Need analysis pengembangan media monopoly hybrid untuk pembelajaran huruf Jawa pada siswa sekolah dasar

Ayu Restianingrum, Unik Ambar Wati, Setiawan Edi Wibowo

Abstract

Penelitian ini bertujuan untuk menganalisis kebutuhan guru dan siswa kelas IV sekolah dasar dalam pembelajaran aksara Jawa. Menggunakan metode campuran (mixed methods) dengan desain sequential explanatory, penelitian ini melibatkan 148 siswa dan 10 guru di Kecamatan Butuh, Kabupaten Purworejo melalui angket, wawancara, serta observasi. Hasil penelitian menunjukkan keterbatasan penggunaan media digital, di mana 84,2% siswa menyatakan guru belum pernah menggunakan media tersebut dan 80% guru belum konsisten dalam pemanfaatannya. Temuan utama mengungkapkan bahwa 82,9% siswa mengalami kesulitan pada materi sandhangan dan pasangan, namun terdapat minat yang sangat tinggi terhadap teknologi (94,5%) dan permainan edukatif (89%). Meskipun guru sepakat bahwa permainan edukatif meningkatkan motivasi (90%), kendala fasilitas tetap menjadi hambatan utama. Disimpulkan bahwa diperlukan media pembelajaran interaktif yang relevan dengan perkembangan kognitif anak. Media Monopoly Hybrid diusulkan sebagai solusi efektif karena menggabungkan permainan fisik dan teknologi untuk menciptakan pembelajaran yang menyenangkan serta memotivasi siswa. Analisis kebutuhan ini menjadi landasan bagi pengembangan media pada tahap penelitian selanjutnya.

 

Needs analysis for the development of a hybrid media tool for teaching Javanese script to elementary school students

 

Abstract: This study aims to analyze the needs of teachers and fourth-grade elementary school students in learning Javanese script. Employing a mixed-methods approach with a sequential explanatory design, the research involved 148 students and 10 teachers in Butuh District, Purworejo Regency, utilizing questionnaires, interviews, and observations for data collection. The results indicate a significant gap in digital media integration, with 84.2% of students reporting that teachers had never used such media and 80% of teachers lacking consistency in its application. Key findings reveal that 82.9% of students struggle with sandhangan and pasangan characters, yet there is a high interest in technology (94.5%) and educational games (89%). Although 90% of teachers agree that educational games enhance motivation, infrastructure remains a primary obstacle. It is concluded that there is an urgent need for interactive learning media tailored to children's cognitive development. The "Monopoly Hybrid" media is proposed as an effective solution, combining physical play with technology to foster a fun and motivating learning environment. These results serve as a foundation for developing instructional media in the next research phase.

Keywords

analisis kebutuhan; media interaktif; huruf Jawa; sekolah dasar

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