EDUCATIONAL GAME DESIGN “NAPAK TILAS PANJI ASMOROBANGUN” IN “WAYANG BEBER” STORY

Alby Aruna, Eka Putri Surya, Brenda Lydia Ade Vega, Adinda Marcelliantika, Denik Ristya Rini, Iriaji Iriaji

Abstract


The process of digitizing historical learning in Indonesia during the emergency times, currently uses dominantly conventional learning media. With regard to conventional learning media, the contribution of the learning media digitalization provides direction for the modernization of historical learning media in the need of solving the lack of exploration, elaboration, critical thinking skills, the flow of historical learning concepts, and the lack of touch to local wisdom. By using the ADDIE Model, the design of the educational game of Panji Asmorobangun in the story of Wayang Beber Pacitan is implemented in Vocational High School (SMK) State of 1 Pacitan gained 87.5% in the validation of media experts and 91.1% in validation of material experts. With regards to expert validation, this media also scored 87.22% in a group trial of 50 students and said it is very feasible to implement under the name of Superpanji media branding. The historical learning media of Panji Asmorobangun figures in wayang beber stories Pacitan Regency supports the game flow process with (High Order Thinking Skills) HOTS through the 5M scientific approach (observing, questioning, associating, experimenting, communicating).

Full Text:

PDF

References


A. Aruna, N. F. P. Ishlah, L. Inayah, and A. R. Prasetyo, “Educational Game Design ‘Napak Tilas Panji Asmorobangun’ in ‘Wayang Beber’ Story,” EDUTEC J. Educ. Technol., vol. 5, no. 1, pp. 1–25, Sep. 2021, doi: 10.29062/edu.v5i1.268.

OECD, 21st-Century Readers: Developing Literacy Skills in a Digital World. OECD, 2021. doi: 10.1787/a83d84cb-en.

Y. Pujilestari, “Dampak Positif Pembelajaran Online Dalam Sistem Pendidikan Indonesia Pasca Pandemi Covid-19,” ADALAH, vol. 4, no. 1, Art. no. 1, Apr. 2020.

A.-S. L. P. Irmawan, “Implementasi Pembelajaran Daring Pada Mata Kuliah Microteaching Di Program Studi Pendidikan Agama Islam Jurusan Studi Islam Fakultas Ilmu Agama Islam Universitas Islam Indonesia Tahun Akademik 2019/2020,” Jun. 2021, Accessed: Aug. 20, 2021. [Online]. Available: https://dspace.uii.ac.id/handle/123456789/31005

L. Dewi, “RANCANGAN PROGRAM PEMBELAJARAN DARING DI PERGURUAN TINGGI: STUDI KASUS PADA MATA KULIAH KURIKULUM PEM-BELAJARAN DI UNIVERSITAS PENDIDIKAN INDONESIA,” EDUTECH, vol. 16, no. 2, Art. no. 2, Oct. 2017, doi: 10.17509/e.v16i2.7616.

A. Aruna, L. Inayah, M. F. A. Roziqin, and A. R. Prasetyo, “Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan,” J. Basicedu, vol. 5, no. 5, pp. 3866–3882, Sep. 2021, doi: 10.31004/basicedu.v5i5.1450.P. Elianta, J. Prestiliano, and T. A. Setiawan, “Perancangan Board Game sebagai Media Pembelajaran Keselamatan Berkendara untuk Remaja dengan Mekanik Dice Rolling,”

Int. J. Nat. Sci. Eng., vol. 2, no. 3, Art. no. 3, Mar. 2019, doi: 10.23887/ijnse.v2i3.17186.

N. H. Salsabila and W. Setyaningrum, “Pengembangan Media Pembelajaran Matematika Berbasis Game: Statistics In Arctic,” Mandalika Math. Educ. J., vol. 1, no. 1, Art. no. 1, Jul. 2019, doi: 10.29303/jm.v1i1.1248.

T. R. Noor and E. Astutik, “RODA (Rotating Education Game) sebagai Media Pembelajaran untuk Menanamkan Sikap Disiplin pada Anak Usia Dini,” -SABIQUN, vol. 1, no. 2, Art. no. 2, Oct. 2019, doi: 10.36088/assabiqun.v1i2.298.

E. Sofi, “PEMBELAJARAN BERBASIS E-LEARNING PADA MATA PELAJARAN SEJARAH KEBUDAYAAN ISLAM KELAS VIII MADRASAH TSANAWIYAH NEGERI,” Tanzhim, vol. 1, no. 01, Art. no. 01, Jan. 2017.

M. Silmi and Y. Kusmarni, “MENUMBUHKAN KARAKTER RASA INGIN TAHU SISWA DALAM PEMBELAJARAN SEJARAH MELALUI MEDIA PUZZLE,” FACTUM J. Sej. Dan Pendidik. Sej., vol. 6, no. 2, Art. no. 2, Oct. 2017, doi: 10.17509/factum.v6i2.9980.

R. Romadi and G. F. Kurniawan, “PEMBELAJARAN SEJARAH LOKAL BERBASIS FOLKLORE UNTUK MENANAMKAN NILAI KEARIFAN LOKAL KEPADA SISWA,” Sej. Dan Budaya J. Sej.

Budaya Dan Pengajarannya, vol. 11, no. 1, Art. no. 1, Oct. 2017.

M. Margana, T. R. Rohidi, I. Iswidayati, and D. S. Kartika, “Values of Character Education Contained in Wayang Beber Pacitan Performance,” J. Educ. Dev., vol. 6, no. 1, Art. no. 1, Jan. 2018, doi: 10.15294/jed.v6i1.20734.

M. Margana, “FUNCTION OF AND VALUES CONTAINING IN THE STORY OF WAYANG BEBER PACITAN,” Proceeding Int. Conf. Art Lang. Cult., no. 0, Art. no. 0, Nov. 2017.

I. Yunita, “The Preservation of Wayang Beber as Indonesian Original Art (A Case Study in Kabupaten Pacitan, East Java, Indonesia),” The Congress of Southeast Asian Librarians

(CONSAL), Working Paper, Jun. 2015. Accessed: Aug. 21, 2021. [Online]. Available: https://myrepositori.pnm.gov.my/handle/123456789/4232

I. Maharsi, “PENCIPTAAN MOTION COMIC WAYANG BEBER JAKA KEMBANG KUNING,” DeKaVe, vol. 11, no. 1, Art. no. 1, 2018, doi: 10.24821/dkv.v11i1.2485.

Y. S. Pratama and S. M. Marwati, “WAYANG BEBER KARYA PUJIANTO KASIDI STUDI BIOGRAFI DAN ESTETIKA,” Ornamen, vol. 16, no. 1, Art. no. 1, 2019, doi: 10.33153/ornamen.v16i1.2923.

B. H. Prilosadoso, B. Pujiono, S. Supeni, and B. W. Setyawan, “Wayang beber animation media as an effort for preserving wayang tradition based on information and technology,” J. Phys. Conf. Ser., vol. 1339, p. 012109, Dec. 2019, doi: 10.1088/1742-6596/1339/1/012109.

B. Baharuddin, “ADDIE Model Application Promoting Interactive Multimedia,” IOP Conf. Ser. Mater. Sci. Eng., vol. 306, p. 012020, Feb. 2018, doi: 10.1088/1757-899X/306/1/012020.

R. Puspasari, “Pengembangan Buku Ajar Kompilasi Teori Graf dengan Model Addie,” J. Medives J. Math. Educ. IKIP Veteran Semarang, vol. 3, no. 1, Art. no. 1, Jan. 2019, doi: 10.31331/medivesveteran.v3i1.702


Refbacks

  • There are currently no refbacks.


Flag Counter

INDEXED LINK