Introduction of Luwu Culture Through Adobe Flash Educational Game: Its Influence on Elementary School Students' Metacognition
DOI:
https://doi.org/10.58230/josse.v1i1.57Keywords:
Luwu Culture, Educational Games, Adobe FlashAbstract
This study aims to evaluate the effectiveness of introducing Luwu culture through educational word puzzle games on students' metacognitive abilities. The research method used is the experimental design of one group pretest-posttest with a sampling technique using saturated sampling, resulting in a sample size of 14 students. Data collection is done through tests, observations, and questionnaires, with data analysis performed descriptively. The results show that the use of educational game media is effective for students, indicated by a significant increase in their usage through the educational word puzzle game media with an n-gain value of 0.48, active participation of students at 84%, and positive responses from students regarding the use of educational word puzzle games at 80%.
Downloads
References
Anzari, Y., & Puriza, M. Y. (2021). Aplikasi dan Game Edukasi Sandi Semaphore Berbasis Multimedia. EPSILON: Journal of Electrical Engineering and Information Technology, 19(3), 89–94. DOI: https://doi.org/10.55893/epsilon.v19i3.67
Aprilaini, D. L., & Sari, R. O. (2023). Dampak Kecanduan Gadget Terhadap Kesehatan Mental Remaja Pada Siswa Kelas VII MTS Yabis Pasirlangu. Madani: Jurnal Ilmiah Multidisiplin, 1(12).
Ardhiyah, M. A., & Radia, E. H. (2020). Pengembangan Media Berbasis Adobe Flash Materi Pecahan Matematika Untuk Meningkatkan Hasil Belajar. Jurnal Penelitian Dan Pengembangan Pendidikan, 4(3), 479–485. DOI: https://doi.org/10.23887/jppp.v4i3.28258
Asnan, H., Sitompul, P., & Fauzi, K. M. A. (2022). Pengembangan Media Pembelajaran Menggunakan Software Adobe Flash Professional CS6 Untuk Meningkatkan Kemampuan Pemecahan Masalah di Sekolah SMK Tamansiswa Sukadamai. Jurnal Cendekia: Jurnal Pendidikan Matematika, 6(3), 3372–3386. DOI: https://doi.org/10.31004/cendekia.v6i3.1866
Fahmi, M., & Wiguna, S. (2023). Efektivitas Model Pembelajaran Inquiry Learning Dalam Meningkatkan Pemahaman Siswa Pada Mata Pelajaran Fiqih Kelas X MAS Ar-Rahman Bubun. TUT WURI HANDAYANI: Jurnal Keguruan Dan Ilmu Pendidikan, 2(4), 134–140. DOI: https://doi.org/10.59086/jkip.v2i4.165
Hidayat, W., Sugianto, L., & Al Anshori, F. (2023). Memudarnya Nilai-Nilai Karakter dan Budaya Etnis: Kasus Siswa Keturunan Jawa di SMA 2 Kecamatan Sukamaju, Kabupaten Luwu Utara. Jurnal Sinestesia, 13(1), 474–480.
Junida, D. S., & Mutmainnah, I. (2023). Sosial Budaya Fenomena Kecanduan Gadget Pada Anak: Kecanduan Gadget Pada Anak. Sosiologis: Kajian Sosiologi Klasik, Modern Dan Kontemporer, 1(10), 1–10.
Kii, O. A., & Dewa, E. (2020). Simulasi Phet Sebagai Media Pembelajaran Berbasis Komputer Pada Model Pembelajaran Team Games Tournament Untuk Meningkatkan Aktivitas Dan Hasil Belajar Fisika Mahasiswa. Jurnal Riset Teknologi Dan Inovasi Pendidikan (JARTIKA), 3(2), 360–367. DOI: https://doi.org/10.36765/jartika.v3i2.294
Melati, E., Kurniawan, M., Marlina, M., Santosa, S., Zahra, R., & Purnama, Y. (2023). Pengaruh Metode Pengajaran Berbasis Teknologi Terhadap Kemampuan Berbicara Dalam Pembelajaran Bahasa Inggris Di Sekolah Menengah. Jurnal Review Pendidikan Dan Pengajaran (JRPP), 6(4), 14–20.
Rezi, F., & Pramudita, R. (2020). Game Edukasi Interaktif Pengenalan Jenis Buah Berbasis Adobe Flash di Tk As-Syifa Bekasi. JURNAL MAHASISWA BINA INSANI, 4(2), 175–184.
Rini, M. K., & Huriah, T. (2020). Prevalensi dan Dampak Kecanduan Gadget Pada Remaja: Literature Review. Jurnal Keperawatan Muhammadiyah, 5(1). DOI: https://doi.org/10.30651/jkm.v5i1.4609
Sari, P. A. S., Puspitasari, J. D. P., & Widiastuti, T. A. (2024). Dampak Penggunaan Gadget dalam Pembelajaran pada Siswa Sekolah Dasar. Indo-MathEdu Intellectuals Journal, 5(1), 354–363. DOI: https://doi.org/10.54373/imeij.v5i1.603
Savitri, S. (2023). Perancangan Game Edukasi Susun Huruf Bahasa Inggris untuk Mengenal Hewan bagi Anak Usia Dini. TIN: Terapan Informatika Nusantara, 4(3), 218–222. DOI: https://doi.org/10.47065/tin.v4i3.4174
Shaleh, M. (2020). Reinforcement Pendidikan Karakter pada Modul Bahasa Indonesia Berbasis Budaya Lokal Tana Luwu. Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat, 4(2), 139–150. DOI: https://doi.org/10.12928/jp.v4i2.1697
Suparlan. (2019). Teori konstruktivisme dalam pembelajaran. Islamika, 1(2), 79–88. DOI: https://doi.org/10.36088/islamika.v1i2.208
Surachman, A., Putri, D. E., & Nugroho, A. (2024). Transformasi Pendidikan di Era Digital Tantangan dan Peluang. Journal of International Multidisciplinary Research, 2(2), 52–63.
Triyono, T., & Priatna, A. (2020). Rancang Bangun Game Edukasi Sinau Basa Lan Aksara Jawa (Sibakja) Berbasis Android Menggunakan Adobe Flash Cs6 Untuk Siswa Sekolah Dasar Di Kebumen. Jurnal Interkom: Jurnal Publikasi Ilmiah Bidang Teknologi Informasi Dan Komunikasi, 14(4), 191–201. DOI: https://doi.org/10.35969/interkom.v14i4.61
Yuliawati, L., Aribowo, D., & Abi Hamid, M. (2020). Analisis kebutuhan pengembangan media pembelajaran e-modul berbasis adobe flash pada mata pelajaran pekerjaan dasar elektromekanik. Jupiter (Jurnal Pendidikan Teknik Elektro), 5(1), 35–42. DOI: https://doi.org/10.24036/jpte.v1i1.53
Zalillah, D., & Alfurqan, A. (2022). Penggunaan Game Interaktif Wordwall dalam Evaluasi Mata Pelajaran Pendidikan Agama Islam di SDN 17 Gurun Laweh Padang. Manazhim, 4(2), 491–504. DOI: https://doi.org/10.36088/manazhim.v4i2.1996
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Ahmiranti, Lilis Suryani, Nursyamsi
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
In submitting the manuscript to the journal, the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- The work described has not been formally published before, except in the form of an abstract or as part of a published lecture, review, thesis, or overlay journal.
- That it is not under consideration for publication elsewhere,
- That its publication has been approved by all the author(s) and by the responsible authorities – tacitly or explicitly – of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and copyright agreement.
License and Copyright Agreement
Authors who publish with JUDIKDAS agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors can enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) before and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.