MEDIA PUZZLE SOGAM (SOAL DAN GAMBAR) PADA MATERI PENJUMLAHAN DAN PENGURANGAN BILANGAN - Nyamik Rahayu Sesanti; Rora Sherly Arista Hasim (Universitas Kanjuruhan Malang, 2018)
AbstractMedia puzzle SOGAM merupakan pengembangan puzzle dengan menggunakan 2 sisi gambar. Bagian depan terdapat latihan soal dan pasangan jawaban, bagian belakang terdapat gambar hewan/tumbuhan yang berfungsi untuk menilai kebenaran jawaban bagaian depan. Tujuan penelitian ini adalah mendeskripsikan proses dan menghasilkan produk media puzzle SOGAM pada materi penjumlahan dan pengurangan bilangan. Pengembangan pada penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Uji coba produk dilakukan dengan uji coba terbatas dan uji coba lapangan lebih luas dengan subjek uji coba peserta didik kelas 1 SD Kartika IV-I Malang. Instrument yang digunakan adalah angket dan tes. Media puzzle SOGAM dinyatakan layak berdasarkan uji kelayakan yang diperoleh dari ahli media dengan presentase total 93,7 %, dan ahli materi dengan presentase total 85,3%. Uji kepraktisan media puzzle SOGAM diperoleh dari angket respon calon pengguna (mahasiswa) dengan presentase total 96,8%, angket respon guru dengan presentase total 100% dan angket respon siswa dengan presentase total 100%. Media puzzle SOGAM telah teruji keefektifannya hasil pretest dan postest denganpresentase pretest sebesar 80% dan postest sebesar 90%. AbstractSOGAM puzzle media is a puzzle development using two sides of the picture. The front there is a practice of questions and answer pairs, the back there is a picture of animals / plants that function to assess the correctness of the answers to the front. The purpose of this study was to describe the process and produce self assessment products based on SOGAM puzzle media on addition and subtraction numbers. The development in this study uses the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation). Product trials were conducted with limited trials and broader field trials with trial subjects of grade 1 students of SD Kartika IV-I Malang. The instruments used were questionnaires and tests. SOGAM puzzle media is declared feasible based on the feasibility test obtained from media experts with a total percentage of 93.7%, and material experts with a total percentage of 85.3%. The media practicality test of SOGAM puzzle is obtained from thequestionnaire of the response of prospective users (students) with a total percentage of 96.8%, a teacher response questionnaire with a total percentage of 100% and a student response questionnairewith a total percentage of 100%. The SOGAM puzzle media has tested the effectiveness of pretest and posttest results with a pretest percentage of 80% and posttest of 90%.