AHMIRANTI, AHMIRANTI (2024) PENGENALAN BUDAYA LUWU MELALUI MEDIA GAME EDUKASI SUSUN KATA ADOBE FLASH KELAS IV SDN 35 PAMMANU KEC. BELOPA UTARA. Other thesis, Institut Agama Islam Negeri Palopo.
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Abstract
ABSTRACT
Ahmiranti, 2024. "Introduction to Luwu Culture Through Educational Game
Media Adobe Flash Class IV SDN 35 Pammanu Kec. North Belopa”.
Thesis for Madrasah Ibtidaiyah Teacher Education Study Program, Faculty
of Tarbiyah and Teacher Training, Palopo State Islamic Institute.
Supervised by Hj. Nursyamsi and Lilis Suryani.
This thesis discusses the sub-theme "The Beauty of Diversity in My
Country" which is material raised by the author to be used in the learning media
developed in this research, namely the Luwu cultural game. This research aims to:
determine the results of the analysis of Luwu's cultural game needs through the
educational game media Adobe Flash for class IV SDN 35 Pammanu; producing
Luwu Culture educational game media adobe flash words for class IV SDN 35
Pammanu; evaluating the feasibility of the Luwu cultural game through the adobe
flash educational game media for grade IV SDN 35 Pammanu. This research is
research and development research by conducting trials, collecting data and
directly observing students as research objects
This type of research is R&D (Research and Development) with the
MDLC (Multimedia Development Life Cycle) model. This research was
conducted on the population of class IV students at SDN 35 Pammanu. as many
as 15 students. Meanwhile, the test subjects were 15 second semester students
studying MI/SD social studies subjects. The data collection techniques used in this
research were interviews, observation, validity questionnaires, and practicality
questionnaires. From data collection, the application development process uses the
MDLC (Multimedia Development Life Cycle) development model, which
consists of 6 stages: concept, design, material collection, assembly, testing, and
distribution. This research found that this application can increase students'
understanding, especially the fundamentals of Luwu culture, after using this game.
Eligibility was assessed by 3 expert lecturers, namely IT (Information
Technology) experts, material experts and language experts. The percentage of
scores obtained from IT experts was 82% in the valid category. The percentage of
scores obtained from learning materials experts is 90% in the valid category. The
percentage of scores obtained from language experts was 87% in the very valid
category.
Keywords: Luwu Culture, Educational Games, Learning Media, Students.
Item Type: | Thesis (Other) |
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Subjects: | 300 Ilmu sosial > 306 Kultur, Ilmu Budaya, Kebudayaan dan Lembaga-lembaga, Institusi |
Divisions: | Fakultas Tarbiyah dan Ilmu Keguruan > Program Studi S-1 Pendidikan Guru Madrasah Ibtidaiyah |
Depositing User: | S.E Irwansyah Muchtar |
Date Deposited: | 30 Apr 2024 06:04 |
Last Modified: | 30 Apr 2024 06:04 |
URI: | http://repository.iainpalopo.ac.id/id/eprint/8712 |
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