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Implementation of Design Thinking in Media Development “Kaca” (Kartu Baca) Sari, Intan Permata; Azizah, Amelinda Myrna Nur
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.69539

Abstract

One of the skills that must be achieved in low-grade elementary school students is reading. In reality, in learning there are still many low-grade students who are not able to read well. Low-grade elementary school students still need guidance from teachers in learning reading skills. Beginning reading skills are not just seeing a bunch of letters arranged into words, groups of words, sentences, paragraphs and discourse alone, but reading skills are activities to understand and interpret symbols, symbols, signs, writing that has meaning so that readers can understand the message conveyed. The purpose of this research is to design Reading Cards as a game-based learning media by applying the concept of Boardgames. In the process of developing learning media, the author uses the design thinking innovation method. Game-based learning media can utilize technology as an interactive and interesting learning media. The design of learning media KACA (Kartu Baca) is considered appropriate to improve the reading ability of students as users.
Pengembangan Permainan Monopoli Story (Monstor) untuk Meningkatkan Kemampuan Literasi Numerasi di Sekolah Dasar Mutaqin, Ejen Jenal; Nurjamaludin, Muhammad; Azizah, Amelinda Myrna Nur; Fransyiagu, Ronald
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 7, No 3 (2024): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v7i3.91616

Abstract

Penelitian ini bertujuan untuk mengembangkan permainan monopoli story (monstor) untuk meningkatkan kemampuan literasi numerasi pada siswa kelas 4 di sekolah dasar. Metode yang digunakan dalam penelitian ini yaitu Research and Development(R&D) dengan menggunakan tahapan ADDIE. Penilaian kelayakan dilakukan oleh ahli materi, ahli media, dan guru wali kelas. Teknik pengumpulan data menggunakan tes (soal pilihan ganda) dan non-tes (angket). Hasil penelitian menunjukkan permainan monstor dikembangkan dengan menggunakan tahapan ADDIE mendapatkan rerata kelayakan dari ahli materi dan media sebesar 4.50, serta guru wali kelas sebesar 4.52 sehingga ketiganya termasuk ke dalam kriteria “Sangat layak”. Adapun rerata skor uji coba perorangan sebesar 4.51, uji coba kelompok kecil sebesar 4.63 dan uji coba lapangan sebesar 4.62 ketiganya dengan kategori “Sangat baik”. Pengembangan permainan monstor juga berdampak terhadap kemampuan literasi numerasi siswa, hal tersebut dibuktikan dengan hasil uji efektivitas pada skor tes (pretest dan posttest) dengan nilai N- Gain sebesar 0.8105, sehingga diinterpretasikan kedalam kategori “Efektif”.