PENGEMBANGAN MEDIA PERMAINAN EDUKATIF DHAMDHAMAN PELAJARAN BASA JAWA (DHAMRAWA) UNTUK SISWA SD KELAS V

Danu Setiaji Nugraha

Abstract


Abstrak
Penelitian ini bertujuan untuk menghasilkan desain produk media permainan Dhamdhaman edukatif tokoh pewayangan basa Jawa (DHAMRAWA) yang layak untuk pembelajaran siswa kelas V SD. Penelitian menggunakan metode Research and Development (R & D) model Borg and Gall (2003) yang diadaptasi Sugiyono (2005). Tahapan dalam penelitian ini meliputi melakukan pengunpulan data, perencanaan, pengembangan desain produk, uji coba lapangan awal, revisi hasil uji coba, uji coba lapangan utama, uji lapangan operasional, dan revisi akhir produk. Subjek uji coba penelitian ini adalah siswa kelas V, dengan pelaksanaan uji coba melalui tiga tahap yaitu uji coba produk awal, uji coba produk produk lapangan utama uji coba produk lapangan operasional. Teknik pengumpulan data menggunakan observasi, wawancara, dokumentasi dan angket. Analisis data menggunakan metode deskriptif kuantitatif. Hasil penelitian dan pengembangan berupa media permainan DHAMRAWA untuk pelajaran Basa Jawa dengan materi Tokoh pewayangan Mahabrata yang layak digunakan oleh siswa SD kelas V. Media ini terbukti layak digunakan baik dari aspek media maupun materi. Respon siswa terhadap pengembangan media tersebut berdasarkan pada uji coba produk seluruhnya dikatakan layak.
Kata kunci: Media Pembelajaran Edukatif, Sekolah Dasar, Siswa Kelas V

Abstract
This research is aimed at producing product design of Dhamdhaman educative game media Javanese puppet characters (DHAMRAWA) which is feasible as learning media for grade 5 students of Elementary school. This research used Research and Development (R & D) model by Borg and Gall (2003) adapted by Sugiyono (2005). The steps of this research were data collection, plan, product design development, initial field test, initial field test result revision, main field test, operational field test, and final revision. The subjects of the field test were grade V students, in which the try out was done in three steps; initial field test, main field test and operational field test. Data collection techniques used included observation, interview, documentation and questionnaire. Data analysis was done by using descriptive quantitative method. The research result and development was educative game media Dhamdhaman for Javanese language subject with puppet character Mahabrata as the materials which was appropriate for elementary school students grade V. This media were proven to be feasible to use from media aspect point of view as well as material aspect point of view. Students responses towards this development media based on the whole product field test is stated as feasible.
Keywords : Educative Learning Media, Elementary School, Grade V students


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