PENGEMBANGAN MEDIA PETA INTERAKTIF BERBASIS STEAM BERBANTUAN GENIALLY PADA PEMBELAJARAN IPAS DI SEKOLAH DASAR
Abstract
ABSTRACT Learning Social and Natural Sciences (IPAS) on the topic of the Association of Southeast Asian Nations (ASEAN) in fifth-grade elementary schools is still predominantly conventional and teacher-centered, limiting students’ opportunities to actively and meaningfully explore the geographical, economic, and cultural information of ASEAN countries. This study aimed to develop the “Jelajah ASEAN” interactive map media based on the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach assisted by Genially and to determine its validity and practicality for fifth-grade IPAS learning in elementary school. This study employed a Research and Development (R&D) method using the ADDIE model, consisting of the Analyze, Design, Development, Implementation, and Evaluate stages. The research subjects were a teacher and fifth-grade students at SDN 14/I Sungai Baung. Data were collected through validation questionnaires administered to media, material, and language experts, as well as response questionnaires completed by the teacher and students. The data were analyzed using descriptive quantitative analysis. The results showed that the “Jelajah ASEAN” media achieved an average validity score of 88.47%, categorized as very valid, with media expert validation of 96%, material expert validation of 78.6%, and language expert validation of 90.8%. The practicality scores based on the teacher’s response, small-group trial, and large-group trial were 96%, 93%, and 92%, respectively, all categorized as very practical. Therefore, the STEAM-based “Jelajah ASEAN” interactive map media assisted by Genially is considered very valid and very practical and is suitable for use as an IPAS learning medium for the ASEAN topic in fifth-grade elementary schools. ABSTRAK Pembelajaran IPAS materi Perhimpunan Bangsa-Bangsa Asia Tenggara (ASEAN) di kelas V Sekolah Dasar masih cenderung konvensional dan berpusat pada guru, sehingga peserta didik memiliki keterbatasan dalam mengeksplorasi informasi geografis, ekonomi, dan budaya negara-negara ASEAN secara aktif dan bermakna. Penelitian ini bertujuan untuk mengembangkan media peta interaktif “Jelajah ASEAN” berbasis pendekatan STEAM (Science, Technology, Engineering, Arts, and Mathematics) berbantuan Genially serta mengetahui tingkat validitas dan kepraktisannya dalam pembelajaran IPAS kelas V Sekolah Dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analyze, Design, Development, Implementation, dan Evaluate. Subjek penelitian adalah guru dan peserta didik kelas V SDN 14/I Sungai Baung. Data dikumpulkan melalui angket validasi ahli media, ahli materi, dan ahli bahasa serta angket respons guru dan peserta didik, kemudian dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media “Jelajah ASEAN” memperoleh tingkat validitas rata-rata sebesar 88,47% dengan kategori sangat valid, meliputi validasi ahli media sebesar 96%, ahli materi sebesar 78,6%, dan ahli bahasa sebesar 90,8%. Tingkat kepraktisan berdasarkan respons guru sebesar 96%, uji coba kelompok kecil sebesar 93%, dan uji coba kelompok besar sebesar 92%, yang seluruhnya berkategori sangat praktis. Dengan demikian, media peta interaktif “Jelajah ASEAN” berbasis STEAM berbantuan Genially dinyatakan sangat valid dan sangat praktis serta layak digunakan sebagai media pembelajaran IPAS materi ASEAN di kelas V Sekolah Dasar.