PENGEMBANGAN MEDIA PEMBELAJARAN TAMAN DUBIN BERBASIS PERMAINAN TEBAK GAMBAR MENINGKATKAN HASIL BELAJAR SISWA SD
DOI:
https://doi.org/10.29407/eh91r030Keywords:
Learning Media, Animal World Park, Picture Guessing Game, Learning OutcomesAbstract
Based on the results of observations and interviews with teachers and third-grade students at SDN Sukorame 2, it was found that 30 students had difficulty understanding the topic of animal metamorphosis. This was evidenced by scores below the Minimum Mastery Criteria (KKTP). The lack of variation in the learning process, which only utilized videos and textbooks without concrete media, made students passive, less interested, and led to suboptimal learning outcomes. The research questions in this study include: (1) the validity, (2) the practicality, and (3) the effectiveness of the Taman Dubin learning media based on a picture-guessing game. The purpose of this study is to determine the level of validity, practicality, and effectiveness of the media. The results of the study indicate that: (1) the Taman Dubin media is highly valid, with an average score of 92%; (2) the media is highly practical, with an average score of 92.75%; and (3) the media is effective in improving student learning outcomes, with an N-gain score of 0.8043 (limited trial) and 0.7770 (wide-scale trial), both categorized as high.
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