PENGEMBANGAN ALAT PERMAINAN EDUKATIF “BONEKA BOTOL” UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN BAHASA INDONESIA KELAS 1 DI SD/MI YOGYAKARTA

Fara Ulfa Br Sinuhaji, NIM.: NIM : 22204082032 (2024) PENGEMBANGAN ALAT PERMAINAN EDUKATIF “BONEKA BOTOL” UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN BAHASA INDONESIA KELAS 1 DI SD/MI YOGYAKARTA. Masters thesis, UIN SUNAN KALIJAGA YOGYAKARTA.

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Abstract

This research aims to: (1) produce educational game products "bottle dolls" to increase students' interest and learning outcomes in Indonesian subjects grade I at SD/MI Yogyakarta. (2) to obtain the feasibility of the educational game tool "Bottle Doll" to increase students' interest and learning outcomes (3) to determine the effectiveness of the educational game tool "Bottle Doll" to increase students' interest and learning outcomes (4) the attractiveness of the educational game tool "Bottle Doll" to increase students' interest and learning outcomes in the first grade Indonesian subject at SD/MI Yogyakarta. This research uses the research and development method, this research design uses the ADDIE model developed by Robert Maribe Brach which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. This location is at MI Darul Huda Ngaglik Sleman Yogyakarta. This research was carried out in class I SD/MI with a total of 28 participants. The instrument and data collection of this research used data from material expert research, media design, teacher response, and student response, pretest and posttest questions using N-gain values. The results of this study show that the development of puppet educational game tools is considered very feasible to use. Based on the assessment carried out by the design expert, the score was 73%, the validation of the material expert with a score of 82%, the teacher's response was 82% and the student's response was 96%. The results of the effectiveness test of the use of bottle doll educational games to increase students' interest were obtained in 22 high categories, 6 medium, . Meanwhile, the acquisition of learning outcomes of 15 students was categorized as high, 13 medium. The results of the attractiveness test were seen from the results of the student response questionnaire which obtained a score of 96%. Thus, it can be said that the media of the bottle doll educational game is very effective and very well used to increase the interest and learning outcomes of grade I students of SD/MI Darul huda Ngaglik Sleman. Keywords: Development of Educational Game Tools, Bottle Dolls, Learning Interests, Learning Outcomes, Indonesian.

Item Type: Thesis (Masters)
Additional Information / Supervisor: Dr. H. Khamim Zarkasih Putro, M.Si.
Uncontrolled Keywords: Development of Educational Game Tools, Bottle Dolls, Learning Interests, Learning Outcomes, Indonesian.
Subjects: Pendidikan Guru Madrasah Ibtidaiyah
Divisions: Fakultas Ilmu Tarbiyah dan Keguruan > Pendidikan Guru Madrasah Ibtidaiyah (S2)
Depositing User: S.Sos Sofwan Sofwan
Date Deposited: 25 Feb 2025 15:30
Last Modified: 17 Mar 2025 14:33
URI: http://digilib.uin-suka.ac.id/id/eprint/70347

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