Pengembangan Media Permainan Ular Tangga Tema 8 Praja Muda Karana untuk Peserta Didik Kelas III SDN Antirogo 02 Kabupaten Jember
Abstract
This development research aims to find out the development process, as well as the validity, effectiveness and practicality of the media snake ladder game Tema 8 Praja Muda Karana for third-class student of SDN Antirogo 02 Jember Regency. This study used a type of Research and Development (R&D) by Borg and Gall. The Data collection in this study was conducted through interview, validation questionnaire, observation, learning test, and documentation methods. Data analysis techniques are conducted on expert validation results, empirical validity tests, test instrument reliability tests, media use trials, observation results, and student learning results. The process of developing the media snake ladder game Tema 8 Praja Muda Karana through 8 stages, namely 1) preliminary research, 2) planning and development, 3) initial product desaign development, 4) product desaign validation, 5) initial product revisions, 6) use test, 7) product development revisions, and 8) product efficacy testing. Media validity is obtained based on validity tests by media experts, linguists, and material experts. The validation results show the number 89.33 in the range 81-100 which is classified as very valid. The effectiveness of the media is known from the analysis of students’ study test results with 78.26% in the 70%<E≤80% range, included in the effective category. Media practicality is derived from observations of the practicality of the use of media, which show that a percentage of 86.66% in the range of 80%<P≤100% which is considered highly practical. Based on these results, it show that the learning media developed is valid, effective and practical and ready to use in learning activities.