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Abstrak
Board games can be used as learning media to help the Civics learning process on the meaning of the relationship between the symbols and the Pancasila precepts in Theme 4 (various jobs). The purpose of this study was to produce game-based learning media in order to increase the learning interest of fourth grade students towards the content of Civics subjects. This research is a development research with a modified ADDIE development model. This development model consists of stages of analysis, design, development, implementation and evaluation. This stage in research and development is carried out until the development stage. The instrument used in this study was a questionnaire to analyze the needs of teachers and students as well as a validation instrument for experts. Data collection techniques using quantitative and qualitative data. The results of the study indicate that the board game media is suitable for use in Civics subjects for grade IV SD with reference to the results of expert validation. The results of media expert validation are 74% or Valid. The results of validation by linguists obtained a percentage of 80% or Valid.
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Hak Cipta (c) 2024 Nadia Nurfaizah, Arifin Maksum, Prayuningtyas Angger Wardhani

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Referensi
- Ainurrohmah, D. A. (2019). Pengembangan Media Board Game Pada Mata Pelajaran Bahasa Inggris Materi Pokok Greeting and Introduction Kelas VII Di Smp Dewantara Surabaya. 1–10.
- Andrew, J., Henry, S., Yudhisthira, A. N., Arifin, Y., & Permai, S. D. (2019). Analyzing the factors that influence learning experience through game based learning using visual novel game for learning pancasila. Procedia Computer Science, 157, 353–359.
- Ariani, P., Daningsih, E., & Yokhebed. (2017). Kelayakan Media Flipbook Upaya Pencegahan Pencemaran Udara Kelas X. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa, 1–11.
- Christopher, A. E., Waluyanto, H. D., Wahyudi, A. T., Visual, D. K., Seni, F., & Petra, U. K. (2019). Perancangan Board Game Pembelajaran Toleransi Terhadap Perbedaan Pada Pelajaran Ppkn. Jurnal DKV Adiwarna, 1–9.
- Ginting, N. (2012). Meningkatkan Minat Belajar Siswa dengan Menggunakan Model Pembelajaran Kooperatif Tipe Number Head Together (NHT) pada Mata Pelajaran IPA Materi Pokok Gaya Magnet di Kelas V SD. Jurnal Handayani, 44–50.
- Hamka L, Ms. H., Sitti Saenab, M., & Sitti Rahma Yunus, Mp. (2017). Sumber Belajar Penunjang Plpg 2017. Jurnal Online, Kementerian Pendidikan dan Kebudayaan Direktorat Jenderal Guru dan Kependidikan, 12–13.
- Limantara, D., Heru, Waluyanto, D., & Zacky, A. (2015). Perancangan Board game Untuk Menumbuhkan Nilai-Nilai Moral Pada Remaja. Jurnal Desain Komunikasi Visual Adiwarna, 1(6), 78547.
- Lin, Y. L., Huang, S. W., & Chang, C. C. (2019). The impacts of a marine science Board Game On Motivation, Interest, and achievement in Marine Science Learning. Journal of Baltic Science Education, 18(6), 907–923.
- Mardiki Supriadi, L. V. H. (2015). Pengembangan Media Virtual Reality Pada Muatan Pelajaran IPA Kelas VI Sekolah Dasar. Jurnal Teknologi Pendidikan (JTP), 8(2), 241–255.
- Permanda, T. P. :Wahyudi. (2020). Efektivitas Media Board Game Untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Sekolah Dasar The Effectiveness of Board Game to Enhance The Elementary School Students Problem Solving Skill Pendahuluan JSD : Jurnal Sekolah Dasar | 19. 1(1), 18–24.
- Putri, D. R. (2020). Pengembangan Media Pembelajaran Green Science Board Game ( GREECEBOME ) pada Materi Pencemaran Lingkungan terhadap Minat Belajar Siswa. In Skripsi. Universitas Negeri Semarang.
- Rahmayani. (2016). Implementasi Manajemen Pembelajaran Ppkn Kurikulum 2013. Jurnal Manajer Pendidikan, 10(2), 143–148.
- Ratminingsih, N. M. (2018). Implementasi Board Games Dan Pengaruhnya Terhadap Hasil Belajar Bahasa Inggris. Jurnal Ilmu Pendidikan, 24(1), 19.
- Riyan Cahya, S., & Harmanto. (2018). Kemampuan Berpikir Kritis Siswa Pada Mata Pelajaran PPKn Di SMP Negeri 1 Balong, Kecamatan Balong, Kabupaten Ponorogo. E Journal Kajian Moral dan Kewarganegaraan, 6(2), 291-305.
- Rusmiati. (2017). Pengaruh Minat Belajar Terhadap Prestasi Belajar Bidang Studi Ekonomi Siswa Ma Al Fattah Sumbermulyo. Jurnal Ilmiah Pendidikan Dan Ekonomi, 1(1), 21–36.
- Safitri, W. C. D. (2019). Efektivitas Media Board Game terhadap Kemampuan Pemecahan Masalah pada Pembelajaran Tematik di SD. Mimbar PSGD Undiksha, 7(2), 72–78.
- Saputro, B. (2017). Manajemen Penelitian Pengembangan (Research & Development) bagi Penyusun Tesis dan Disertasi. In Journal of Chemical Information and Modeling, 53(9).
- Saswandi, T., Muhammadiyah, S., Jambi, W., & Penuh, D. S. (2014). Teaching Style And Students’ Interest In Learning English. Jurnal Penelitian Universitas Jambi Seri Humaniora, 17(1), 33–39.
- Setiawan, N. H. A., & Abdulkarim, A. (2020). Application of Board Game Pancasila Dadu (Pandu) in Civic Learning. Proceedings of the 2nd Annual Civic Education Conference (ACEC 2019), 467–470.
- Sukiman. (2012). Pengembangan Media Pembelajaran. Yogyakarta: Pedagogia.
- Sulasteri, S., Rusydi Rasyid, M., & Akhyar, M. (2018). the Effect of the Use of Learning Media Based on Presentation Media on Interest and Mathematical Learning Outcomes. MaPan, 6(2), 221–236.
- Syawaluddin, A., Afriani Rachman, S., & Khaerunnisa. (2020). Developing Snake Ladder Game Learning Media to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School. Simulation and Gaming, 51(4), 432–442.
Referensi
Ainurrohmah, D. A. (2019). Pengembangan Media Board Game Pada Mata Pelajaran Bahasa Inggris Materi Pokok Greeting and Introduction Kelas VII Di Smp Dewantara Surabaya. 1–10.
Andrew, J., Henry, S., Yudhisthira, A. N., Arifin, Y., & Permai, S. D. (2019). Analyzing the factors that influence learning experience through game based learning using visual novel game for learning pancasila. Procedia Computer Science, 157, 353–359.
Ariani, P., Daningsih, E., & Yokhebed. (2017). Kelayakan Media Flipbook Upaya Pencegahan Pencemaran Udara Kelas X. Jurnal Pendidikan Dan Pembelajaran Khatulistiwa, 1–11.
Christopher, A. E., Waluyanto, H. D., Wahyudi, A. T., Visual, D. K., Seni, F., & Petra, U. K. (2019). Perancangan Board Game Pembelajaran Toleransi Terhadap Perbedaan Pada Pelajaran Ppkn. Jurnal DKV Adiwarna, 1–9.
Ginting, N. (2012). Meningkatkan Minat Belajar Siswa dengan Menggunakan Model Pembelajaran Kooperatif Tipe Number Head Together (NHT) pada Mata Pelajaran IPA Materi Pokok Gaya Magnet di Kelas V SD. Jurnal Handayani, 44–50.
Hamka L, Ms. H., Sitti Saenab, M., & Sitti Rahma Yunus, Mp. (2017). Sumber Belajar Penunjang Plpg 2017. Jurnal Online, Kementerian Pendidikan dan Kebudayaan Direktorat Jenderal Guru dan Kependidikan, 12–13.
Limantara, D., Heru, Waluyanto, D., & Zacky, A. (2015). Perancangan Board game Untuk Menumbuhkan Nilai-Nilai Moral Pada Remaja. Jurnal Desain Komunikasi Visual Adiwarna, 1(6), 78547.
Lin, Y. L., Huang, S. W., & Chang, C. C. (2019). The impacts of a marine science Board Game On Motivation, Interest, and achievement in Marine Science Learning. Journal of Baltic Science Education, 18(6), 907–923.
Mardiki Supriadi, L. V. H. (2015). Pengembangan Media Virtual Reality Pada Muatan Pelajaran IPA Kelas VI Sekolah Dasar. Jurnal Teknologi Pendidikan (JTP), 8(2), 241–255.
Permanda, T. P. :Wahyudi. (2020). Efektivitas Media Board Game Untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Sekolah Dasar The Effectiveness of Board Game to Enhance The Elementary School Students Problem Solving Skill Pendahuluan JSD : Jurnal Sekolah Dasar | 19. 1(1), 18–24.
Putri, D. R. (2020). Pengembangan Media Pembelajaran Green Science Board Game ( GREECEBOME ) pada Materi Pencemaran Lingkungan terhadap Minat Belajar Siswa. In Skripsi. Universitas Negeri Semarang.
Rahmayani. (2016). Implementasi Manajemen Pembelajaran Ppkn Kurikulum 2013. Jurnal Manajer Pendidikan, 10(2), 143–148.
Ratminingsih, N. M. (2018). Implementasi Board Games Dan Pengaruhnya Terhadap Hasil Belajar Bahasa Inggris. Jurnal Ilmu Pendidikan, 24(1), 19.
Riyan Cahya, S., & Harmanto. (2018). Kemampuan Berpikir Kritis Siswa Pada Mata Pelajaran PPKn Di SMP Negeri 1 Balong, Kecamatan Balong, Kabupaten Ponorogo. E Journal Kajian Moral dan Kewarganegaraan, 6(2), 291-305.
Rusmiati. (2017). Pengaruh Minat Belajar Terhadap Prestasi Belajar Bidang Studi Ekonomi Siswa Ma Al Fattah Sumbermulyo. Jurnal Ilmiah Pendidikan Dan Ekonomi, 1(1), 21–36.
Safitri, W. C. D. (2019). Efektivitas Media Board Game terhadap Kemampuan Pemecahan Masalah pada Pembelajaran Tematik di SD. Mimbar PSGD Undiksha, 7(2), 72–78.
Saputro, B. (2017). Manajemen Penelitian Pengembangan (Research & Development) bagi Penyusun Tesis dan Disertasi. In Journal of Chemical Information and Modeling, 53(9).
Saswandi, T., Muhammadiyah, S., Jambi, W., & Penuh, D. S. (2014). Teaching Style And Students’ Interest In Learning English. Jurnal Penelitian Universitas Jambi Seri Humaniora, 17(1), 33–39.
Setiawan, N. H. A., & Abdulkarim, A. (2020). Application of Board Game Pancasila Dadu (Pandu) in Civic Learning. Proceedings of the 2nd Annual Civic Education Conference (ACEC 2019), 467–470.
Sukiman. (2012). Pengembangan Media Pembelajaran. Yogyakarta: Pedagogia.
Sulasteri, S., Rusydi Rasyid, M., & Akhyar, M. (2018). the Effect of the Use of Learning Media Based on Presentation Media on Interest and Mathematical Learning Outcomes. MaPan, 6(2), 221–236.
Syawaluddin, A., Afriani Rachman, S., & Khaerunnisa. (2020). Developing Snake Ladder Game Learning Media to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School. Simulation and Gaming, 51(4), 432–442.