{"title":"以卡片为基础的媒体学习游戏在smkn1 Jombang的自动化和人员管理课程上设置了一个匹配","authors":"Eka Aprilia Pravitasari, Durinda Puspasari","doi":"10.26740/jpap.v8n3.p489-495","DOIUrl":null,"url":null,"abstract":"This development research resulted in a Card Game Learning Media Based on Make A Match in Automation and Governance Subject Class XI OTKP 1 Even Semester Academic Year 2018/2019. The purpose of this study was to determine: 1) the process of developing a media card learning game based on Make a Match; 2) the feasibility of a card game learning media based on Make a Match; 3) SMKN 1 Jombang students' responses to the media learning of card games based on Make a Match developed. This development refers to the 4D development model of Thiagarajan which has 4 stages namely define, design develop, and disseminate. Disseminate stage (dissemination) was not carried out because the research results were limited only to class XI OTKP 1 and focused on the material Functional Position and Structural Position in Competence Applying the Basic Rank of Departure (DUK) Employee Subjects in Automation and Staffing Governance. The instruments used in data collection and data analysis techniques used include media expert validation sheets and material expert validation sheets. In addition, data was also obtained from student response questionnaire sheets. This research was tested on 20 students of class XI OTKP 1 at SMKN 1 Jombang. The results of the study stated that the results of the validation of the learning media as a whole gained a score of 77.35% with a strong interpretation. Media expert validation was 75.2% and material expert validation was 79.5%. The results of student responses obtained a score of 80.2% with a strong interpretation. So it can be concluded that the learning media for card games based on Make a Match in the subject of Automation and Personnel Management in SMKN 1 Jombang is suitable for use in the learning process.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Pengembangan Media Pembelajaran Permainan Kartu Berbasis Make A Match Pada Mata Pelajaran Otomatisasi dan Tata Kelola Kepegawaian di SMKN 1 Jombang\",\"authors\":\"Eka Aprilia Pravitasari, Durinda Puspasari\",\"doi\":\"10.26740/jpap.v8n3.p489-495\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This development research resulted in a Card Game Learning Media Based on Make A Match in Automation and Governance Subject Class XI OTKP 1 Even Semester Academic Year 2018/2019. The purpose of this study was to determine: 1) the process of developing a media card learning game based on Make a Match; 2) the feasibility of a card game learning media based on Make a Match; 3) SMKN 1 Jombang students' responses to the media learning of card games based on Make a Match developed. This development refers to the 4D development model of Thiagarajan which has 4 stages namely define, design develop, and disseminate. Disseminate stage (dissemination) was not carried out because the research results were limited only to class XI OTKP 1 and focused on the material Functional Position and Structural Position in Competence Applying the Basic Rank of Departure (DUK) Employee Subjects in Automation and Staffing Governance. The instruments used in data collection and data analysis techniques used include media expert validation sheets and material expert validation sheets. In addition, data was also obtained from student response questionnaire sheets. This research was tested on 20 students of class XI OTKP 1 at SMKN 1 Jombang. The results of the study stated that the results of the validation of the learning media as a whole gained a score of 77.35% with a strong interpretation. Media expert validation was 75.2% and material expert validation was 79.5%. The results of student responses obtained a score of 80.2% with a strong interpretation. So it can be concluded that the learning media for card games based on Make a Match in the subject of Automation and Personnel Management in SMKN 1 Jombang is suitable for use in the learning process.\",\"PeriodicalId\":423135,\"journal\":{\"name\":\"Jurnal Pendidikan Administrasi Perkantoran (JPAP)\",\"volume\":\"52 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-07-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Pendidikan Administrasi Perkantoran (JPAP)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.26740/jpap.v8n3.p489-495\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26740/jpap.v8n3.p489-495","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
摘要
本研究的目的是确定:1)基于Make a Match的媒体卡片学习游戏的开发过程;2)基于Make a Match的纸牌游戏学习媒体的可行性;3) SMKN 1钟邦学生对基于“Make a Match”纸牌游戏媒介学习的反应。这种发展是指Thiagarajan的四维发展模式,分为定义、设计、发展和传播四个阶段。在数据收集和数据分析技术中使用的工具包括媒体专家验证表和材料专家验证表。此外,还从学生回答问卷中获得数据。研究结果表明,学习媒体的整体验证结果达到77.35%,具有较强的解释性。媒体专家确认率为75.2%,材料专家确认率为79.5%。学生回答的结果得分为80.2%,解释力强。综上所述,SMKN 1 Jombang《自动化与人事管理》中基于“Make a Match”的纸牌游戏学习媒体适合在学习过程中使用。
Pengembangan Media Pembelajaran Permainan Kartu Berbasis Make A Match Pada Mata Pelajaran Otomatisasi dan Tata Kelola Kepegawaian di SMKN 1 Jombang
This development research resulted in a Card Game Learning Media Based on Make A Match in Automation and Governance Subject Class XI OTKP 1 Even Semester Academic Year 2018/2019. The purpose of this study was to determine: 1) the process of developing a media card learning game based on Make a Match; 2) the feasibility of a card game learning media based on Make a Match; 3) SMKN 1 Jombang students' responses to the media learning of card games based on Make a Match developed. This development refers to the 4D development model of Thiagarajan which has 4 stages namely define, design develop, and disseminate. Disseminate stage (dissemination) was not carried out because the research results were limited only to class XI OTKP 1 and focused on the material Functional Position and Structural Position in Competence Applying the Basic Rank of Departure (DUK) Employee Subjects in Automation and Staffing Governance. The instruments used in data collection and data analysis techniques used include media expert validation sheets and material expert validation sheets. In addition, data was also obtained from student response questionnaire sheets. This research was tested on 20 students of class XI OTKP 1 at SMKN 1 Jombang. The results of the study stated that the results of the validation of the learning media as a whole gained a score of 77.35% with a strong interpretation. Media expert validation was 75.2% and material expert validation was 79.5%. The results of student responses obtained a score of 80.2% with a strong interpretation. So it can be concluded that the learning media for card games based on Make a Match in the subject of Automation and Personnel Management in SMKN 1 Jombang is suitable for use in the learning process.