PENGGUNAAN MULTIMEDIA INTERAKTIF BERMUATAN GAME EDUKASI UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR SISWA SEKOLAH DASAR

Ratih Wulandari, Herawati Susilo, Dedi Kuswandi

Abstract


This study aims at producing fit and proper, feasible, effective, and interesting interactive multimedia. Based on the result of fit and proper analysis, it was obtained 76.64 % (fit and proper), feasibility is 88.87 % (very feasible), effectiveness is obtained from the obsememrvation result and it shows that there is an improvement in students’ learning activity about 85.05% (very good), for the mean of post-test is 80.19 and interest analysis is 92.72% (very interesting). From the result of this research, it shows that interactive multimedia is fit and proper to be used as a learning media.

Tujuan penelitian ini untuk menghasilkan multimedia interaktif yang layak, praktis, efektif, dan menarik. Berdasarkan hasil analisis kelayakan diperoleh persentase sebesar 79,64% (layak), kepraktisan sebesar 88,87% (sangat praktis), keefektifan dari hasil observasi menunjukkan bahwa ada peningkatan aktivitas belajar siswa dengan perolehan persentase sebesar 85,05% (sangat baik), dari nilai pascates siswa diperoleh perhitungan rata-rata 80,19, dan kemenarikan mendapat persentase sebesar 92,72% (sangat menarik). Hasil penelitian menunjukkan bahwa multimedia interaktif ini layak digunakan sebagai media dalam pembelajaran.


Keywords


interactive multimedia; education game; multimedia interaktif; game edukasi

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DOI: http://dx.doi.org/10.17977/jptpp.v2i8.9759

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JPtpp is accredited “Rank 2” as a scientific journal under the decree of the Directorate General of Research Enhancement and Development, Ministry of Research, Technology, and Higher Education, dated October 24, 2018, No: 30/E/KPT/2018, effective for five years from Volume 3 Issue 1, 2018 until Volume 7 Issue 8, 2022.


Jurnal Pendidikan: Teori, Penelitian, & Pengembangan

Journal Of Education

Graduate School Of Universitas Negeri Malang

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