DEVELOPMENT OF EDUCATIONAL GAMES “PUTRA DHAMMA” AS A MEDIUM OF SUPPORTING THE BUDDHIST EDUCATIONAL LEARNING
Main Authors: | Irawan, Deny Sigit, Parsiyono, Parsiyono, Setyaningsih, Setyaningsih |
---|---|
Format: | Article info application/pdf Journal |
Bahasa: | eng |
Terbitan: |
Syailendra Buddhist College / Sekolah Tinggi Agama Buddha (STAB) Syailendra
, 2018
|
Online Access: |
https://syailendra.e-journal.id/jupen/article/view/8 https://syailendra.e-journal.id/jupen/article/view/8/7 |
Daftar Isi:
- This research was done due to the lack of research on the learning media used in the Buddhism, and the manners related to the field of information and technology in the state Junior High School 1 Getasan, as well as the learning media in used at “PUTRA DHAMMA” educational game on the subject of Buddhist education. This research attempted to develop educational games “PUTRA DHAMMA” and get to know the feasibility of the response, as well as the students’ development in using the educational game “PUTRA DHAMMA” as a medium of learning to support the Buddhism and manners for students class VII state Junior High School 1 Getasan. The research was a research and development (R & D) using the PPE (planning, production, evaluation) model. The stages in the development of education games “PUTRA DHAMMA” consisted of three stages, namely: (1) planning or design; (2) production; and (3) evaluation. At the evaluation stage the validation on educational games “PUTRA DHAMMA” by experts on the media and the material, and teachers of Buddhism was performed. Educational games “PUTRA DHAMMA” were then tried out on 20 students of classes VII and VIII state Junior High School 1 Getasan. Data collection techniques were done through interviews, observation, and questionnaire. The data obtained from the questionnaire were then analyzed in qualitative and quantitative descriptive methods. The research results show that the rate of the feasibility of the educational games of “PUTRA DHAMMA” as a supporting medium of learning based on educational games are as follows: (a) assessment of the feasibility from media experts scores the average of 4.50 with the percentage of the feasibility of 89% in the category of very feasible; (b) assessment of the feasibility from expert of the of material received the avarage score of 3.79 with the feasibility 76% in the category of feasible; (c) assessment of the feasibility by the practitioner received the average score of 4.62 with the feasibility of 93% in the category of very reasonable. The assessment results from the students on the education games “PUTRA DHAMMA” are feasible with the average of 4.56 with the percentage feasibility of 91%. Thus the educational games “PUTRA DHAMMA” are worth to be used as a medium supporting the learning of Buddhist education class VII in State Junior High School 1 Getasan.
- Penelitian ini dilatarbelakangi masih minimnya media pembelajaran yang digunakan dalam pendidikan agama Buddha dan budi pekerti dalam bidang informasi dan teknologi di SMP Negeri 1 Getasan, serta belum dikembangkannya media pembelajaran yang berbentuk game edukasi ”PUTRA DHAMMA” pada mata pelajaran pendidikan agama Buddha. Penelitian ini bertujuan untuk mengembangkan game edukasi ”Putra Dhamma” dan mengetahui kelayakan serta tanggapan siswa terhadap pengembangan game edukasi “Putra Dhamma” sebagai media pendukung pembelajaran Pendidikan Agama Buddha untuk siswa kelas VII SMP Negeri 1 Getasan. Penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) dengan menggunakan model PPE (Planning, Production, Evaluation). Tahapan dalam pengembangan game edukasi “PUTRA DHAMMA” ini meliputi tiga tahap yaitu: (1) planning atau tahap perancangan; (2) production atau tahap produksi; dan (3) evaluation atau tahap evaluasi. Pada tahap evaluation dilakukan validasi terhadap game edukasi “PUTRA DHAMMA” oleh ahli media dan ahli materi, serta guru pendidikan agama Buddha. Game edukasi “PUTRA DHAMMA” diujicobakan kepada siswa kelas VII dan VIII SMP Negeri 1 Getasan yang berjumlah 20 siswa. Teknik pengumpulan data dalam penelitian ini melalui wawancara, observasi, dan angket. Data yang diperoleh dari angket kemudian dianalisis secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa tingkat kelayakan Game edukasi “PUTRA DHAMMA” sebagai media pendukung pembelajaran berdasarkan kelayakan adalah sebagai berikut: (a) penilaian kelayakan ahli media mendapatkan rata-rata skor 4,50 dengan persentase kelayakan 89% dalam kategori sangat layak; (b) penilaian kelayakan ahli materi memperoleh rata-rata skor 3,79 dengan persentase kelayakan 76% dalam kategori layak; (c) penilaian kelayakan oleh praktisi memperoleh rata-rata skor 4,62 dengan persentase kelayakan 93% dalam kategori sangat layak. Hasil penilaian dari siswa pada game edukasi “PUTRA DHAMMA” dikatakan sangat layak dengan rata-rata skor 4,56 dengan persentase kelayakan 91%. Dengan demikian game edukasi “PUTRA DHAMMA” ini sangat layak untuk digunakan sebagai media pendukung pembelajaran pendidikan agama Buddha kelas VII di SMP Negeri 1 Getasan.