Efrilin, Andin and , Drs. Sujalwo, M.Kom (2019) Pembelajaran Interaktif Tipe Kuis Berbasis Game Edukasi untuk Meningkatkan Konsep Mengenal Huruf Hijaiyah. Skripsi thesis, Universitas Muhammadiyah Surakarta.
PDF (Naskah Publikasi)
NASPUB.pdf Download (1MB) |
|
PDF (Halaman Depan)
H. DEPAN.pdf Download (877kB) |
|
PDF (Bab I)
BAB I.pdf Download (269kB) |
|
PDF (Bab II)
BAB II.pdf Restricted to Repository staff only Download (561kB) |
|
PDF (Bab III)
BAB III.pdf Restricted to Repository staff only Download (773kB) |
|
PDF (Bab IV)
BAB IV.pdf Restricted to Repository staff only Download (785kB) |
|
PDF (Bab V)
BAB V.pdf Restricted to Repository staff only Download (202kB) |
|
PDF (Daftar Pustaka)
DAFTAR PUSTAKA.pdf Download (269kB) |
|
PDF (Lampiran)
LAMPIRAN.pdf Restricted to Repository staff only Download (2MB) |
|
PDF (Pernyataan Publikasi)
SP. PUBLIKASI.pdf Restricted to Repository staff only Download (226kB) |
Abstract
Learning hijaiyah letters and tajwid is one of the compulsory subjects especially in class 4 of MI Muhammadiyah Gonilan. The media used in the Muhammadiyah Gonilan MI school still uses conventional methods in the form of lectures, question and answer and assignments, thus making students less enthusiastic and often feeling bored while studying, and affecting students' grades which are even lower than the average. Therefore new innovations are needed that can increase the average value of student learning outcomes, one of which is by using a 2D educational learning media using the Construct 2 application. By making this educational game media, it is expected to make the learning process more enjoyable and able improve the achievement of students' average grades and provide new innovations to students. 2 The research model used in this study uses the type of development of ADDIE in the form of five stages, namely analysis, design, development, implementation and evaluation. Data collection techniques are carried out through observation, interviews, and questionnaire / questionnaire methods. While to know the feasibility of learning media using descriptive percentages. To measure the effectiveness of learning using Pre-test and Post-test, and calculated using the normality test, mann-whitney u test. The results of the media expert's evaluation amounted to 84.86% in the category of very decent, material experts at 83.03% in the very feasible category. Whereas the assessment of 24 grade 4 students of Muhammadiyah Gonilan MI was 78.74% in the feasible category, and the Pre-test results were 0.406% and the Post-test was 0.010%. It could be concluded that the learning media was based on the Qur'anic Reading Reads. In MI Muhammadiyah Gonilan, they are in a decent category and can support student learning activities.
Item Type: | Karya ilmiah (Skripsi) |
---|---|
Uncontrolled Keywords: | Learning Hijaiayah and Tajweed letters with Educational Games |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika |
Depositing User: | Unnamed user with username a710140035 |
Date Deposited: | 11 Feb 2019 03:10 |
Last Modified: | 11 Feb 2019 03:10 |
URI: | http://eprints.ums.ac.id/id/eprint/70827 |
Actions (login required)
View Item |