Abstract
The purpose of this study is (1) to produce a media product of social science learning traditional game Gaprek Kempung by utilizing the existing facilities in the surrounding environment, (2) to determine the effectiveness of the development of instructional media of social science traditional games Gaprek Kempung to improve learning outcomes on economic subjects grade VII SMP N 1 Tumpang. Based on the analysis testing the effectiveness of instructional media traditional game Gaprek Kempung by using software IBM SPSS 24 with the formula t-test, t-hitung obtained from posttest control class and experimental class SMP N 1 Tumpang amounted to 2,763 with t-table value is 2.005 thus t-hitung> t-tabel which means an increase in the economic value of learning outcomes experimental class is better than the control class. Furthermore, gained a significance value of 0.007 <α (0.05), indicating that H1 accepted meaning experimental class is better than the control class. This study showed that media learning traditional games Gaprek Kempung further enhance the economic value of student learning outcomes compared with no use of instructional media. This means media learning traditional game Gaprek Kempung is worthy to be used to improve students’ learning outcomes and media learning traditional game Gaprek Kempung is effectively to improve students’ learning outcomes.
First Page
331
Last Page
340
Recommended Citation
Wulandari, Fera; Wahjoedi, Wahjoedi; and Utomo, Sugeng Hadi
(2017)
"Permainan Tradisional “Gaprek Kempung” sebagai Media Pembelajaran pada Mata Pelajaran Ekonomi Kelas VII,"
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan: Vol. 2:
No.
3, Article 5.
DOI: https://doi.org/10.17977/jptpp.v2i3.8594
Available at:
https://citeus.um.ac.id/jptpp/vol2/iss3/5
