Pengembangan Modul Pjok Berbasis Qr Code dengan Materi Modifikasi Permainan di SMP IT An'nida Kota Lubuklinggau

  • Helvi Darsi Universitas PGRI Silampari
  • Erick Salman Universitas PGRI Silampari
  • Citra Azhariat Malasari Universitas Muhammadiyah Kota Bumi
  • Martiani Martiani Universitas Dehasen

Abstract

This research aims to determine the development of a QR code-based Corner Module Development with Game Modification Material at SMP IT An'nida, Lubuklinggau City. The method used in this research is the Research and Development method, which uses several instruments that can support research to obtain data or information. The questionnaire was prepared using a Likert scale. The results of this research show that the quality of the module seen from the validity aspect is included in the valid category, the results of the language expert's assessment with a score of 0.861, the results of the material expert's evaluation with a score of 0.8, while the results of the media expert's assessment with a score of 0.807. The quality of the module seen from the practical aspect is categorized as very practical; the results of the teacher response practicality assessment were a score of 4, the results of the one-to-one practicality test were a score of 3.8, while the results of the small group test were with a score of 4.0. From the research we have carried out, we will produce scientific works such as bar-isbn teaching materials and the accredited national journal Sinta 3. In conclusion, the game modification module was developed using the 4-D model, including 4 stages, namely, Defining (planning), DesigningDesign (Design), Developing (development), and Disseminating (deployment). The results of the validity of the modules developed from the results of assessments by experts (linguist experts, material experts, media experts) are categorized as high validity, and the results of the teacher practicality questionnaire can be classified as very practical.

Keywords: Development, Game Modification, QR-Code

References

Arvianto, I. R., & Ardhana, Y. M. K. (2020). Pengembangan Perangkat Pembelajaran Untuk Meningkatan Kemampuan Berpikir Kreatif. Prima: Jurnal Pendidikan Matematika, 4(1), 22. https://doi.org/10.31000/prima.v4i1.2032

Asfiah, N., Mosik, M., & Purwantoyo, E. (2013). Pengembangan Modul Ipa Terpadu Kontekstual Pada Tema Bunyi. Unnes Science Education Journal, 2(1). https://journal.unnes.ac.id/sju/index.php/usej/article/view/1822

Fikri, M., & Prasetiyo, S. M. (2022). Perancangan Aplikasi Presensi Peserta Seminar Di Perusahaan Cv. Sukses Berkah Berlimpah Dengan Metode Waterfall Menggunakan Qr code. OKTAL: Jurnal Ilmu Komputer Dan Sains, 1(08), 1193–1202. https://journal.mediapublikasi.id/index.php/oktal/article/view/470

Guntur, F., & Didik, H. (2019). Penggunaan QR Code pada Dunia Pendidikan : Penelitian Pengembangan Bahan Ajar. Jurnal SPORTIF : Jurnal Penelitian Pembelajaran, 5(2), 265–278. https://karya.brin.go.id/id/eprint/18764/

Hasan, M., Milawati, M., Darodjat, D., Harahap, T. K., Tahrim, T., Anwari, A. M., Rahmat, A., Masdiana, M., & Indra, I. (2021). Media Pembelajaran. Tahta media group.

Kalsum, U., Khalifah Mustami, M., & Ismail, W. (2018). Pengembangan Modul Pembelajaran Biologi Materi Ekosistem Berbasis Pendekatan Contextual Teaching And Learning (CTL). Lentera Pendidikan : Jurnal Ilmu Tarbiyah Dan Keguruan, 21(1), 97–107. https://doi.org/10.24252/lp.2018v21n1i9

Labolo, I. (2019). Implementasi QRCode Untuk Absensi Perkuliahan Mahasiswa Berbasis Paperless Office. Jurnal Informatika Upgris. https://doi.org/10.26877/jiu.v5i1.3689

Nasution, L. A. A. (2019). Pembelajaran IPS di SD / MI. INA-Rxiv.

Prasetiyo, S. M., Apryanti, F., & Juniar, R. P. (2023). Aplikasi Pembayaran Menggunakan QR Ke Berbagai Negara Berbasis Android. OKTAL: Jurnal Ilmu Komputer Dan Sains, 2(05), 1454–1561. https://journal.mediapublikasi.id/index.php/oktal/article/view/1378

Rusilowati, A., Supardi, kasmadi imam, Fathonah, S., Juliyanto, E., Firdaus, Annur, S., Harjito, Dewi, novi ratna, Jumini, S., Falah, M., Desy, R., Dahnuss, D., Iskandar, H., & Siswanto. (2020). Pengembangan Instrumen Karakter Dalam Pembelajaran IPA. In Pengembangan Instrumen Karakter Dalam Pembelajaran IPA.

Salma, D. K. (2020). Pengembangan Bahan Ajar Berbasis Kontekstual Berbantu QR Code Pada Mata Pelajaran Praktikum Akuntansi Lembaga/Instansi Pemerintah Kelas XII SMK. Jurnal Pendidikan Ekonomi: Jurnal Ilmiah Ilmu Pendidikan, Ilmu Ekonomi Dan Ilmu Sosial, 15(1), 1–8. https://jurnal.unej.ac.id/index.php/JPE/article/view/20213

Sari, A. M. (2019). Pengembangan Media Pembelajaran Videoscribe pada Tema Indahnya Kebersamaan yang Terintegrasi Ayat Al-Qur’an di Kelas IV SD/MI [UIN Raden Intan Lampung]. http://repository.radenintan.ac.id/8831/1/COVER-DAPUS.pdf

Sari, S. Y. (2021). Pengembangan Modul Pemelajaran Pjok Berbasis Qr-Code ( Barcode Scanner ) Pada Tema Gerak Dasar Untuk Peserta Didik Kelas I SD / MI. In Skripsi. http://repository.radenintan.ac.id/16823/1/SKRIPSI BAB 1%262.pdf

Setiyadi, M. W. (2017). Pengembangan Modul Pembelajaran Biologi Berbasis Pendekatan Saintifik Untuk Meningkatkan Hasil Belajar Siswa. Journal of Educational Science and Technology (EST). https://doi.org/10.26858/est.v3i2.3468

Zain, R. A. (2023). Sistem Absensi Mahasiswa Menggunakan Qr Code Dengan Metode Zxing Berbasis Android. Jurnal Ilmiah Informatika Dan Komputer (JIIFOR), 7(2). https://jurnalteknik.unkris.ac.id/index.php/jiifor/article/view/318
Published
2024-02-06
Abstract viewed = 4 times
pdf downloaded = 10 times