PENGEMBANGAN PENGETAHUAN KOMIK PADA MATA PELAJARAN SENI BUDAYA MELALUI IMPLEMENTASI MEDIA GAME VIRTUAL WORDWALL - Ida Nisaurrasyidah, - (2021)
Penelitian ini didasari oleh adanya kebutuhan Pembelajaran Jarak Jauh (PJJ) karena masa pandemi Covid-19. Oleh karena itu guru berinovasi merencanakan dan melaksanakan pembelajaran dengan berbagai pendekatan dan media pembelajaran. Dalam penelitian ini, penulis menerapkan pembelajaran PJJ Seni Budaya materi Komik dengan menggunakan Media Game Virtual Wordwall melalui 3 tahapan siklus dengan metode pembelajaran Blended Learning. Masalah yang dipecahkan dalam melalui penelitian ini yaitu menurunnya minat belajar siswa dalam materi pengetahuan komik pada Mata Pelajaran Seni Budaya. Dengan tujuan meningkatkan hasil pengetahuan menggambar komik siswa kelas 8 SMP Islam Al-Azhar 5 Cirebon. Adapun metode penelitian ini yaitu Action Research/Penelitian Tindakan Kelas (PTK). Hasil dari penelitian ini terjadi peningkatan dari siklus 1 sampai siklus 3. Pada siklus 1 nilai observasi aktivitas guru sebesar 72 dan nilai observasi aktivitas siswa sebesar 56. Nilai rata-rata siswa sebesar 51,61 dengan persentase ketuntasan 48,39%. Pada siklus 2 nilai observasi aktivitas guru sebesar 88 dan nilai observasi aktivitas siswa sebesar 72. Nilai rata-rata siswa sebesar 70,32 dan persentase ketuntasan sebesar 67,74%. Pada siklus 3 nilai observasi aktivitas guru sebanyak 96 dan nilai observasi siswa sebanyak 84. Nilai rata-rata siswa sebesar 93,55 dan persentase ketuntasan sebesar 93,55%. Dapat disimpulkan bahwa dari kegiatan tahap siklus 1 hingga siklus 3 mengalami peningkatan sebanyak 58,07%, jadi implementasi media game virtual Wordwall dapat berpengaruh terhadap pengetahuan komik pada mata pelajaran Seni Budaya bagi siswa kelas 8 SMP Islam Al-Azhar 5 Kota Cirebon. This research is based on the need for Distance Learning (PJJ) due to the pandemic Covid-19. Therefore, teachers innovate in planning and implementing learning with various approaches and learning media. In this study, the authors apply PJJ learning of Comic Arts and Culture material by usingMedia Virtual Wordwall Game through 3 cycle stages with the learning method Blended Learning. The problem that was solved in this research was the decline in students' interest in learning about comics knowledge in the Cultural Arts Subject. With the aim of increasing the knowledge of drawing comics for 8th grade students of SMP Islam Al-Azhar 5 Cirebon. The research method is Action Research/ Classroom Action Research (CAR). The results of this study increased from cycle 1 to cycle 3. In cycle 1 the teacher activity observation value was 72 and the student activity observation value was 56. The student average value was 51.61 with a completeness percentage of 48.39%. In cycle 2 the teacher activity observation value was 88 and the student activity observation value was 72. The students' average value was 70.32 and the percentage of completeness was 67.74%. In cycle 3, the teacher's activity observation value was 96 and the student's observation value was 84. The students' average score was 93.55 and the percentage of completeness was 93.55%. It can be concluded that from cycle 1 to cycle 3 activities, there was an increase of 58.07%, so the implementation ofmedia the Wordwall virtual game could affect comic knowledge in Cultural Arts subjects for 8th grade students of SMP Islam Al-Azhar 5 Cirebon City.