DEVELOPMENT OF SNAKES AND LADDERS GAME MEDIA 3D BASED ON SUB-MATERIAL HUMAN INFLUENCE ON THE ECOSYSTEM TO INCREASE MOTIVATION FOR STUDYING SCIENCE IN JUNIOR HIGH SCHOOL STUDENTS
Abstract
In the implementation of the current media, teachers still need to improve in innovating the
media, because the media used still cannot increase student learning motivation. Researchers
developed learning media to increase student learning motivation. The purpose of this research
is to produce 3D-based snakes and ladders game media on the subject of human influence on
ecosystems. The research method used is development research (Research & Development). The
development model in this study is the ADDIE model (Analysis, Design, Development,
Implementation, Evaluation). The subjects in this study were seventh grade students of SMP
Negeri 4 Lamongan with a sample size of 64 students, the sampling technique used was
probability sampling technique with simple random sampling type. Data analysis techniques in
the form of media validation to determine the feasibility of 3D-based snakes and ladders game
media, increased student learning motivation and student responses after using 3D-based snakes
and ladders game media. Data collection techniques in this study are validation, motivation
questionnaire and student response. The results of the validation of the feasibility of 3D-based
snakes and ladders game media obtained a percentage of 96% with the criteria "Very Feasible"
or valid. The results of increasing learning motivation obtained an N-gain value of 0.78 or 78%
classified as "High" criteria. The results of the percentage of the overall value of student
responses obtained 85% and classified as a "Very Good" category. Suggestions from this study
so that other researchers can be explored with other variables can also be developed more
creatively and innovatively on pawns and dice to use a larger size, snake ladder board materials
can be printed using art carton paper so that the design image is good when used.
Keywords
Full Text:
PDFReferences
Aji, R. B., Sudiana, R., Subhan, A., Universitas, P., & Tirtayasa, A. (2020). Pengembangan Papan
Permainan Go-kumath 3D sebagai Media Pembelajaran Matematika. 1(3), 318–330.
http://www.jurnal.untirta.ac.id/index.php/wilangan
Amelia, U. (2023). Tantangan Pembelajaran Era Society 5.0 dalam Perspektif Manajemen Pendidikan.
Al-Marsus : Jurnal Manajemen Pendidikan Islam, 1(1), 68. https://doi.org/10.30983/almarsus.v1i1.6415
Ariyanto, A., & Sulistyorini, S. (2020). Konsep motivasi dasar dan aplikasi dalam lembaga pendidikan
Islam.
AL-ASASIYYA: Journal Of Basic Education,
(2), 1.
https://doi.org/10.24269/ajbe.v4i2.2333
Asti, D., Maryani, E., HS, E., Harlina, H., Novita, N., Arif, S., & Watini, S. (2023). Implementasi
Reward Asyik Membangun Motivasi Belajar Anak Usia Dini di TK Bina Tunas Bangsa. JIIP -
Jurnal Ilmiah Ilmu Pendidikan, 6(6), 3709–3917. https://doi.org/10.54371/jiip.v6i6.2083
Darma Wisada, P., Komang Sudarma, I., & Wayan Ilia Yuda S, I. (2019). Pengembangan Media Video
Pembelajaran Berorientasi Pendidikan Karakter. Journal of Education Technology, 3(3), 140–
https://ejournal.undiksha.ac.id/index.php/JET/article/view/21735
Djatmika, E. T., Kuswandi, D., Pasca, P. D.-, Universitas, S., & Malang, N. (2012). Permainan Ular
Tangga. 1–4.
Erfan Muhammad, et. all. (2020). Pengembangan Game Edukasi “Kata Fisika” Berbasis Android
untuk Anak Sekolah Dasar pada Materi Konsep Gaya. 11(February), 1–9.
Febrita, Y., & Ulfah, M. (2019). Peranan Media Pembelajaran Untuk Meningkatkan Motivasi Belajar
Siswa. Prosiding DPNPM Unindra 2019, 0812(2019), 181–188.
Firdiana, W. (2020). Pengembangan Media Pembelajaran Interaktif Menggunakan Moodle Di Masa
Pandemi Covid-19 Pada Mata Pelajaran Ekonomi Kelas X Di SMA Negeri 29 Jakarta. Skripsi, 1–
Hardiansyah, M. A., Ramadhan, I., Suriyanisa, S., Pratiwi, B., Kusumayanti, N., & Yeni, Y. (2021).
Analisis Perubahan Sistem Pelaksanaan Pembelajaran Daring ke Luring pada Masa Pandemi
Covid-19 di SMP.
Jurnal Basicedu,
(6), 5840–5852.
https://doi.org/10.31004/basicedu.v5i6.1784
Inabuy, V., Sutia, C., Maryana, O. F. T., Hardanie, B. D., & Lestari, S. H. (2021). Ilmu Pengetahuan
Alam untuk SMP Kelas VII. In Pusat Kurikulum dan Perbukuan Badan Penelitian dan
Pengembangan dan Perbukuan Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.
Indarini, A. D., & Abidin, Z. (2021). Implementasi Media Smartpoli dalam Meningkatkan Motivasi
Belajar Siswa Sekolah Dasar pada Pembelajaran di Era Pandemi. Jurnal Basicedu, 6(1), 242–252.
https://doi.org/10.31004/basicedu.v6i1.1863
Pratama, I. P. A. T., Koriawan, G. E. H., & Sudiarta, I. W. (2023). Penggunaan Aplikasi Sketchbook
pada Smartphone untuk Membuat Variasi Pengalaman Kreatif Berkarya Seni pada Pembelajaran
Bidang Studi Seni Rupa. Jurnal Pendidikan Seni Rupa Undiksha, 13(2), 108–118.
https://ejournal.undiksha.ac.id/index.php/JJPSP/article/view/65611
Ramadhan, M. A. (2022). Pengaruh Iptek Terhadap Pendidikan Di Dunia Pendidikan. Thesis Commons,
–10. http://dx.doi.org/10.31237/osf.io/9tg3d
Rikawati, K., & Sitinjak, D. (2020). Peningkatan Keaktifan Belajar Siswa dengan Penggunaan Metode
Ceramah Interaktif.
Journal of Educational Chemistry (JEC),
(2), 40.
https://doi.org/10.21580/jec.2020.2.2.6059
Rostina Sundayana. (2018).
Statistika Penelitian Pendiodikan. https://perpus.ekaprasetya.ac.id/index.php?p=show_detail&id=1451&keywords=
Salassa, A., Rombe, R., & Fani Parinding, J. (2023). Pembelajaran Berdiferensiasi Dalam Kurikulum
Merdeka Belajar Menurut Ki Hajar Dewantara Pada Mata Pelajaran Pendidikan Agama Kristen.
Jurnal Pendidikan Dan Keguruan, 1(6), 541–554.
Sarnita, & Andaryani, eka titi. (2023). Pertimbangan Multikultural Dalam Pengembangan Kurikulum
Untuk Menghadapi Keanekaragaman Siswa. 4(11), 1183–1193.
Sholikah, M. (2022). Pemanfaatan Media Pembelajaran Sejarah kebudayaan Islam (SKI) untuk
Meningkatkan Minat dan Keaktifan Siswa di Kelas VII MTs Wali Songo, Kebonsari, Madiun.
http://etheses.iainponorogo.ac.id/id/eprint/19899
Subur, R. Y., & Rahayu, S. (2021). Perbandingan Model Pembelajaran ADDIE dan PAIKEM Hasil
Belajar Anatomi Fisiologis Kebidanan STIKIM, Indonesia. Jurnal Ilmiah Kebidanan Indonesia,
(3), 479–486.
Wati, A. (2021). Pengembangan Media Permainan Ular Tangga untuk Meningkatkan Hasil Belajar
Siswa Sekolah Dasar. Mahaguru: Jurnal Pendidikan Guru Sekolah Dasar , 2(1), 68–73.
https://doi.org/10.33487/mgr.v2i1.1728
Widiana, I. W., Rendra, N. T., & Wulantari, N. W. (2019). Media Pembelajaran Puzzle Untuk
Meningkatkan Hasil Belajar Siswa Kelas Iv Pada Kompetensi Pengetahuan Ipa. Indonesian
Journal Of Educational Research and Review,
(3), 354.
https://doi.org/10.23887/ijerr.v2i3.22563
Wulandari, A. P., Salsabila, A. A., Cahyani, K., Nurazizah, T. S., & Ulfiah, Z. (2023). Pentingnya
Media Pembelajaran dalam Proses Belajar Mengajar. Journal on Education, 5(2), 3928–3936.
https://doi.org/10.31004/joe.v5i2.1074