Pengembangan visual novel game mata pelajaran ilmu pengetahuan sosial di sekolah menengah pertama

Adrie Satrio, East Dizain Learning Yogyakarta, Indonesia
Abdul Gafur, Universitas Negeri Yogyakarta, Indonesia

Abstract


Penelitian ini bertujuan untuk: (1) menghasilkan visual novel game pada mata pelajaran Ilmu Pengetahuan Sosial untuk siswa SMP, dan (2) mengetahui peningkatan hasil belajar siswa setelah menggunakan visual novel game. Penelitian pengembangan ini mengacu langkah yang dikembangkan oleh Thiagarajan yang terdiri atas tiga tahap, yaitu: (1) define, (2) design, dan (3) develop. Pada tahap develop dilakukan uji coba awal dengan subjek 6 orang siswa. Tahap selanjutnya adalah uji coba kuantitatif dengan jumlah siswa sebanyak 34 orang untuk kelas kontrol dan ekseperimen. Hasil penelitian ini adalah sebagai berikut. (1) Produk visual novel game berhasil dikembangkan. Visual novel game dinilai layak dengan skor rata-rata hasil validasi ahli media dan materi mencapai 4,4. (2) Visual novel game dinilai efektif dengan terdapat perbedaan yang signifikan dari hasil gain pretest dan posttestantara kelas kontrol dan kelas eksperimen dengan nilai t sebesar 8,252 pada α 0,000 (< 0,05) dan >50% siswa memihak kutub positif.

Kata kunci: visual novel game, ilmu pengetahuan sosial.

 

DEVELOPING A VISUAL NOVEL GAME IN SOCIAL SCIENCES LESSON FOR JUNIOR HIGH SCHOOL

Abstract

This research aims to: (1) develop a visual novel game on social sciences lesson for seventh grade junior high school students, and (2) reveal the students learning achievement after using visual novel game. This study refered to the model suggested by Thiagarajan grouped into three steps, consisting of: (1) define, (2) design, and (3) develop. At the stage of develop the initial testing was done with six students. The next step was the quantitative testing with both control and experimental class consisting of 34 students. The results of study are as follows. (1) The visual novel game product was successfully developed. The visual novel game is considered worthy, feasibility can be seen from the expert assessment score of 4.4 in media and materials. (2) The visual novel game is considered effective indicated by significant difference of the pretest and the posttest gain scores between the experimental class and control class with t 8.252 at α 0,000 (<0,05) and >50% students choose the positive pole.

Keywords: visual novel game, social sciences

Keywords


visual novel game; social sciences

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DOI: https://doi.org/10.21831/jitp.v4i1.10140

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Copyright (c) 2017 Adrie Satrio, Abdul Gafur

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