Abstract

Abstrak
Berdasarkan pra-penelitian di kelas VB SDN Jatisari ditemukan informasi bahwa sumber belajar yang digunakan dalam pembelajaran masih terbatas, waktu pembelajaran muatan Bahasa Jawa terbatas, kurangnya media pebelajaran yang menarik dan sesuai dengan kebutuhan siswa, tingkat partisipasi belajar siswa dalam kegiatan pembelajaran rendah, kurangnya minat belajar siswa dalam mempelajari Bahasa Jawa, serta rerata terendah Penilaian Tengah Semester adalah muatan Bahasa Jawa. Penelitian ini bertujuan untuk mengetahui pengembanganan, kelayakan, dan keefektifan media. Jenis penelitian ini adalah Research and Development dengan model pengembangan ADDIE dan prosedur penelitian analyze, desain, development, implementation dan evaluate. Populasi dan sampel yaitu 39 siswa kelas VB SDN Jatisari (sampel jenuh). Pengumpulan data menggunakan observasi, tes, wawancara, angket dan dokumen. Teknik analisis data menggunakan analisis data produk, analisis data awal, uji hipotesis, dan uji n-gain. Hasil penelitian menunjukkan skor kelayakan media 70% dan kelayakan isi materi 88%. Dalam uji hipotesis hasil belajar Bahasa Jawa menunjukkan tsig (2-tailed) 0,000 < 0,05. Skor N-gain yaitu 0,782 dengan kriteria tinggi. Kesimpulan dari penelitian ini yakni Game Mobile Media (GM2) efektif untuk meningkatkan hasil belajar Bahasa Jawa.


 


Abstract
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Based on the results of pre-research conducted at VB Class SDN Jatisari found information that study resource and time to learn Javanese Language were limited, the learning media was not suited with student’s necessary, student participation in learned Javanese Language was low, and the lowest score in first mid test was Javanese Language. The goals of this research were to know the development, the appropriateness, and the effectivity of media. The research method was Research and Development with ADDIE development model, and the research rules were analyze, desain, development, implementation and evaluate. The population and sample are 39 students in VB Class SDN Jatisari. The collecting data techniques were observation, test, interview, questionnaires, and documentation. The analysis data techniques were product data analysis, early data analysis, t-test, and n-gain test. The results of research showed that score of media component was 70 % and score of material component was 88%. In T-test showed tsig (2-tailed) 0,000 < 0,05 so that Ho non-accepted and Ha accepted, it means there influence using Game Mobile Media through learning outcomes of Javanese Language. The N-Gain score was 0,782 (high criteria). The conclusion of this research was Game Mobile Media (GM2) had possitive effect to increase the learning outcomes of Javanese Language.