Pengembangan Permainan Edukasi Elektronik Berbasis Kearifan Lokal Dengan Aplikasi Adobe Flash Pada Kelas 4 Tema 7 Subtema 2

  • Julius Ronaldo Prayogo Universitas PGRI Kanjuruhan Malang
  • Nury Yuniasih Universitas PGRI Kanjuruhan Malang
  • Sri Rahayu Universitas PGRI Kanjuruhan Malang

Abstrak

The development of technology in the world, especially in Indonesia, is growing rapidly and has made significant progress. During the Covid-19 era, learning media to support learning is very necessary. Electronic educational games based on local wisdom are one part of technological developments that can be used as a medium of learning remotely or online. This study aims to determine the feasibility and practicality of electronic educational games based on local wisdom in grade 4 theme 7 sub-theme 2. The study used the ADDIE model (analyze, design, development, implementation, evaluation), but stopped at the implementation stage due to limited time and no measure effectiveness. The results showed the feasibility with the percentage of 92.5% material and 95% media which was categorized as feasible. The level of practicality is obtained by the percentage of 92.5% of teaching practitioners or teachers and 94% of students who are categorized as very good. So from these results it is concluded that the development of this research is feasible and very good. This research is useful for teachers, principals, and future researchers.

 

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Diterbitkan
2021-11-17