Pengembangan Permainan Puzzle Karambol Berbasis Constextual Teaching and Learning (CTL) Pada Materi Keberagaman di Lingkungan Sekitar Untuk Kelas 3 Sekolah Dasar

  • Andreas Sapta Hendrawan*, Yulianti, Nuri Yuniasih Universitas PGRI Kanjuruhan Malang
  • Andreas Sapta Hendrawan*, Yulianti, Nuri Yuniasih Universitas PGRI Kanjuruhan Malang
  • Andreas Sapta Hendrawan*, Yulianti, Nuri Yuniasih Universitas PGRI Kanjuruhan Malang
Keywords: Puzzle, Carrom, CTL

Abstract

This research is motivated by the need for innovative learning media in the form of carom puzzle games that are in accordance with the needs of grade 3 students on the diversity of materials in my environment. Where the available learning media are used less innovative and not adapted to the daily lives of students, thus making students less enthusiastic and less interested in learning. The purpose of this study is to develop a carom puzzle game based on contextual teaching and learning on material diversity in the surrounding environment for grade 3 elementary schools that is valid, practical and effective. The development research method uses the 4D model, namely: the define stage, the design stage. The develop stage, and the deseminate stage. The data analysis used was quantitative and qualitative data analysis techniques. The results showed that the carom puzzle game was valid by experts with an average score of 86.4%, practical by the responses of teachers and students with an average score of 90.5%, and effective with an average post-test score of 85, 5% . So that the CTL-based carom puzzle game is valid, practical and effective to use in learning.

References

Al-Tabani. (2014). Mendesain Model Pembelajaran Inovative, Progresif dan Kontekstua. Jakarta: Prenadamedia Grub.
Arindiono, R., Arindiono, R. J., & Ramadhani, N. (2013). Perancangan Media Pembelajaran Interaktif Matematika untuk siswa kelas 5 SD. Jurnal Sains Dan Seni ITS, 2(1), F28–F32. https://doi.org/10.12962/j23373520.v2i1.2856
Ciputra, A., Riyanto, Y., & Suhanadji. (2020). Pengembangan Media Puzzle berbasis Adobe Flash Denga Pendekatan Constekstual Teaching and learning (CTL) Untuk Meningkatkan Hasil Belajar IPS Kelas IV Di SD. 8(2), 524–529.
Clarke, D., & Roche, A. (2018). Using contextualized tasks to engage students in meaningful and worthwhile mathematics learning. Journal of Mathematical Behavior, 51(November 2016), 95–108. https://doi.org/10.1016/j.jmathb.2017.11.006
D Maryanti, R., & Qurrotaini, L. (2019). PENGEMBANGAN PAPAN KARAMBOL IPS SEBAGAI ALAT PERMAINAN EDUKATIF KELAS IV SEKOLAH DASAR. 5(P-ISSN: 2355-8245 E-ISSN: 2614-5480 JPIPS), 50–55.
Djuwita, P. (2017). Pembinaan Etika Sopan Santun Peserta Didik Kelas V Melalui Pembelajaran Pendidikan Kewarganegaraan. Jurnal Ilmiah Pendidikan Guru Sekolah Dasar, 10(1), 27–36.
Hastuti, W. (2017). Pengaruh Media Puzzle Terhadap Hasil Belajar Ipa Konsep Daur Hidup Makhluk Hidup Murid Kelas Iv Sdn Nomor 25 Panaikang Kecamatan Bisappu Kabupaten Bantaeng. Jurnal Penelitian Dan Penalaran, 4(1), 701–711.
Hidayat, P. W., & Widjajanti, D. B. (2018). Analisis kemampuan berpikir kreatif dan minat belajar siswa dalam mengerjakan soal open ended dengan pendekatan CTL An analysis of creative thinking ability and learning interest of students of junior high school in solving open ended problem with CTL app. PYTHAGORAS: Jurnal Pendidikan Matematika, 13(1), 63–75. Retrieved from https://journal.uny.ac.id/index.php/pythagoras/article/view/21167
Hsu, C. C., & Wang, T. I. (2018). Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills. Computers and Education, 121, 73–88. https://doi.org/10.1016/j.compedu.2018.02.002
Husein Batubara, H. (2017). Pengembangan Media Pembelajaran Matematika Berbasis Android Untuk Siswa SD/MI. Jurnal Madrasah Ibtidaiyah, 4(1), 9–15. Retrieved from https://doaj.org/article/f820bd6e28cf44988e96d72e946a06ff
Maghfiroh, L. (2018). Penerapan Model Pembelajaran Ctl Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Ipa Kelas V SeKolah Dasar. Jurnal Imiah Pendidikan Dan Pembelajaran, 2(1). https://doi.org/10.23887/jipp.v2i1.13765
Majid, A. (2014). Pembelajaran Tematik Terpadu. Bandung: PT Remaja Rosdakarya.
Nalurita, L., Siroj, R. A., & Ilma, R. (2013). Bahan Ajar Kesebangunan Dan Simetri Berbasis Contextual Teaching and Learning (Ctl) Menggunakan Macromedia Flash Di Kelas 5 Sekolah Dasar. Jurnal Pendidikan Matematika, 4(1). https://doi.org/10.22342/jpm.4.1.310.
O’Sullivan, M. (2006). Lesson observation and quality in primary education as contextual teaching and learning processes. International Journal of Educational Development, 26(3), 246–260. https://doi.org/10.1016/j.ijedudev.2005.07.016
Pambudi, A. B. (2016). Pengembangan Alat Permainan Edukatif Karambol Cerdas Untuk Pembelajaran Ips Kelas V Di Sdn Ngentak Baturetno Bantul Yogyakarta. E-Jurnal Prodi Teknologi Pendidikan, V, 1–9. Retrieved from https://eprints.uny.ac.id/40124/
Papadopoulos, I. (2019). Using mobile puzzles to exhibit certain algebraic habits of mind and demonstrate symbol-sense in primary school students. Journal of Mathematical Behavior, 53(June), 210–227. https://doi.org/10.1016/j.jmathb.2018.07.001
Poerwati, C. E., & Amri, S. (2013). Panduan Kurikulum 2013. Jakarta: PT Prestasi Pustakaraya.
Shawahna, R., & Jaber, M. (2020). Crossword puzzles improve learning of Palestinian nursing students about pharmacology of epilepsy: Results of a randomized controlled study. Epilepsy and Behavior, 106, 107024.
Susanto, A. (2013). Teori Belajar Dan Pembelajaran Di Sekolah Dasar. Jakarta: Prenadamedia Group.
Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1976). Instructional development for training teachers of exceptional children: A sourcebook. Journal of School Psychology, 14(1), 75.
Published
2020-11-12