PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS PERMAINAN TRADISIONAL â€œGAPREK KALENGâ€ UNTUK MENANAMKAN KONSEP PECAHAN SISWA KELAS III SD - MILA SURYANA, NOVITA; INDRAWATI, DELIA (Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 2018)
AbstrakPenelitian pengembangan media pembelajaran ini bertujuan untuk : (1) Menghasilkan produk berupa permainan tradisional ?gaprek kaleng? (2) Mengetahui alat dan bahan yang digunakan serta mengetahui proses pembuatan media berbasis permainan tradisional ?gaprek kaleng? (3) Mengetahui tingkat kelayakan media pembelajaran berbasis permainan tradisionla ?gaprek kaleng?. Subjek uji coba dari penelitian ini adalah peserta didik kelas III SD yang berjumlah 26 siswa. Jenis penelitian ini yaitu penelitian pengembangan dengan model Dick & Carey. Dari penelitian tersebut didapat hasil dari validator ahli materi dengan persentase 79,54% (layak), dan dari validator ahli media dengan persentase 83,82% (sangat layak). Uji coba kepada subjek uji coba mendapatkan persentase rata-rata sebesar 95,38% (sangat layak). Hasil penelitian menunjukkan bahwa media permainan tradisional ?gaprek kaleng? layak digunakan sebagai media pembelajaran Kata Kunci:Pengembangan, Media permainan tradisional, gaprek kaleng Abstract The study of developing learning media aims to : (1) Produce a learning media product; a traditional game ?Gaprek Kaleng? (2) Find out the tool and material which can be used, and to know the process in creating the traditional game based- media ?Gaprek Kaleng? (3) To know the feasibility level of the traditional game based- media ?Gaprek Kaleng?. The research design used in this study is R&D which stands for Research and Development. The R&D is from Dick & Carey which contains of 10 steps. However, the researcher simply used nine steps since the researcher focus was on the media development. Hence, the researcher focused on the media feasibility. The reaserch showed that feasibility level of media can get from : material experts at about 79,54% (appropriate), and from media exprts at about 83,82% (very appropriate). Trying resultsfrom students at about 95,38% (very appropriate). The result of the research showed that traditional games based-media ?gaprek kaleng? is worth to use for learning media Key words: developing, traditional game based- media, gaprek kaleng