality and effectiveness. The development of media in this study is based on the cone theory of Dale's experience using themethod Research and Development (R&D) through six stages of development, namely (1) analysis of students' character and needs; (2) formulation of objectives; (3) formulation of material points; (4) formulation of media success measurement tools; (5) formulation of media manuscripts; and (6) tests / trials and revisions. While data collection techniques are used through questionnaires, observation and tests. The results showed that the Ludo learning media was declared suitable for use as a learning media on Pancasila and civic education for Class VII. This is evidenced by the results of research that shows the acquisition of a score of 80.7% in the validity aspect, a score of 89.8% in the practical aspect, and a score of 90% based on observations of learning activities and a score of 81.2% based on the acquisition of the value of fidelity in the effectiveness aspect.
Keywords: development, learning media, ludo.