The development of sisperman games on science teaching for primary school student

Authors

Juliana Juliana , Nurul Kemala Dewi , Baiq Niswatul Khair

DOI:

10.29303/jpm.v16i4.2840

Published:

2021-09-04

Issue:

Vol. 16 No. 4 (2021): September 2021

Keywords:

Sisperman Game, learning media, Science Learning

Articles

Downloads

How to Cite

Juliana, J., Dewi, N. K., & Khair, B. N. (2021). The development of sisperman games on science teaching for primary school student. Jurnal Pijar Mipa, 16(4), 512–518. https://doi.org/10.29303/jpm.v16i4.2840

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

Abstract

This study aims to determine the development steps and the feasibility of the Sisperman snake and ladder game media in science learning for the fifth-grade students of Elementary School Students, SDN 1 Labuan Lombok, in the 2020/2021 school year. The ADDIE model (analysis. design, development, implementation, evaluation) developed by Robert Maribe Brach was applied for producing the learning media. The study subjects were 24 students of fifth-grade students. The data collection was done by interviewing, observing, documenting, and filling out questionnaires. Qualitative and quantitative data analysis techniques were implemented for analysis techniques. This study indicates that the developed Sisperman snake and ladder game media is very suitable for being used as a learning medium. The final assessment obtained from the media expert test getting a percentage value of 96.42%. It means the media is categorized as highly valid criteria. From material content, the experts give the score a percentage value of 91.66%, which shows highly good criteria. The practicality from the student responses offers a percentage value of 92.01% with highly practice criteria.

References

Dimyati, M. (2015). Belajar & Pembelajaran. Jakarta: Rineka Cipta.

Asih Widi Wisudawati, E. S. (2017). Metodologi Pembelajaran IPA. Jakarta: PT Bumi Aksara.

Daryanto. (2015). Media Pembelajaran. Bandung: : PT.Sarana Toturial Nurani Sejahtera.

Jasin, M. (2013). Ilmu Alamiah Dasar. Jakarta: PT Raja Grafindo Persada.

Arsyad, A. (Jakarta). Media Pembelajaran. 2014: PT.Rajagrafindo Persada.

Musa'adah. (2017). Pengembangan Media Ular Tangga Pembelajaran IPA Materi Perubahan Lingkungan Kelas IV SDN Demaan Rembang. Semarang. Semarang: Universitas Semarang.

Jamil. (2009). 101 Game Cerdas & Kreatif Bermain Sambil Belajar untuk Meningkatkan Kecerdasan dan Kreativitas. Jakarta: Penebar Plus.

Maharani, D. (2018). Pengembangan Media Pembelajaran Permainan Ular Tangga Tema Daerah Tempat Tinggalku Pada Siswa Kelas IV di SDN Kepatihan 01 Jember. Jember: Universitas Jember

Mulyani. (2020). Pengembangan Media Papan Ular Tangga Melingkar pada Mata Pelajaran IPA dalam Materi Gaya untuk Siswa Kelas IV Sekolah Dasar. JPGSD, Vol.8 No.5 1066-1077.

Huda. (2015). Permainan Ular Tangga sebagai Media Gizi dalam Meningkatkan Pengetahuan. Jurnal Gizi Klinik Indonesia, 179-190.

Sugiyono. (2019). Metode Penelitian Pendidikan (Kualitatif, kuantitatif, kombinasi, R&D, Penelitian Pendidikan). Bandung: CV Alfabeta.

Emzir. (2017). Metodelogi Penelitian Pendidikan. Depok: PT RajaGrafindo Persada.

Fitriana, N. S. (2018). Pengembangan Media Permainan Ular Tangga Terintegerasi Asmaul Husna pada Pembelajaran Tematik. Jurnal Keguruan dan Ilmu Pendidikan, 89-138.

Sugiyono. (2019). Metode Penelitian kuantitatif, kualitatif, dan R & D. Bandung: CV Alfabeta.

Ratnaningsih. (2014). Penggunaan Permainan Ular Tangga untuk Meningkatkan Motivasi Belajar IPS kelas III A SDN Nogopuro. Jurnal Ilmu Pendidikan, 89-138.

Dwiky Satria Dana, Mulyani. 2020. "Pengembangan Media Papan Ular Tangga Melingkar pada Mata Pelajaran IPA dalam Materi Gaya untuk Siswa Kelas IV Sekolah Dasar." JPGSD Vol.8 No.5 1066-1077.

Wulandari, I Gusti Agung Ayu. 2021. "Pengembangan Media Pembelajaran Sistem Pencernaan Manusia Berorietasi Teori Belajar Ausubel Kelas V Sekolah Dasar." Jurnal Mimbar Ilmu 176.

Suwasiti. (2019). Peningkatan Hasil Belajar Muatan IPA pada Tema Peduli terhadap Makhluk Hidup dengan Media Permainan Ular Tangga di Kelas IV SD Negeri Ngawu Tahun Ajaran 2018/2019. Jurnal Auladuna Vol. 01. No. 02, 147.

Yesi Andra Yuni, Zulhana, Sodikin. 2019. "Pengembangan Permainan Ular Tangga Bernuansa Islami untuk Pembelajaran IPA." Journal of Science and Mathematics Edukation Vol.02 No.2 194-203.

Mardianto. 2013. Psikologi pendidikan. Jakarta: PT.Rineka Cipta.

Alfandi, R. (2015). Pengembangan Media Pembelajaran Permainan Ular Tangga untuk Meningkatkan Motivasi Belajar Siswa dan Hasil Belajar IPS di Sekolah Dasar. JINoP (Jurnal Inovasi Pembelajaran) Volume 1 Nomer 1, 77-89.

Author Biographies

Juliana Juliana, Universitas Mataram

Nurul Kemala Dewi, Universitas Mataram

Baiq Niswatul Khair, Universitas Mataram

License

The following terms apply to authors who publish in this journal:
1. Authors retain copyright and grant the journal first publication rights, with the work simultaneously licensed under a Creative Commons Attribution License 4.0 International License (CC-BY License) that allows others to share the work with an acknowledgment of the work's authorship and first publication in this journal.

2. Authors may enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., posting it to an institutional repository or publishing it in a book), acknowledging its initial publication in this journal.
3. Before and during the submission process, authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website), as this can lead to productive exchanges as well as earlier and greater citation of published work (See The Effect of Open Access).

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.