PENGEMBANGAN MEDIA PERMAINAN DAKON BERTEMA DAERAH TEMPAT TINGGALKU UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN RASA INGIN TAHU SISWA KELAS IV SD

Inayah, Arih Afra (2022) PENGEMBANGAN MEDIA PERMAINAN DAKON BERTEMA DAERAH TEMPAT TINGGALKU UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN RASA INGIN TAHU SISWA KELAS IV SD. S2 thesis, Universitas Negeri Yogyakarta.

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Abstract

This study aims to reveal: (1) the eligibility of dakon-themed game on the topic Where I Live, and (2) the effectiveness of of dakon-themed game in improving the critical thinking skills d curiosity of grade IV students of elementary school. This development research was conducted in Kulonprogo Regency and developed the media according to the 10 steps developed by Borg & Gall. The testing subjects consisted of 9 students in the initial field trial phase, 33 students in the main field trial and 63 students in the operational field trial which were divided into experimental and control groups. The data collection was trough interviews, observations, questionnaires, scales and tests. The data analysis was performed using qualitative and quantitative data analysis. The qualitative data were obtained from the results of interviews and preliminary observations as a preliminary study. The quantitative data were obtained from the need analysis questionnaire, expert rating scale, response rating scale, observation sheet and test assessment. The expert rating scale and the response questionnaire were used to determine eligibility which was analyzed using conversion scores into five categories. The effectiveness of the media of media on the theme of topic Where I live in improving the critical thinking ability and curiosity of analytical students with N-gain, t-test and MANOVA test with a alpha level of 0.05. The results reveal that: (1) the developed dakon-theme on the topic Where I Live meets the eligibility criteria based on the results of the validation of the material experts and media experts, as well as the results of the questionnaire responses of teachers and students with very feasible criteria; and (2) the developed game is effective in improving critical thinking skills and curiosity of the fourth grade students of elementary schools. The N-gain scores showed that the N-gain scores of critical thinking skills and the curiosity of students in the experimental class is higher than that of the control class. The results of the t-test and the MANOVA test at the value p at 0.05 level showed that the dakon-themed game on the topic Where I live could improve the critical thinking skills and curiosity of grade IV students in elementary schools at value p 0,000 (p ≤ 0.05).

Item Type: Thesis (S2)
Uncontrolled Keywords: kemampuan berpikir kritis, rasa ingin tahu, media permainan dakon
Subjects: Pendidikan > Pendidikan Dasar
Divisions: Fakultas Ilmu Pendidikan dan Psikologi (FIPP) > PGSD - Pendidikan Guru Sekolah Dasar
Depositing User: Perpustakaan FIP
Date Deposited: 18 Aug 2022 01:52
Last Modified: 18 Aug 2022 01:52
URI: http://eprints.uny.ac.id/id/eprint/73982

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