The objective of this research is to elucidate the effectiveness of Board game QR Code Silamon as the learning media in instilling the Pancasila values to the students. This is because thus far, the implementation of Pancasila values only relies on conventional learning of Pancasila and civics education. Consequently, the learning process is rather monotonous and tedious. Silamon is a learning media in the type of board game which integrates QR Code technology in executing the game. Through research and development (R&D) with the enactment of ADDIE model, the results showed that from the feasibility of this learning media, the delivery of teaching lesson and the teaching content are appertained to high category. Accordingly, through limited trial test and pre-/post-test, an increment of the learning quality was obtained. The implication is, learning media could potentially improve literation of students to Pancasila. Notably, students are able to comprehend the essential values which comprised in moral principles of Pancasila and enact them in regular basis such as at school, household, and social environment. Besides, students are able to achieve new experiences in understanding novel technology such as QR Code, thus it can potentially assist students in feasibly utilizing many activities with virtual technology.
CITATION STYLE
Hanum, F. (2022). Board Game QR Code “Silamon” in the Implementation of Pancasila Values in Islamic School. In Proceedings of the International Conference on Madrasah Reform 2021 (ICMR 2021) (Vol. 633). Atlantis Press. https://doi.org/10.2991/assehr.k.220104.034
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