Analisis kebutuhan belajar siswa dalam pengembangan smart box sebagai media pembelajaran pancasila kelas 3

Maeva Juliana Ningtyas, Sri Hartini, Nazwadera Marsya Nurrochma, Rafiul Faisa Ramadhan, Havif Wahyu Saputra, Liya Atika Anggrasari

Abstract


This study aims to analyze the learning needs of third-grade elementary school students in Pancasila Education and to develop a smart box-based instructional media as an innovative, interactive, and contextual learning tool. The main issue addressed is the low level of student interest and participation in learning Pancasila, which is caused by the use of conventional teaching methods that lack engaging visual and audio components. This research employs a research and development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). In the initial stage, a needs analysis was conducted through observation, teacher interviews, and student questionnaires to identify media preferences and learning styles. The results showed that most students preferred audio-visual and interactive media. The smart box media was developed to contain Pancasila content aligned with the third-grade curriculum, equipped with voice narration, animated images, and educational games operated with simple buttons and accessible without an internet connection. Initial trials indicated that the use of the smart box increased student engagement in the learning process and assisted teachers in delivering material in a more attractive and efficient manner. This study concludes that the development of smart box-based instructional media effectively meets students’ learning needs and can serve as an applicable alternative teaching tool, particularly for Pancasila Education at the elementary school level.

Keywords


Kebutuhan belajar; smart box; media pembelajaran; Pancasila; siswa kelas 3

Full Text:

PDF

References


Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer.

Mayer, R. E. (2009). Multimedia Learning (2nd ed.). Cambridge University Press.

Nurjanah, S. (2021). Pengembangan Media Interaktif untuk Pembelajaran Nilai Karakter di Sekolah Dasar. Jurnal Inovasi Pendidikan Dasar, 6(2), 120–128.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283.

Rahmawati, D., & Sari, R. (2020). Media Pembelajaran Video Interaktif pada Tema Kebangsaan. Jurnal Teknologi Pendidikan, 22(3), 213–225.

Sulastri, I., & Widodo, H. (2019). Efektivitas Media Interaktif Berbasis Audio Visual terhadap Hasil Belajar PKn Siswa SD. Jurnal Pendidikan Karakter, 9(1), 85–97.

Tilaar, H. A. R. (2002). Pendidikan, Kebudayaan, dan Masyarakat Indonesia. Remaja Rosdakarya.

Yamin, M. (2018). Strategi Pembelajaran Berbasis Kompetensi. Gaung Persada.

Mayer, R. E. (2020). Multimedia Learning (3rd ed.). Cambridge University Press.

Prasetyo, R., & Ningsih, L. (2020). Pengaruh penggunaan media Smart Box terhadap motivasi belajar siswa SD. Jurnal Teknologi Pendidikan Dasar, 8(2), 112–120.

Rahayu, N. (2017). Penerapan media pembelajaran interaktif berbasis Smart Box untuk meningkatkan hasil belajar IPA. Jurnal Inovasi Pendidikan Dasar, 4(1), 45–53.

Slavin, R. E. (2012). Educational Psychology: Theory and Practice (10th ed.). Pearson Education.

Lestari, F., & Andika, R. (2023). Meta-analisis pengaruh media interaktif terhadap hasil belajar siswa sekolah dasar. Jurnal Pendidikan dan Teknologi, 11(1), 22–34.


Refbacks

  • There are currently no refbacks.