Abstract

Abstrak


Pendidikan Kewarganegaan merupakan salah satu mata pelajaran yang wajib diberikan di setiap jenjang pendidikan. Berdasarkan data observasi, wawancara, dan hasil belajar diperoleh informasi bahwa pembelajaran PKn di kelas VA SDN Gisikdrono 03 belum optimal. Penggunaan media pembelajaran terbatas pada gambar yang terdapat di buku ajar sehingga siswa kurang aktif dalam pembelajaran dan hasil belajar PKn menjadi rendah. Solusinya perlu dikembangkan media inovatif yaitu boneka tangan berbasis audiovisual pada pembelajaran PKn. Jenis penelitian adalah Research and Development (R&D) dengan langkah potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, revisi produk, dan produk akhir. Populasi penelitian adalah seluruh siswa kelas VA SDN Gisikdrono 03 Semarang. Sampelnya adalah siswa kelas VA dengan teknik sampel jenuh. Teknik pengumpulan data menggunakan observasi, tes, wawancara, angket dan dokumen. Teknik analisis data menggunakan analisis data produk, analisis data awal/normalitas, uji t, gain serta analisis data deskriptif. Hasil penelitian menunjukkan media boneka tangan berbasis audiovisual layak digunakan dengan persentase penilaian komponen kelayakan isi 100%, komponen penyajian 93,75% dan komponen kebahasaan 93,75%. Nilai t hitung sebesar -9,468 dan gain sebesar 0,40 dengan kriteria sedang. Simpulan penelitian adalah media boneka tangan berbasis audiovisual efektif digunakan pada pembelajaran Pkn materi keputusan bersama. Saran penelitian hendaknya konten rekaman percakapan adegan media boneka tangan berbasis audiovisual lebih disempurnakan.


Civic Education is one of the subjects that must begiven at every level of education. Based on observation data, interviews, and learning out comes obtain the information that called PKn in grade 5 SDN Gisikdrono 03 is not optimal. The use of learning islimited to the drawings contained in the textbooks. So that the student are less active in learning, and the learning out comes of PKn become low. Therefore,it is necessary to develop innovative media such as audiovisual based hand puppets on PKn learning. The research used Research and Development (R&D) with potential and problem steps, data collection, product design, design validation, design revision, product testing, product revision, trial usage, product revision and final product. The population of the study are call 5th A students SDN Gisikdrono 03. The simple is 5th A students with asaturated sample technique. Data collection techniques use observation, tests, interviews, questionnaire and dokuments. Data analysis techniques use product data analysis, initial data, analysis normality, t- test, gain, and descriptive data analysis. The result shows that audiovisual based hand puppets media is feasible to be used with percentage of 100% content feasibility assessment, 93,75% presentation component, and linguistic component 93,75 %. T test result showed a significance value -9,468 and gain of 0,40 with medium category. The conclution of research was audiovisual based hand puppets media effectively used in learning PKn join dicision subjects. The research suggestion is it should be more refined theater recording content of the audiovisual based hand puppet enhanced.