Pengembangan Media Pembelajaran Berbasis Game Roda Putar pada Materi Rukun Sholat Kelas 3 di SDIT Baiturrahim

Authors

  • Junaidi Junaidi UIN Sjech M. Djamil Djambek Bukittinggi
  • Supratman Zakir UIN Sjech M. Djamil Djambek Bukittinggi
  • Iswantir M UIN Sjech M. Djamil Djambek Bukittinggi
  • Deswalantri Deswalantri UIN Sjech M. Djamil Djambek Bukittinggi

DOI:

https://doi.org/10.56910/jispendiora.v2i3.962

Keywords:

learning media, spinning wheel games, pillars of prayer

Abstract

This research was conducted based on the existence of problems that have been observed by the author's lack of student motivation in learning the pillars of prayer by using the spin wheel game media so that students are less active in the learning process. to attract students' learning interest. The purpose of this study was to produce a valid, practical and effective design of supporting media for learning Islamic religious education based on spin-wheel games. The method used in this study is the research and development (R&D) method using the 4D model according to Thiagarajan (1974), there are 4 stages, namely the abbreviation of Define, Design, Develop and Disseminate. There are three product tests conducted in this study, namely validity tests, practicality tests and effectiveness tests conducted by experts. Based on the results of product tests that have been carried out by the author from the validity test, the average value is 0.87 which is declared valid, and for the practicality test, the average value is 1.00 which is declared practical and for the effectiveness test, the average value is obtained. -the average is 0.59 which is declared effective.

References

Ahmad Susanto. 2015. Filosofi Belajar serta Pembelajaran di Sekolah Bawah. Jakarta: Prenadamedia Group,

A. Istiqlal,“ Khasiatmedia pembelajaran dalam cara belajar serta membimbing mahasiswa di akademi besar,” J. Kepemimp. Serta Pengur. Sekol., vol. 3, nomor. 2, pp. 139–144, 2018.

Arif S. Sadiman. 2014.media Pendidikan. Jakarta: PT Rajagrafinda Persada.

Arifin Nugroho. 2019. Higher Instruksi Thinking Skills. Jakarta: PT Gramedia

Azhar Arsyad. 2002.media Pembelajaran. Jakarta: PT Raja Grafindo Persada

Daryanto. 2010.media Pembelajaran. Yogyakarta: Gava Media

H idayati. 2008. Pengembangan Pendidikan IPS SD. Jakarta: PT Gramedia

Hujair Sanaky. 2009.media pembelajaran. Yogyakarta: Safiria Insania Press

Departemen pertahanan. 2018. Bonus Kepingan Negeri RI. Jakarta:

Noni Istifarina. 2016. Aplikasi Bentuk Pembelajaran Kooperatif Jenis Teams Permainan Tournament( Tgt)) Berbantumedia Cakra Putar Buat Tingkatkan Kegiatan Belajar Akuntansi Anak didik Kategori Xi Akuntansi 1 Sekolah Menengah Kejuruan(SMK) Negara 1 Tempel Tahun Anutan 2015 atau 2016. Yogyakarta: Universitas Negara Yogyakarta

Nurul Isnaini. 2018. The development of learningmedia based on cakra putar permainan on mathematic subjects of keras figure material for 5th grade of SDN Purwantoro 4 Apes. Apes: UIN Malang

Angkuh Novianti, Pengembangan Game Cakra Putar Buat Tingkatkan Keahlian Berhitung Nilai Anak Umur 5- 6 Tahun. Jakarta: Educhild Vol. 4 Nomor. 1 Tahun 2015

Rinawati. 2015. Tingkatkan Keahlian Berhitung Lewatmedia Cakra Putar Pada Anak Golongan B TK Dharma Perempuan Gondang Kecamatan Bandung Kabupaten Tulungagung Tahun Pelajaran 2014 atau 2015. Kediri: Universitas Nusantara PGRI

Risnawati. 2008. Strategi Pembelajaran Matematika. Suska Press

Downloads

Published

2023-10-16

How to Cite

Junaidi Junaidi, Supratman Zakir, Iswantir M, & Deswalantri Deswalantri. (2023). Pengembangan Media Pembelajaran Berbasis Game Roda Putar pada Materi Rukun Sholat Kelas 3 di SDIT Baiturrahim . JISPENDIORA Jurnal Ilmu Sosial Pendidikan Dan Humaniora, 2(3), 62–74. https://doi.org/10.56910/jispendiora.v2i3.962

Similar Articles

<< < 2 3 4 5 6 7 

You may also start an advanced similarity search for this article.