PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI “JEJAK JAMAAH” BERBASIS CANVA PADA MATERI ASMA’UL HUSNA DAN ZIKIR DI SMPN 5 PASIR BELENGKONG
Abstract
This study aims to develop a Canva-based educational game titled "Jejak Jamaah" using the ASSURE model, focusing on the topics of Asma’ul Husna and dhikr within the Islamic Religious Education curriculum at SMPN 5 Pasir Belengkong. The study employs a Research and Development (R&D) approach utilizing the ASSURE model. The trial subjects consisted of 27 seventh-grade students. Data were collected through validation by one subject matter expert and two media experts, student response questionnaires, and learning outcome assessments (pre-test and post-test). Validation results showed a rating of 90% from the subject matter expert, while media experts provided ratings of 86% and 84%. Student responses indicated a practicality score of 92%. The average score increased from 65.93 in the pre-test to 89.07 in the post-test, with an N-Gain score of 0.71. These results indicate a positive initial assessment of the media and an improvement in learning outcomes following its use. However, as this study utilized a single-group design without a control group, the improvement cannot be causally attributed solely to the use of the media. The study's findings are limited to the context of the trial conducted with seventh-grade students at SMPN 5 Pasir Belengkong.This study aims to develop a Canva-based educational game titled "Jejak Jamaah" using the ASSURE model, focusing on the topics of Asma’ul Husna and dhikr within the Islamic Religious Education curriculum at SMPN 5 Pasir Belengkong. The study employs a Research and Development (R&D) approach utilizing the ASSURE model. The trial subjects consisted of 27 seventh-grade students. Data were collected through validation by one subject matter expert and two media experts, student response questionnaires, and learning outcome assessments (pre-test and post-test). Validation results showed a rating of 90% from the subject matter expert, while media experts provided ratings of 86% and 84%. Student responses indicated a practicality score of 92%. The average score increased from 65.93 in the pre-test to 89.07 in the post-test, with an N-Gain score of 0.71. These results indicate a positive initial assessment of the media and an improvement in learning outcomes following its use. However, as this study utilized a single-group design without a control group, the improvement cannot be causally attributed solely to the use of the media. The study's findings are limited to the context of the trial conducted with seventh-grade students at SMPN 5 Pasir Belengkong.
Penelitian ini bertujuan mengembangkan game edukasi “Jejak Jamaah” berbasis Canva dengan model ASSURE pada materi Asma’ul Husna dan zikir dalam pembelajaran Pendidikan Agama Islam di SMPN 5 Pasir Belengkong. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model ASSURE. Subjek uji coba terdiri atas 27 siswa kelas VII. Data dikumpulkan melalui validasi ahli materi, validasi dua ahli media, angket respons siswa, serta tes hasil belajar berupa pretest dan posttest penggunaan media. Hasil validasi ahli materi memperoleh persentase 90%, sedangkan validasi ahli media memperoleh 86% dan 84%. Respons siswa menunjukkan persentase kepraktisan sebesar 92%. Rata-rata nilai meningkat dari 65,93 pada pretest menjadi 89,07 pada posttest, dengan N-Gain yang dilaporkan sebesar 0,71. Hasil ini menunjukkan penilaian awal yang positif terhadap media serta peningkatan skor hasil belajar setelah penggunaannya. Namun, karena penelitian menggunakan desain satu kelompok tanpa kelompok kontrol, peningkatan tersebut belum dapat diatribusikan secara kausal hanya kepada penggunaan media. Temuan penelitian terbatas pada konteks uji coba di kelas VII SMPN 5 Pasir Belengkong.
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DOI: https://doi.org/10.17509/e.v25i3.106330
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