Pengembangan Aplikasi Histori Indonesia Merdeka (HI-Merdeka) Dengan Metode Gamification Guna Terwujudnya Society 5.0

Authors

  • Khoiul Rohmatulloh Universitas Nusantara PGRI Kediri
  • Agus Budianto Universitas Nusantara PGRI Kediri
  • Nara Setya Wiratama Universitas Nusantara PGRI Kediri

Keywords:

History Learning Media, Based on Android, Gamification, Society 5.0, HI-Merdeka

Abstract

This research originates from the many millennials in Indonesia who are familiar with the internet in order to realize society 5.0. With the development of this era, it is necessary to have a learning media that can be used by students for learning activities. This research was conducted using an R&D approach adapting the ADDIE method. The purpose of this research is to make a learning application product, namely the History of Independent Indonesia (HI-Merdeka) with the gamification method for the realization of society 5.0. The research results from the validation revealed that the HI-Merdeka application met the standards for learning media. From the validation of the material obtained a value of 88%, the media 91%, and practitioners 93%. The value of 90% is the average result of the assessment of the validation of learning media which is in the very good category. In the limited field test, a passing percentage of 70% was obtained, student responses obtained an average score of 4.45. In the broad field test, a passing percentage of 93% was obtained, the responses of students obtained an average score of 4.50 according to the aspects of effectiveness and practicality. Based on the acquisition of data analysis that has answered the formulation of the problem, the HI-Merdeka application has met the full criteria to be applied to the learning process at Pawyatan Daha High School, Kediri City.

References

Afandi, Z. (2015). Pengaruh Strategi Pembelajaran Kontekstual Dan Efikasi Diri Terhadap Hasil Belajar Sejarah Siswa SMA Kota Kediri. Jurnal Inovasi Dan Teknologi Pembelajaran, 127.

Halawa, E. (2021). Penerapan Metode Resitasi Untuk Meningkatkan Keterlibatan Aktif Siswa Dalam Pencapaian Tujuan Pembelajaran Sejarah Kelas X-IPS. KAIROS, 69.

Sayono, J. (2013). Pembelajaran Sejarah Di Sekolah : Dari Pragmatis Ke Idealis. Jurnal Sejarah Dan Budaya, 12.

Setiawan, D., & Lenawati, M. (2020). Peran Dan Strategi Perguruan Tinggi Dalam Menghadapi Era Society 5.0. Journal Of Computer, Information System, & Technology Management, 1-7.

Safrin, S., & Sari, S. R. (2018). Pola Penggunaan Media Baru Di Kalangan Generasi Milenial. Komunika, 2

Jamun, Y. M. (2018). Dampak Teknologi Terhadap Pendidikan. Jurnal Kebudayaan Dan Kebudayaan Massio, 1.

Komariah, S., Suhendri, H., & Hakim, A. R. (2018). Pengembangan media pembelajaran matematika siswa SMP berbasis Android. JKPM (Jurnal Kajian Pendidikan Matematika), 4(1), 43-52.

Abbas, B., Halimah, A., Nursalam, N., & Mattoliang, L. A. (2020). Pengembangan Media Pembelajaran Interaktif Berbasis Multimedia. Al Asma: Journal of Islamic Education, 2(1), 97-110.

Hakim, F. F., Friatmojo, E. K., & Taurano, G. A. (2022). Aplikasi Gamifikasi Peralatan Konstruksi untuk Pembelajaran Jarak Jauh pada Masa Pandemi. Jurnal Inovasi Teknologi Pendidikan, 9, 61-76.

Sugiyono. (2015). Metode Penelitian Pendidikan. Bandung: Alfabeta

Downloads

Published

2023-08-05

How to Cite

Rohmatulloh, K., Budianto, A., & Setya Wiratama, N. (2023). Pengembangan Aplikasi Histori Indonesia Merdeka (HI-Merdeka) Dengan Metode Gamification Guna Terwujudnya Society 5.0. Prosiding SEMDIKJAR (Seminar Nasional Pendidikan Dan Pembelajaran), 6, 1033–1041. Retrieved from https://proceeding.unpkediri.ac.id/index.php/semdikjar/article/view/3817

Issue

Section

Articles

Most read articles by the same author(s)

1 2 > >>