Development of Educational Board Games to Increase Knowledge of Environmental Care Integrated with QR Codes and Applications

Authors

  • Nadine Margaretha Octaviola Universitas Negeri Malang
  • Khusnul Khotimah Universitas Negeri Malang
  • Esti Untari Universitas Negeri Malang

DOI:

https://doi.org/10.17977/um039v9i12024p27-42

Keywords:

board game, QR code, environmental awareness knowledge, elementary school

Abstract

This study aims to develop a board game as a learning media that provides environmental awareness education for elementary school children. To follow the era of society 5.0, this board game is developed with technological advances in the form of QR codes and applications and meets the quality of interesting learning media. With the existence of this game-based learning media, it will increase students' knowledge of environmental awareness. To determine the feasibility, effectiveness, and attractiveness of the results of the development of board game learning media integrated with QR codes and applications. This study uses the Research and Development (RnD) method. This research model uses ADDIE, namely analysis, design, development, implementation, and evaluation. The data collection techniques used are questionnaires and tests in the form of quantitative and qualitative descriptive data. Board games were declared valid by the three experts as evidenced by the results (1) material experts had a percentage of 90%, (2) media experts had a percentage of 98% (3) teachers had a percentage of 100%. After being declared valid, the media was tested on grade III students of SDN Bareng 01 Malang City. Based on the results of the pretest t-test analysis, the average was 69 and the post-test was 91. The conclusion that can be drawn from this study shows that there is a significant influence of board games so that it can increase the environmental awareness knowledge of students at SDN Bareng 01 Malang City.

References

Arikunto, S. (2010). Prosedur penelitian suatu pendekatan praktek. Rineka Cipta.

Aryani, B. D. (2014). Mengembangkan Sikap Peduli Lingkungan Melalui Bermain Ecofunopoly. Didaktika Dwija Indria, 2(10).

Branch, R. M., & Branch, R. M. (2009). Develop. Instructional Design: The ADDIE Approach, 82–131.

Efendi, N., Barkara, R. S., & Fitria, Y. (2020). Implementasi Karakter Peduli Lingkungan di Sekolah Dasar Lolong Belanti Padang. Jurnal Komunikasi Pendidikan, 4(2), 62–71. https://doi.org/10.32585/jkp.v4i2.460

Ismail, B., Ali, T., Ramadhani, M., Asshowabi, M. Z., & Adima, R. (2023). EcoFun Sebagai Media Pembelajaran Anak Sekolah Dasar Agar Lebih Peduli Lingkungan. Prosiding Seminar Nasional Kemahasiswaan, 1(1), 52–56. https://doi.org/10.56983/prosidingkemahasiswaan.v1i1.1454

Jordi, D. (2017). Perancangan Board Game Edukatif Tentang Peduli Lingkungan untuk Anak Usia 7-12 Tahun. Jurnal Prodi Desain Komunikasi Visual Jurusan Seni Rupa Fakultas Bahasa dan Seni Universitas Negeri Padang.

Maulidina, A. F., Wandi, W., & Rachman, M. Z. (2024). Pengaruh edukasi kesehatan menggunakan board game terhadap pengetahuan dan sikap pemilahan sampah. Journal of Health Research Science, 4(02), 232–239. https://doi.org/10.34305/jhrs.v4i2.1222

Novianti, R. (2022). Model Pembelajaran Untuk Menumbuhkan Karakter Peduli Lingkungan Mata Pelajaran IPA. JPB-Jurnal Pendidikan Biologi, 2(2), 16-23. https://doi.org/10.55719/jpb.v2i2.550

Prasetya, D. D., Sakti, W., & Patmanthara, S. (2013). Digital game-based learning untuk anak usia dini. Tekno, 20(2), 45–50.

Raab, P., & Bogner, F. X. (2021). Knowledge acquisition and environmental values in a microplastic learning module: Does the learning environment matter? Studies in Educational Evaluation, 71, 101091. https://doi.org/10.1016/j.stueduc.2021.101091

Riwanto, M. A., & Budiarti, N. W. (2021). Pengembangan Media Pembelajaran Interaktif IPA SD Terintegrasi Pendidikan Karakter Peduli Lingkungan. Jurnal Pendidikan Dasar Nusantara, 6(2), 71–82. https://doi.org/10.29407/jpdn.v6i2.14974

Saifuddin. (2014). Pengelolaan Pembelajaran Teoritis dan Praktis. Deepublish.

Slamet, F. A. (2022). Model Penelitian Pengembangan (R n D). Malang: Institut Agama Islam Sunan Kalojogo Malang.

Vu, P., & Feinstein, S. (2017). An exploratory multiple case study about using game-based learning in STEM classrooms. International Journal of Research in Education and Science, 3(2), 582–588. https://doi.org/10.21890/ijres.328087

Downloads

Published

2024-04-01

How to Cite

Octaviola, N. M., Khotimah, K., & Untari, E. (2024). Development of Educational Board Games to Increase Knowledge of Environmental Care Integrated with QR Codes and Applications. Edcomtech: Jurnal Kajian Teknologi Pendidikan, 9(1), 27–42. https://doi.org/10.17977/um039v9i12024p27-42

Issue

Section

Articles