Pengembangan Media Pembelajaran Bahasa Indonesia Berbasis Game Edukasi Berbantu Canva Dalam Kurikulum Merdeka

Sonia Yulia Friska, Amar Salahuddin, Amrina Rosada
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Abstract

This research is motivated by the low learning outcomes of students in learning Indonesian. The low learning outcomes are due to the unavailability of more interesting teaching materials to help students understand learning, this makes student learning outcomes low. To overcome this, researchers are trying to develop teaching materials in the form of educational game-based Indonesian language learning media in class IV SD Negeri Koto Baru that are valid, practical, and effective. This type of research is developed using the ADDIE development model which consists of the analysis stage (Analysis), the planning stage (Design), the development stage (Development), the implementation stage (Implementation), and the evaluation stage (Evaluation). The results of the validation assessment of Indonesian learning educational games on the validity test by three validators who have an average of 89.58% are included in the very valid category, meaning that the educational game is in accordance with the content, graphic feasibility, and language. The practicality test with an average of 92.33% is categorized as very practical, meaning that educational games can be used easily in the learning process. While the effectiveness results with an average of 84% are categorized as very effective, meaning that this educational game can improve student learning outcomes.
以游戏为基础的印尼语学习媒体发展教育Canva参与独立课程
本研究的动机是学生学习印尼语的学习效果较低。低学习效果是由于没有更多有趣的教材来帮助学生理解学习,这使得学生的学习效果低。为了克服这个问题,研究人员正尝试以教育游戏为基础的印尼语学习媒体的形式,在IV级SD Negeri Koto Baru中开发有效、实用和有效的教材。这种类型的研究采用ADDIE开发模型进行开发,该模型由分析阶段(analysis)、规划阶段(Design)、开发阶段(development)、实施阶段(implementation)和评估阶段(evaluation)组成。三名验证者对印尼语学习教育游戏的效度评估结果平均为89.58%,属于非常有效的类别,即教育游戏符合内容、图形可行性和语言。实用性测试的平均得分为92.33%,被归类为非常实用,这意味着教育游戏可以很容易地在学习过程中使用。虽然平均84%的有效性结果被归类为非常有效,这意味着这个教育游戏可以提高学生的学习成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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