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https://journal.unnes.ac.id/sju/index.php/jpe/article/view/26251
Correspondence address: p-ISSN 2252-6404
Pangeran Diponegoro KM.2, Pesantunan, Wanasari, RW. 11,
e-ISSN 2502-4515
Pesantunan, Wanasari, Brebes, Jawa Tengah, 52221
E-mail: laelianurpratiwiningsih@umus.ac.id
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Laelia Nurpratiwiningsih & Didik Tri Setiyoko
Journal of Primary Education 8 (3) (2018) : 249 – 257
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Laelia Nurpratiwiningsih & Didik Tri Setiyoko
Journal of Primary Education 8 (3) (2018) : 249 – 257
educational. One example of educational games 5. This media is cheaper, easier to get and use
that can affect social skills for students is without the need for special tools.
traditional games (Nugraha, Handoyo, and In addition, images also have weaknesses
Sulistyorini, 2018). in their use, these weaknesses include the
Educational game tools are one of the following:
media or facilities that can stimulate student 1. More emphasis on the sensory perception of
activities to learn a learning material and can the eye,
increase understanding of something, both using 2. Objects are too complex, less effective for
advanced technology and simple technology. learning,
This technology is used as an educational tool 3. Size is very limited for limited groups,
that provides opportunities to increase the desire 4. Must be authentic means that the image must
for learning and behavior in students (Hermina, honestly describe the situation,
and Nurfi, 2010). This desire can be illustrated by 5. Simple, the composition should be clear
students' cognitive and psychomotor. enough to point out the main points in the
The functions of educational games picture,
include the following: 6. The size is relative, not too big or too small,
1. Providing knowledge to children through the but according to needs,
learning process of playing while learning. 7. The image shows an activity, activities, or
2. Stimulating the development of thinking certain actions,
power, creativity and language, in order to 8. Good pictures do not necessarily reach the
grow attitudes, mentality and good morals. learning goals.
3. Creating an attractive playing environment, This research is expected to help solve
providing a sense of security and fun. problems for students and teachers related to
4. Improve the quality of children's learning. learning media, so students no longer encounter
Educational games used in this study are difficulties in map material. In addition, teachers
Puzzle type media. The puzzle is a game of are expected to be able to provide information
composing an image or object that has been about innovative and creative education games so
broken down in several parts. Puzzles are that they can be utilized in learning activities.
included in games that contain associative
activities connecting or coupling. The task of the METHODS
player is to rearrange or rearrange a random
system. This research and development method
The puzzle media uses images to uses the research design proposed by Sugiyono
communicate with students. According to (2010). The stages of this study include:
Sanaky (2010), the advantages of the picture (1) potential problems, namely activities to
include the following: identify education media learning needs of
1. The concrete picture is more realism, showing teachers and students, (2) product development,
the main problems when compared to verbal namely the activity of composing education
ones, games learning media developed based on the
2. Images can overcome space and time, needs of teachers and students, (3) product
meaning that not all objects, object objects can validation, namely the activity of validating
be taken to class and learners can carry the learning media products for education games
object, from several experts, (4) product revisions,
3. Images can overcome the limitations of the namely activities to revise products based on
five senses, suggestions from validators, (5) product testing,
4. Clarify a problem presentation in any field which is an activity to test the education games
and for any age level, learning media for students in Public Elementary
School Jatibarang Lor 2.
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Laelia Nurpratiwiningsih & Didik Tri Setiyoko
Journal of Primary Education 8 (3) (2018) : 249 – 257
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Laelia Nurpratiwiningsih & Didik Tri Setiyoko
Journal of Primary Education 8 (3) (2018) : 249 – 257
educational games in the form of puzzles. To be Cognitive learning outcomes in the control
more clear about the draft education games class at IVA can be seen in Table 2 below.
learning media, see the following Figure 1.
Table 2. Cognitive Learning Outcomes of
Control Class Students (IVA)
The number of students
Value range Category
Control class (IVA)
85 – 100 Very good 0
75 – 84 Good 1
65 – 74 Adequate 5
00 – 64 Less 20
Total 26
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Laelia Nurpratiwiningsih & Didik Tri Setiyoko
Journal of Primary Education 8 (3) (2018) : 249 – 257
Table 4. Values of Skills Control Class Students these data, it can be seen that there are 7 students
(IVA) who have not yet finished learning. This is
Value range Category
The number of students evidenced by the achievement of cognitive values
Control class (IVA)
85 – 100 Very good 1
between the range 85-100 as many as 8 students,
75 – 84 Good 2 75-84 as many as 11 students, 65-74 as many as 6
65 – 74 Adequate 7
00 – 64 Less 16
students and 00-64 as many as 1 student.
Total 26 After getting scores on students' cognitive
results and student skills, the next is testing the
Based on the data in Table 4 it can be effectiveness of education games learning media
concluded that the value of skills in the control through a table of independent sample tests. The
class (IVA) carried out using books and results of these tests can be seen in Table 6 below.
worksheets is the lowest score of 40 and the Based on Table 6 it can be seen that from
highest score of 90. From these data, it can be the cognitive results of the control class students
seen that there are 23 students who have not yet and experiments with the sig value = 0.000 <
finished learning. This is evidenced by the 0.05. This means that H0 is rejected, meaning that
achievement of skills between the range 85-100 as there is a difference between the experimental
many as 1 student, 75-84 as many as 2 students, group and the control group. Therefore, it is said
65-74 as many as 7 students and 00-64 as many as that the education games learning media can
16 students. improve students' abilities towards cognitive
The value of students' skills in the learning outcomes. So, education games learning
experimental class on IVB can be seen in Table 5 media are effective and acceptable.
below. The results of testing the effectiveness of
students' skills in the control class at IVA and IVB
Table 5. Values of Skills Experimental Class experimental class can be seen with a table of
Students (IVB) independent sample test. The results of these tests
The number of students can be seen in Table 7 below.
Value range Category
Experimental class (IVB)
85 – 100 Very good 8 Based on Table 7 it can be seen that the sig
75 – 84 Good 11 value. = 0.000 < 0.05. This means that H0 is
65 – 74 Adequate 6
00 – 64 Less 1 rejected, meaning that there is a difference
Total 26 between the experimental group and the control
group. Therefore, it is said that the education
Based on the data in Table 5, it can be games learning media can improve students'
concluded that the value of skills in the abilities towards student skills. So, education
experimental class (IVB) carried out using games learning media are effective and
education games learning media is the lowest acceptable.
score of 60 and the highest score of 100. From
The use of educational games learning can develop well towards the optimal point is
media in the learning process depends on the supported by two main factors, namely the
creation and initiative of the instructor. Creativity environment, facilities, and infrastructure.
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Laelia Nurpratiwiningsih & Didik Tri Setiyoko
Journal of Primary Education 8 (3) (2018) : 249 – 257
A good environment in the process of developing cognitive abilities and skills of students will
creativity can deliver creative human beings. increase. In line with that, Fahmi (2016);
Through play, children get lessons that contain Pratama, and Haryanto (2017) also said that
aspects of cognitive, social, emotional and educational games can improve students'
physical development. Likewise with a teacher. knowledge. Students' knowledge and skills in
The teacher must be able to grow his creativity. learning maps can be demonstrated in learning.
One example is that the teacher can use This shows that learning education learning
something in the environment as a creative media is a learning process for students who need
learning media. Suarno (2015) stated that a stage to do, express, analyze, conclude and
learning media must demand the creation of the apply map material in learning activities.
teacher so that the learning process can be fun. The learning process in map material
For example with education games learning needs an innovative review of learning media.
media. Through the activity of playing with Therefore it is necessary to develop learning
various forms of play, children are stimulated to media. Media that can be developed as learning
develop toward the totality of personality. namely maps media (Muzakki, and Endro,
Games as learning media involve students 2014). Thus, the learning objectives in map
in the process of experience and experience material can be fulfilled. Both of students'
challenges, get inspired, are encouraged to be cognitive results and student skills. Therefore,
creative and interact in the activities of fellow there is continuity between material map and
students in playing games. Each student performs learning media. Both must run simultaneously to
the same game, but the inner process of each the fullest. One of the learning media that can be
student can vary. The inner process can be seen utilized is the media puzzle. According to
by the form of words and behavior to understand Saifullah, Pargito, and Darsono (2013);
the process of developing students' potential. Maududi, Purwanto, and Awalya (2018), Puzzle
Games are facts that are analyzed to understand map media has proven to be more effectively
behavior through experience. According to applied in map material compared to
Dananjaya (2010), people learn from experience conventional map media. In order for students to
through the stages of doing, expressing, achieve completeness in map material, the
analyzing, concluding and applying. teacher must integrate with learning media that
Learning is the activity of individuals are interesting, innovative, and creative. The
acquiring knowledge, behavior, and skills by way completeness of the map material is determined
of processing learning materials. The learning from the learning media used, namely the media
process is not always effective and efficient and puzzle. Therefore the media puzzle is strongly
the results of teaching and learning are not always recommended to be applied to the map material
optimal, because there are a number of obstacles. (Naemah, Indri, and Umar, 2017).
A good way of learning shows efficient learning
to meet the set time, is able to take notes, or read, CONCLUSION
is ready to learn, has learning skills, and supports
parents. Learning difficulties can be overcome by Based on the results of the study it can be
setting clear goals and learning goals, avoiding concluded that the development of educational
negative suggestions and criticisms, and creating games learning media has been adjusted to the
a competitive learning atmosphere. perceptions of elementary school teachers and
Cognitive and psychomotor learning students. So that these perceptions are generated
outcomes in students can be said to increase with from the characteristics of the learning media
the education games. In line with Ramasyah needed. After the learning media has been
(2015); Budiyanto, Widjanarko, and Pramono developed, the next stage is the expert validation
(2014) that educational games can provide test stage. Validation test consists of material
interesting learning alternatives. So that the expert validation test and validation test of
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Laelia Nurpratiwiningsih & Didik Tri Setiyoko
Journal of Primary Education 8 (3) (2018) : 249 – 257
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Mahnun, N. (2012). Media Pembelajaran (Kajian
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Influence of Pictorial Crossword Puzzle Media
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Skills of Elementary School Students. Journal of
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