Pengembangan Model Pembelajaran Menyenangkan Berbasis Game Interaktif Wordwall pada Materi Membaca Teks Informatif Siswa Kelas 5 SDN Bangbayang 2
DOI:
https://doi.org/10.59841/blaze.v3i1.2278Keywords:
Fun, Learning, Model, Interactive, MediaAbstract
This research aims to develop a fun learning model based on interactive wordwall games on informative text reading material in class V of Bangbayang 2 Elementary School, Cianjur Regency. This type of research is development research (R&D) with the ADDIE model which consists of five steps: analysis, design, development, implementation and evaluation. The designed media is then validated by the validator using a validation sheet in the form of a questionnaire. Product validation consists of material and media experts. To practice product quality, this is done by filling out teacher and student response questionnaires. Then, the effectiveness test is carried out by giving evaluation questions to students. The results of media research obtained a validity level of 86% from the material aspect in the very valid category, 80% from the media aspect in the valid category. Thus, it can be concluded that the learning media in the form of interactive wordwall media using a fun learning model in Indonesian language learning in class V elementary school is declared practical, effective, and suitable for use in learning.
References
Aryani, D., Patiro, S. P. S., & Putra, S. D. (2021). Pelatihan aplikasi game edukasi Kahoot untuk meningkatkan motivasi belajar siswa di era pandemi Covid-19. Terang, 4(1), 116–124. https://doi.org/10.33322/Terang.V4i1.1449
Depdiknas. (2005). Undang-Undang Nomor 14 Tahun 2005, tentang Guru dan Dosen. Jakarta: Depdiknas.
Gandasari, P., & Pramudiani, P. (2021). Pengaruh aplikasi Wordwall terhadap motivasi belajar IPA siswa di sekolah dasar. Edukatif: Jurnal Ilmu Pendidikan, 3(6), 3689–3696. https://doi.org/10.31004/edukatif.v3i6.1079
Imanulhaq, R., & Pratowo, A. (2022). Edugame Wordwall: Inovasi pembelajaran matematika di Madrasah Ibtidaiyah. Jurnal Pedagogos: Jurnal Pendidikan STKIP Bima, 4(1), 33–41.
Maghfiroh, K. (2018). Penggunaan media Word Wall untuk meningkatkan hasil belajar matematika pada siswa kelas IV MI Roudlotul Huda. Jurnal Profesi Keguruan, 4(1), 64–70.
Olisna, M. Z., Sukma, A., & Aeni, A. N. (2022). Pengembangan game interaktif Wordwall untuk meningkatkan akhlak terpuji siswa sekolah dasar. Jurnal Basicedu, 6(3). https://doi.org/10.31004/basicedu.v6i3.2737
Purnamasari, S., Rahmanita, F., Soffiatun, S., Kurniawan, W., & Afriliani, F. (2022). Bermain bersama pengetahuan peserta didik melalui media pembelajaran berbasis game online Word Wall. Jurnal Pengabdian Masyarakat, 3(1), 70–77. www.wordwall.net
Putri, N. M., & Hamimah. (2023). Pengembangan multimedia interaktif Wordwall menggunakan model problem based learning (PBL) pada pembelajaran IPA. Journal of Practice Learning and Educational Development. https://digitalpress.gaes-edu.com/index.php/jpled
Rayanto, Y. H., & Sugianti. (2020). Penelitian pengembangan model ADDIE dan R2D2: Teori dan praktik. Pasuruan: Lembaga Academic & Research Institute.
Sanjaya, W. (2011). Strategi pembelajaran: Berorientasi standar proses pendidikan. Jakarta: Kencana Prenada Media Group.
Teno, T. S., & Dewi, D. F. (2023). Pengembangan evaluasi berbasis media interaktif Wordwall pada mata pelajaran tematik tema peduli terhadap makhluk hidup di kelas V SDN 106815 Marindal I.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 BLAZE : Jurnal Bahasa dan Sastra dalam Pendidikan Linguistik dan Pengembangan
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.