ANALISIS PENGGUNAAN MEDIA GAME EDUKATIF PUZZLE DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN IPA KELAS II SDN 1 GEYONGAN

Authors

  • Abid Rifqi Universitas Muhammadiyah Cirebon
  • Eliya Rochmah Universitas Muhammadiyah Cirebon
  • Ha Hanikah Universitas Muhammadiyah Cirebon

Abstract

This study aims to test the effectiveness of using puzzle media in increasing students' learning interest in Class II SDN 1 Geyongan, Cirebon. This study uses the FGD (Focus Group Discussion) research method, a data collection technique that is generally carried out by qualitative researchers with the aim of finding the meaning of a theme according to the understanding of a group used qualitative research with a case study approach. The research subjects were grade II students at SDN 1 Geyongan. Data was collected through observation, interviews, document studies, and other methods. Data were analyzed by the steps of data collection, data reduction, data presentation, inference, and verification. The findings in the field show that based on the results obtained the average score of the student questionnaire as a whole on student learning motivation reached 30.27 with a weak interpretation. Based on the results of the average total score of the questionnaire as a whole for science learning using learning media, educational puzzle games, motivation to learn, that is, it reaches 6.96% and can be stated as good. So it can be concluded that overall the use of learning media is very positive for increasing student motivation in class II. very interesting student learning interest in these subjects. Teachers are actively involved in the learning process so that students become active and do not feel bored. The use of puzzle media in science learning increases the motivation of students' interest in learning, which can be seen from the increase in the percentage of indicators of student interest in learning.

 

Keyword : Motivational analysis, educational puzzle game

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Published

2023-12-20