Pengembangan Media Pembelajaran Game Edukatif Economic Snake Ladder (Utange) Berbasis Android Pada Materi Kerjasama Ekonomi Internasional Kelas Xi Ips Man 1 Tulungagung

Muhammad Aprinta Shofiyurroja, Ro’ufah Inayati

Abstract


The rapid development of smartphones can be a challenge and an opportunity, especially in the world of education. This challenge is seen from the number of cases of students using smartphones in class such as sending short messages, playing social media, playing games, as well as the presence of students who save videos that are inappropriate for teenagers to watch. While the opportunity is utilization in the world of education, namely through the development of innovative, creative, and interactive learning media. Based on the small talk between the researcher and one of the economics teachers at MAN 1 Tulungagung, it can be said that the obstacles in teaching and learning activities are students' concentration often divided between lessons and smartphones. The purpose of this research and development is to develop an Android-based educational game as an economic learning medium for class XI IPS MAN 1 Tulungagung students on international economic cooperation material. This product was developed using Lee & Owens development design which consists of five stages, namely: (1) assessment/analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. This study resulted in an android-based educational game "UTANGE" which was feasible to use with a percentage score of (a) media expert validation of 96.7%, (b) material expert validation I of 88.5%, (c) material expert validation II of 88.5%, ( d) small group trial of 86.7%, and (e) group trial of 89%.

 

Keywords: Learning Media, Economics, Educational Games, Android, International Economic Cooperation

Full Text:

PDF

References


Bado, B., Hasbiah, S., Hasan, M., & Alam, S. 2017. Model Kebijakan Belanja Pemerintah

Sektor Pendidikan Dalam Perspektif Pembangunan Ekonomi. Makassar : Carabaca.

Emda, A. 2017. Kedudukan Motivasi Belajar Siswa dalam Pembelajaran. Lantanida Journal,

(2), 93–196.

Mandias, G. F. 2017. Analisis Pengaruh Pemanfaatan Smartphone Terhadap Prestasi

Akademik Mahasiswa Fakultas Ilmu Komputer Universitas Klabat. Cogito Smart Journal, 3(1), 83–90. Dari https://doi.org/10. 31154/cogito.v3i1.47.83-90.

Ngafifi, M. 2014. Kemajuan Teknologi Dan Pola Hidup Manusia Dalam Perspektif Sosial

Budaya. Jurnal Pembangunan Pendidikan: Fondasi Dan Aplikasi, 2(1), 33–47. Dari https ://doi.org/10.21831/jppfa.v2i1.2616.

Nurrita, T. 2018. Pengembangan Media Pembelajaran untuk Meningkatkan Hasil Belajar

Siswa. Jurnal Misykat, 03(01), 171–187.

Putra, D. R., & Nugroho, M. A. 2016. Pengembangan Game Edukatif Berbasis Android

Sebagai Media Pembelajaran Akuntansi Pada Materi Jurnal Penyesuaian Perusahan Jasa. Jurnal Pendidikan Akuntansi Indonesia, 14(1), 25–34. Dari https://doi.org/ 10.21831/jpai.v14i1.11364

Sapriyah. 2019. Media Pembelajaran Dalam Proses Belajar Mengajar. Jurnal Manajemen

Pendidikan Dan Pelatihan, 3(1), 470–477. Dari https://doi.org/10.35446/d iklatreview.v3i 1.349.

Sudjana, N., & Rivai, A. 2010. Media Pengajaran. Bandung: PT Sinar Baru Algesindo.

Susanto, Eko. 2012. 60 Games untuk Mengajar. Yogyakarta: Lukita.

Wahjudi, E., Wulandari, R. N. A., & Soesatyo, Y. 2015. Kontribusi Pembelajaran Ekonomi

dalam Mengembangkan Karakter Peserta Didik. Disampaikan pada Seminar Nasional dengan tema “Revolusi Mental dan Kemandirian Bangsa Melalui Pendidikan Ilmu-ilmu Sosial dalam Menghadapi MEA 2015”. Makassar, 28-29 Nopember 2015.

Wahyono, H. N. 2019. Pengembangan Media Pembelajaran Ekonomi Interaktif Berbasis

Android Sebagai Upaya Peningkatan Aktivitas dan Hasil Belajar Siswa. Gulawentah:Jurnal Studi Sosial, 4(2), 74–77. Dari https://doi.org/10.25273/gulawentah.v4i 2.5522.


Refbacks

  • There are currently no refbacks.