PENGEMBANGAN MEDIA PEMBELAJARAN TTS BERBASIS PUZZLEMAKER PADA MATA PELAJARAN PSDM KELAS XI MPLB
Abstract
ABSTRACT The low level of student engagement and understanding among Grade XI MPLB students at SMKN 2 Nganjuk in Human Resource Management (HRM), particularly the Employee Career Development topic, indicates the need for more interactive learning media. This study aimed to develop a Crossword Puzzle (TTS) learning medium based on Puzzlemaker and determine its feasibility, student responses, and effectiveness. This research employed a Research and Development (R&D) method using the 4-D model, consisting of Define, Design, Develop, and Disseminate stages. The subjects included material, media, and language experts, as well as Grade XI MPLB students. Data were collected through observation, interviews, documentation, expert validation, response questionnaires, and pre-tests and post-tests. Data analysis included instrument quality testing and N-Gain analysis. The results showed that material feasibility was 87%, media feasibility 88%, language feasibility 94%, and student responses 92%, all categorized as very feasible or very good. Effectiveness was indicated by an N-Gain score of 0.77 in the experimental class, categorized as high, compared with 0.40 in the control class, categorized as moderate. Thus, TTS based on Puzzlemaker is feasible as an interactive and adaptive learning medium to support active and meaningful HRM learning. ABSTRAK Rendahnya keterlibatan dan pemahaman peserta didik kelas XI MPLB SMKN 2 Nganjuk pada mata pelajaran Pengelolaan Sumber Daya Manusia (PSDM), khususnya materi Pengembangan Karir Pegawai, menunjukkan perlunya media pembelajaran yang lebih interaktif. Penelitian ini bertujuan mengembangkan media Teka-Teki Silang (TTS) berbasis Puzzlemaker serta mengetahui kelayakan, respons peserta didik, dan efektivitasnya. Penelitian menggunakan metode Research and Development (R&D) dengan model 4-D yang meliputi Define, Design, Develop, dan Disseminate. Subjek penelitian meliputi ahli materi, ahli media, ahli bahasa, dan peserta didik kelas XI MPLB. Data dikumpulkan melalui observasi, wawancara, dokumentasi, validasi ahli, angket respons, serta pre-test dan post-test. Analisis data meliputi uji kualitas instrumen dan N-Gain. Hasil penelitian menunjukkan kelayakan materi sebesar 87%, media 88%, bahasa 94%, dan respons peserta didik 92%, seluruhnya berkategori sangat layak atau sangat baik. Efektivitas ditunjukkan melalui N-Gain kelas eksperimen sebesar 0,77 berkategori tinggi, sedangkan kelas kontrol sebesar 0,40 berkategori sedang. Dengan demikian, TTS berbasis Puzzlemaker layak digunakan sebagai media pembelajaran interaktif dan adaptif untuk mendukung pembelajaran PSDM yang aktif dan bermakna secara optimal.