scholarly journals KONTRIBUSI PENGEMBANGAN MEDIA KOMIK IPA BERMUATAN KARAKTER PADA MATERI SUMBER DAYA ALAM UNTUK SISWA MI/SD

2018 ◽  
Vol 9 (2) ◽  
pp. 75
Author(s):  
Sigit Prasetyo

The aim of this research is to develop comic science media with character education on SDA (natural resources) class III MI/SD material, to know the feasibility of comic as an alternative media in science learning with character of natural resources III MI/SD, and to know the students’ response to the media of educated comic science character on SDA (natural resources) material. Research development is done through a development procedure consisting of six steps, namely problem identification, information collection, product design, design validation, product revision, product trial. Research instrument used to see the feasibility of comic science media by using questionnaire. Comic wereassessed and given input by material experts, media experts, linguists, two peer reviewers, two third grade MI teachers, and were responded by 10 students.The result shows that the success of comic science has character education with phase identification, information gathering, product design, design validation, product revision, and product trial. The feasibility is proved by the quality of comic science based on the assessment of experts, peer reviewers, and teachers obtained by the amount of 279,5 in Very Good (VG) category. The response of third grade students of MI obtained an average score of 17.5 and the percentage of ideality 96.6% received a positive response. Keywords: Comic Science, Character Education, Natural Resources

2018 ◽  
Vol 1 (2) ◽  
pp. 147 ◽  
Author(s):  
Edi Wibowo ◽  
Dona Dinda Pratiwi

This study aims to develop e-module teaching materials by applying kvisoft flipbook maker on the subject of the set. To view teacher and learner responses to e-module teaching materials using the kvisoft flipbook maker application on the subject of the set. The method of this research was conducted using Research & Development method of Borg and Gall model which has been modified by Sugiyono covering 7 stages: 1) Potential and Problem, 2) Collecting Data, 3) Product Design, 4) Design Validation, 5) Design Revision, 6) Product Trial, 7) Product Revision. The results of this study indicate that the value of feasibility by the material experts scored an average of 3.23 with good criteria and value of feasibility by media experts with an average score of 3.28 with very good criteria, while the value of feasibility by linguists got a flat score 3.02 with good criteria. The response of the students was very interesting, with the achievement of the average score of 3.33 small group trials and the achievement of the average score of 3.49 field trials, the teacher's test response was very interesting with the achievement of an average score of 3.64. This shows that the e-module using the kvisoft flipbook maker application generated in this study is considered feasible for use in the mathematics learning of the set matter.


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


Author(s):  
Tiara Adi Pratiwi

<p>This research aims to produce students’ worksheet based on local wisdom for first grade on theme my hobbies subtheme love in doing sports&amp; singing and dancing of  SDN Utama 1 Tarakan. This research was <em>Research and Development</em>  with adopt procedure from Borg and Gall which is potential and problem, gather information, product design, design validation, the revised design, product testing, product revision, testing usage, and product revision. This result showed that : (a) student worksheet included in the category of valid from aspect content and material with average score 4,44 category very good, aspect language with average score 4 category good, and aspect desain with average score 4,04 category very good (b) student worksheet included in the category of practic with average score 3,83 category good (c) student worksheet included in the category effective from aspect observation student activity with average score 3,45 category good, aspect student respons with average score 4,32 category very good, and aspect of  students learning outcomes with average score 4,74 category very good.</p><p> </p><strong>Keyword:</strong> <em>Student Worksheet, Local Culture</em>


2018 ◽  
Vol 3 (2) ◽  
Author(s):  
Nanditia Widiasmara ◽  
Lilik Sri Hariani ◽  
Affan Afian

This research is a research development of accounting learning tools in adjusting journal material to financial statements. The purpose of this study is to produce learning tools that can be used to support learning activities. The steps applied in this study include: (1) Identification of Potential and Problems; (2) Data Collection; (3) Product Design; (4) Design Validation; (5) Design Revision; (6) Product Trial; (7) Product Revision; and (8) Usage Trial. The subjects of this study were class X students at SMK PGRI 6 Malang, totaling 15 students. Data collection techniques in this study used observation, interviews, and questionnaires. The results of the validation of the learning tools that have been carried out by experts obtain feasible and effective criteria to be applied. The implication of this research development in accounting learning tools is that students become more active in learning activities because learning activities are more student-center.


2019 ◽  
Vol 3 (1) ◽  
pp. 32
Author(s):  
Herdiansyah Herdiansyah ◽  
Yus Mochamad Cholily ◽  
Hendarto Cahyono

The purpose of this study was developing an interactive instructional media using Adobe Flash in a form of the game at the geometry lesson (cube and cuboid) and analyzing the effectiveness of the media. The type of this study was Research and Development (R&D). The media development was started from potential and problem phase, data collection, product design, design validation, design revision, and product trial. The instruments of the study were the questionnaire validation and the questionnaire response of teacher and students. The results showed that development of interactive instructional media using Adobe Flash in a form of the game was valid. The average score of material expert was 3.43 and the average score of media expert was 3.61. The effectiveness of the media using Adobe Flash in a form of the game was effective. It was based on the score of teacher’s response was 78.57% and the score of students’ response was 86.42%.


Author(s):  
Payudi Payudi ◽  
Chandra Ertikanto ◽  
Noor Fadiawati ◽  
Agus Suyatna

<p class="Abstract">This research aims to produce student worksheet based on interactive multimedia on photoelectric effect to grow science process skills that are attractive, easy, useful, and study to improve students learning out comes. The development design used in this research by Sugiono which implemented in 8 stages, they are potential and problem, data collecting, product design, validation design, revision design, product trial, product, and trial usage. Trial usage of the product was conducted at SMA Negeri 2 Bandar Lampung in October 2016 to November 2016 and the research subject was twelve grade classes. The sampling technique of product trial subjects done by purpose sampling, it took two same classes. One class used as an experimental class and the other class as a control class. Trial product design used Matching-Only Pretest-Post test Control Group Design method. Data collecting technique used questionnaire and test (pretest and post test). The data were analyzed by using a descriptive quantitative method. The conclusions of the research are: (1) Student worksheet to build scientific process skills on photoelectric effect should include predicting and hypothesizing activities, planning the experiment, doing the practicum, interpreting the observation, and communicating. (2) Student worksheet of development result has an attractiveness level with the average score is 3.27 or 81.74% with “interesting” category, ease level with the average score is 3.25 or 81.32 with “simple”, and usefulness level with the average score is 3.21 or 80.13% of “useful” category. (3) Student worksheet of development result is effective to improve students learning outcomes in science process skills with N-gain average is 0.63 with the medium.</p>


2021 ◽  
Vol 5 (5) ◽  
pp. 1369
Author(s):  
Dwi Indah Mulyani ◽  
Sri Utaminingsih ◽  
Slamet Utomo

The purpose of this study was to determine: 1) the development of a religious-based HOTS assessment book; 2) the effectiveness of the book to improve teachers’ competence in preparing religious-based HOTS assessments for grade 4 elementary school in science subject content. This research was a development research (RnD) adapted from Borg and Gall development model with the following procedures: 1) Identification of Potentials and Problems; 2) Data Collection; 3) Product Design; 4) Design Validation; 5) Product Revision I; 6) Product Trial; 7) Product Revision II; 8). Trial Use; 9) Revision of the End Product; and 10) Product Dissemination. The product of this research was religious based HOTS assessment book in science subject content for grade IV SD. The feasibility of the book was shown through validation (material and media testing) by two material and media experts, getting an average validation score of 80.49 with very good category. The effectiveness of using books was proven by the t test which obtained t count = -9.892 < t table = 1.72 so that Ha was accepted. The conclusion of this study was religious-based HOTS assessment book increased teachers’ competence in compiling HOTS assessments at elementary schools. Suggestions in this study included that teachers should use this HOTS-based assessment book to improve their competence in HOTS assessments.


Author(s):  
Daniel C.Y. Yip ◽  
M.C. Law ◽  
K.P. Cheng ◽  
K.H. Lau ◽  
Stuart Barnes

2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


2017 ◽  
Vol 2 (1) ◽  
Author(s):  
Sri Haryati ◽  
Erviyenni Erviyenni ◽  
Usman Rery ◽  
Elva Yasmi ◽  
Fauzia Rahmi

The research aims to develop devices integrated learning Malay culture in the form of RPP, LKPD and evaluation tools to improve character education learners. This type of research is the development of research (research and the development) with the procedural model. Research has been conducted in the development of chemistry teaching lab FKIP Riau University from June to November 2016. The prototype learning device generated through research is Learning Implementation Plan (RPP) consisting of 4x meeting, Activity Sheet Students (LKPD) for 4x meetings and 1 set of tools evaluation. Product prototype learning device has been evaluated by 3 validator. Data collected through questionnaires and observation techniques. The data analysis technique is a descriptive quantitative by calculating the percentage of the value of the validation. The average score ratings seventh aspect of the RPP is 95.95% with a valid category. The average score of the four aspects of the feasibility assessment LKPD is 95.95% with a valid category. The average score of all fifth aspects of the feasibility assessment evaluation tool was 94.58% with a valid category. While the percentage of learners response to LKPD is 97.36% which is at the criteria very well.


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