Zaenal Arifin
Universitas Muria Kudus

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MEMBANGUN GAME PETUALANGAN SEJARAH PENINGGALAN SUNAN KUDUS BERBASIS ANDROID Zaenal Arifin; Tri Listyorini; Rina Fiati
Prosiding SNATIF 2015: Prosiding Seminar Nasional Teknologi dan Informatika
Publisher : Prosiding SNATIF

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Abstract

Abstrak Indonesia adalah negara yang penduduknya mayoritas beragama islam karena dulu pada abad ke 14 Islam sudah masuk dan berkembang pesat pada pulau Jawa. Sunan Kudus adalah salah satu pelopor yang termasuk dalam tokoh Walisongo yang sampai saat ini peninggalan sejarah nya masih ada di kota kudus. Namun kebanyakan semua orang masih kurang mengetahui sejarah sunan kudus dalam penyebaran agama islam di kota Kudus oleh karena dasar tersebut maka penulis melakukan penelitian dengan judul Membangun game petualangan sejarah Sunan Kudus berbasis android. Dengan mengunakan Metode penelitian Research and Development sebagia metode pembuatan game. Tahapan dalam proses penelitian adalah tahap analisis, desain, pengembangan, implementasi, dan pengujian. Dengan adanya game media pembelajaran sejarah tentang peningggalan sejarah Sunan Kudus ini diharapakan masyarakat dapat mempunyai pilihan alternative sebagai pendukung sarana belajar untuk lebih maksimal dan efisien. Dimana aplikasi ini memanfaatkan smartphone atau tablet yang menggunakan sistem operasi android sebagaimana banyak orang yang telah memiliki smartphone tersebut karena semakin terjangkau harga pembelianya. Kata Kunci : Sunan Kudus, Game, Android, Research and Development
DEVELOPING OF A TEXTBOOK BASED ON THE LOCAL WISDOM IN KABUPATEN JEPARA FOR GRADE V ELEMENTARY SCHOOL STUDENTS Zaenal Arifin; Sri Utaminingsih; Gunawan Setiadi
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 4, No 6 (2020)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v4i6.8124

Abstract

This study aimed to: (1) develop thematic textbooks based on local wisdom for the materials about Our Best Friend's Environment for grade V elementary school students and (2) know the validity, practicality, and effectiveness of thematic textbooks based on local wisdom for the materials about Our Best Friend's Environment for grade V elementary school students. This textbook was developed by using Research and Development (R & D) method. The development stages included: (1) Potentials and problems, (2) Data collection, (3) Product designs, (4) Design validations, (5) Design revisions, (6) Product testings, and (7) Product revisions (Sugiyono, 2016). This study was conducted to 33 students from class V SDN 2 Sendang Kabupaten Jepara. The initial product development was a process of making media based on needs analysis. Expert testings or validation was carried out by 2 experts, namely media experts and material experts. The data in this study were collected through observations, interviews, and questionnaires. Then, the data were analyzed by using descriptive analysis and comparison test of two independent groups, namely by using the independent t-test. Based on the results of the trial, this thematic textbook was very valid, very interesting, effective, and could be applied in learning. This could be seen from the results of the validation by three experts showing that the product was good. Moreover, the results of the effectiveness test showed that students at the experimental class had better learning outcomes than those in the control class. This means that the textbook based on local wisdom in Kabupaten Jepara were developed effectively.