Pengembangangan Media Pembelajaran IPS Berbasis Game Edukasi Digital Wordwall untuk Meningkatkan Hasil Belajar Siswa Kelas 9 di MTS Tsamrotul Huda Kecapi Jepara

Authors

  • Siti Nor Kholisoh Institus Agama Islam Negeri Kudus
  • Vega Ariyanti Institus Agama Islam Negeri Kudus
  • Dewi Setyani Institus Agama Islam Negeri Kudus
  • Dany Miftaf M. Nur Institus Agama Islam Negeri Kudus

DOI:

https://doi.org/10.61722/jssr.v3i1.3146

Abstract

This study aims to develop educational game-based learning media using Wordwall for the subject of social and cultural change and globalization for 9C grade students. The research objectives include: 1) Describing the development procedure of educational game-based learning media using Wordwall in teaching social and cultural change and globalization at MTs Tsamrotul Huda 9C grade, 2) Assessing the feasibility of this learning media, and 3) Measuring the effectiveness of this learning media in teaching the related material. This study adopts the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The results of media validation showed a feasibility percentage of 89.3%, while material validation achieved 88%. The media trial was conducted with 9C grade students using a questionnaire, resulting in a feasibility level of 83.5%. Based on validation and trial results, the Wordwall educational game-based learning media is deemed feasible and effective for use in teaching the subject of social and cultural change and globalization at MTs Tsamrotul Huda Kecapi Jepara. This abstract provides a general overview of the study and the content of the article.

References

Andi Rustandi, & Rismayanti. (2021). Penerapan Model ADDIE dalam Pengembangan Media Pembelajaran di SMPN 22 Kota Samarinda. Jurnal Fasilkom, 11(2), 57–60. https://doi.org/10.37859/jf.v11i2.2546

Aprila, D., Andriani, W., & Ananto, R. P. (2023). Financial Management of Nagari Owned Enterprises (BUMNAG) and Its Impact on Community Welfare. Jurnal Akuntansi Bisnis, 16(2), 210–225. https://doi.org/10.30813/jab.v16 i2.4461

Arikunto, S. (2003). Dasar-Dasar Evaluasi Pendidikan.

Bahrudin, & Wahyuni, E. N. (2010). Teori Belajar & Pembelajaran.

Hasan, M., Milawati, Darodjat, Khairani, H., & Tahrim, T. (2021). Media Pembelajaran. In Tahta Media Group.

Indriyani, L. (2019). Pemanfaatan Media Pembelajaran Dalam Proses Belajar Untuk. Prosiding Seminar Nasional Pendidikan, 2(1), 19.

Isnawati, A. U., & Hadi, S. (2021). Penerapan Gamifikasi untuk Meningkatkan Minat Belajar Siswa pada Mata Pelajaran Matematika Kelas II MI Ma’arif Cekok. Prosiding Adaptivia, 205–216. https://prosiding.iainponorogo.ac.id/index.php/adaptivia/article/download/370/93

Lestari, D. I., & Kurnia, H. (2023). Implementasi Model Pembelajaran Inovatif untuk Meningkatkan Kompetensi Profesional Guru di Era Digital. JPG : Jurnal Pendidikan Guru, 4(3), 205–222.

Meitriani, N. N. W., Dwija, I. W., & Suardika Putra, I. P. (2023). Penerapan Game Based Learning untuk Meningkatkan Pemahaman Konsep Operasi Hitung Bilangan Bulat Siswa Kelas V Sekolah Dasar Negeri 4 Karangasem Tahun Pelajaran 2021/2022. Lampuhyang, 14(1), 180–194. https://doi.org/10.47730/jurnallampuhyang.v14i1.338

Muhayat, U., Wahyudi, W., Wibawanto, H., & Hardyanto, W. (2017). Pengembangan Media Edukatif Berbasis Augmented Reality untuk Desain Interior dan Eksterior. Innovative Journal of Curriculum and Educational Technology, 6(2), 39–48.

Prabowo, R., & Zoelangga, M. I. (2019). Pengembangan Produk Power Charger Portable dengan Menggunakan Metode Quality Function Deployment (QFD). Jurnal Rekayasa Sistem Industri, 8(1), 55–62. https://doi.org/10.26593/jrsi.v8i1.3187.55-62

Rahayu, M. S., Pohan, A. H., Khadijah, K., Sanwasih, M., & NA, C. (2024). Profile-based video design for motion graphics: a case study of the multimedia engineering technology study program at Boash Indonesia Digital Polytechnic. Priviet Social Sciences Journal, 4(7), 13–23. https://doi.org/10.55942/pssj.v4i7.325

Ronny, P., & Mahendra, A. (2023). Peran Pendidikan IPS dalam Pendidikan Multikultural. Journal on Education, 05(02), 4468–4475.

Sagala, S. (2007). Konsep dan Makna Pembelajara.

Sanjaya, W. (2014). Media Komunikasi Pembelajaran. Kencana Prenadamedia Group.

Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif, dan R & D.

Sugiyono. (2014). Memahami Penelitian Kualitatif, cet ke-9.

Syahrizal, M., Arifin, S., Priindini, D., Puspa, N. D., & Siregar, T. A. (2023). Pengembangan Media Pembelajaran Interaktif Menggunakan Google Slide pada Sekolah Swasta Alwashliyah Medan. Journal of Social Responsibility Projects by Higher Education Forum, 4(1), 0–4. https://doi.org/10.47065/jrespro.v4i1.3951

Todi, S. (2023). Analisis Pemanfaatan Media Animasi Pada Pembelajaran Muatan Lokal Aksara Kagangan Dalam Meningkatkan Motivasi Belajar Siswa Di SDN Rejang Lebong. In Nucl. Phys. (Vol. 13, Issue 1).

Tung, K. Y. (2015). Pembelajaran dan Perkembangan Belaja. PT Indeks.

Downloads

Published

2024-12-08