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

  • Andreas Sapta Hendrawan Universitas PGRI Kanjuruhan Malang
  • Yulianti Yulianti Universitas PGRI Kanjuruhan Malang
  • Nuri Yuniasih Universitas PGRI Kanjuruhan Malang

Abstrak

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.

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Diterbitkan
2020-11-12