Abstract
ABSTRACT
Digital literacy at the junior high school level needs to be facilitated through learning experiences that enable students to understand issues while also considering behavior in digital spaces. This need provided the basis for developing the board game “Cyber Survivor,” an unplugged-based learning medium that integrates digital scenarios, discussion, and decision-making. This study aims to develop the board game “Cyber Survivor” using the ADDIE model, determine its feasibility based on assessments by media and material experts, and determine its practicality based on student responses in a limited-scale trial. The study employed a Research and Development method consisting of the analysis, design, development, implementation, and evaluation stages. The product was developed through needs analysis, game design, prototype development, expert validation, and limited-scale testing. The participants consisted of one material expert, two media experts, and 15 eighth-grade students at SMP Negeri 9 Malang. Data were collected through validation sheets and student response questionnaires and were analyzed descriptively. The media experts’ assessments yielded scores of 91.25% and 90.00%, while the material expert’s assessment reached 96.25%, all categorized as highly feasible. Student responses reached 93.03%, categorized as highly practical. These findings position “Cyber Survivor” as a feasible and practical unplugged-based alternative for digital literacy learning, without claiming effectiveness in changing students’ abilities or attitudes.
ABSTRAK
Literasi digital pada jenjang SMP perlu dihadirkan melalui pengalaman belajar yang memungkinkan siswa memahami persoalan sekaligus mempertimbangkan perilaku di ruang digital. Kebutuhan tersebut menjadi landasan pengembangan board game “Cyber Survivor” berbasis unplugged yang memadukan skenario digital, diskusi, dan pengambilan keputusan. Penelitian ini bertujuan mengembangkan board game “Cyber Survivor” melalui model ADDIE, mengetahui tingkat kelayakannya berdasarkan penilaian ahli media dan ahli materi, serta mengetahui tingkat kepraktisannya berdasarkan respons siswa pada uji coba skala terbatas. Penelitian menggunakan metode Research and Development dengan tahapan analysis, design, development, implementation, dan evaluation. Produk dikembangkan melalui analisis kebutuhan, perancangan permainan, penyusunan prototipe, validasi ahli, dan uji coba terbatas. Subjek meliputi satu ahli materi, dua ahli media, dan 15 siswa kelas VIII SMP Negeri 9 Malang. Data diperoleh melalui lembar validasi dan angket respons siswa, kemudian dianalisis secara deskriptif. Penilaian ahli media memperoleh 91,25% dan 90,00%, sedangkan ahli materi mencapai 96,25%, seluruhnya berkategori sangat layak. Respons siswa mencapai 93,03% dengan kategori sangat praktis. Temuan ini menempatkan “Cyber Survivor” sebagai alternatif media literasi digital berbasis unplugged yang layak dan praktis, tanpa mengklaim efektivitas terhadap perubahan kemampuan atau sikap siswa.