scholarly journals MEDIA KARTU KUARTET DIKDA SENI TARI BERBASIS OUTDOOR LEARNING

2020 ◽  
Vol 9 (2) ◽  
pp. 72-77
Author(s):  
Siti Eva Ariyanti Eva Ariyanti

Dalam seni tari, guru kelas II SD Negeri 03 Bawu diketahui belum menggunakan media pembelajaran yang inovatif, sehingga diperlukan media yang inovatif dalam pembelajaran. Penelitian ini bertujuan untuk mengembangkan media kartu kuartet DIKDA seni tari berbasis outdoor learning pada materi gerak keseharian dan alam. Untuk mengembangkan media tersebut digunakan penelitian Research and Development (R&D) diadaptasi dari Sugiyono. Penelitian ini diikuti oleh siswa kelas II SD Negeri 03 Bawu berjumlah 41 siswa. Teknik analisis data meliputi analisis data produk, analisis data awal, dan analisis data akhir berupa uji t-tes dan uji n-gain. Hasil pengembangan media kartu kuartet DIKDA Seni Tari berbasis outdoor learning sangat layak digunakan dengan memperoleh hasil persentase sebesar 96,88% oleh ahli media, 96,88% oleh ahli materi dan 93,75% oleh ahli bahasa. Dari hasil skala kecil tanggapan siswa terhadap media sangat baik dengan persentase 100% dan 92% dari tanggapan pada skala besar mendapatkan persentase 97,9% dari siswa dan 100% dari guru. Hasil uji peningkatan rata-rata diperoleh hasil sebesar 0,567 pada skala kecil dan 0,466 pada skala besar. Simpulan penelitian media kartu kuartet DIKDA Seni Tari berbasis outdoor learning materi gerak keseharian dan alam layak dan efektif dalam meningkatkan hasil belajar psikomotorik siswa kelas II Sekolah Dasar.   Kata Kunci: Media Pembelajaran; kartu kuartet DIKDA; outdoor learning; Seni Tari  In dance education, in the second grade aof Bawu 03 elementary school had not used innovative learning media, so that media development was needed in learning. This research aimed to develop, to find out the results of feasibility, and test the effectiveness of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material. The type of this study was Research and Development (R & D) adapted from Sugiyonos theory. The participants of this study were the second grade at Bawu 03 elementary school in the number of 41 students. Data analysis techniques included product data analysis, initial data analysis, and final data analysis in the form of t-test and n-gain test. The results showed that learning media in the media of DIKDA quartet cards on dance education based on outdoor learning was very feasible to use by obtaining a percentage of 96,88% by media experts, 96.88% by material experts and 93,75% by language experts. The results of small scale got a percentage of 100% of students and 92% of teachers and on a large scale get a percentage of 97,9% of students and 100% of teachers. The results of the test large scale got on average obtained results of 0.567 on a small scale and 0.466 on a large scale. The conclusion of this research was the media of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material was feasible and effective in improving students psychomotor learning outcomes in the second grade.   Keywords: learning media; quartet card DIKDA; outdoor learning; dance education

Sirok Bastra ◽  
2021 ◽  
Vol 9 (2) ◽  
Author(s):  
Aliyah Tazkiyah ◽  
Maulina Hendrik ◽  
Nurjannah Nurjannah

Banyak siswa tidak tertarik mempelajari cerita fabel yang hanya berupa teks dan belum menggunakan media pembelajaran. Padahal, fabel merupakan salah satu tradisi lisan yang sarat dengan nilai kebudayaan yang diajarkan di sekolah melalui pembelajaran sastra. Penelitian ini bertujuan untuk mengembangkan media interaktif cerita fabel Mentilin yang Cerdik dengan menggunakan Articulate Storyline 3 untuk siswa kelas IV sekolah dasar yang sahih dan praktis. Metode penelitian yang digunakan adalah research and development (RD) dengan menggunakan model pengembangan ADDIE. Model ini terdiri atas empat tahap, yaitu analisis (analysis), perancangan (design), pengembangan (development), dan implementasi (implementation). Instrumen pengumpulan data berupa angket validasi ahli materi, ahli bahasa, ahli media, serta angket respons guru dan siswa. Hasilnya menunjukkan bahwa media yang dikembangkan dinyatakan sangat sahih dan sangat praktis. Media interaktif sangat sahih diperoleh dari validasi ahli media dengan persentase sebesar 97,5%, ahli materi 92,5%, dan ahli bahasa 92,5%. Sementara itu, media interaktif dinyatakan sangat praktis dengan dibuktikannya hasil angket respons siswa pada uji coba skala kecil dengan persentase sebesar 98,75%, uji coba skala besar dengan persentase sebesar 97%, dan hasil angket respons guru memperoleh persentase sebesar 98,75%. This research is motivated by students who are not interested in studying fable stories which are only in the form of text and had not used learning media. Using Articulate Storyline 3 for fourth-grade elementary school students attempted to create valid and practical interactive media for Mentilin yang Cerdik fable stories. The research approach used was Research and Development (RD), which followed the ADDIE development model with four stages: analysis, design, development, and implementation. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. The result of research and development stated that the media was very valid and very practical. Very valid interactive media was obtained from the validation of media experts with a percentage of 97.5%, material experts 92.5%, and linguists 92.5%. While interactive media is stated to be very practical with the evidence of the results of student response questionnaires in small-scale trials with a a percentage of 98.75%, large-scale trials with a percentage of 97%, and the results of teacher response questionnaires obtaining a percentage of 98.75%.


2019 ◽  
Vol 5 (1) ◽  
pp. 141-154
Author(s):  
Nisaul Jamilah

Using media in language teaching has various weaknesses in terms of design, material aspects, and in terms of language. Based on this, the problem of this research "How is the development, feasibility, response of students to the power point learning media ispring the presenter on vocabulary material?" The research aims to: develop power point learning media, ispring presenters in vocabulary material and knowing the feasibility, effectiveness, and response of students to the ispring presenter's power point learning media. This research was conducted using the Research and Development (R & D) method which adopted the development of Borg & Gall. Instruments for data collection using questionnaires and interviews. Based on the results of this study, it was found that the development of the powerpoint ispring presenter included three main points, design, material and language. The feasibility of the validation results of the media expert team obtained an average percentage of 84%. The results of the validation of the material expert team obtained an average percentage of 89%. And the results of the validation of the linguist team gained an average percentage of 92%. The response of students to the attractiveness of learning media based on small-scale trials obtained an average score of 86.5% with interpretation criteria "Very Interesting", and in large-scale trials obtained an average score of 95.7% with interpretation criteria "Very Interesting". While the average score of a teacher as users is 86% with "Very Worth" interpretation criteria. Abstrak Penggunaan media pembelajaran yang selama ini digunakan memiliki berbagai kelemahan dilihat dari segi desain, materi, dan bahasa. Berdasarkan hal tersebut, penulis merumuskan masalah “Bagaimana pengembangan, kelayakan, respon peserta didik terhadap media pembelajaran power point ispring presenter pada materi kosakata?”. Adapun penelitian ini bertujuan untuk: mengembangkan media pembelajaran power point ispring presenter pada materi kosakata dan mengetahui kelayakan, keefektifan serta respon peserta didik terhadap media pembelajaran power point ispring presenter. Penelitian ini dilakukan dengan metode Research and Development (R&D) yang mengadopsi pengembangan dari Borg & Gall. Instrumen pengumpulan data menggunakan angket dan wawancara. Berdasarkan hasil penelitian ini diperoleh bahwa, pengembangan power point ispring presenter mencakup tiga hal pokok, yaitu desain, materi dan bahasa.. Kelayakan hasil validasi tim ahli media memperoleh presentase rata-rata sebesar 84%. Hasil validasi tim ahli materi memperoleh presentase rata-rata sebesar 89%. Dan hasil validasi tim ahli bahasa memperoleh presentase rata-rata sebesar 92%. Respon peserta didik terhadap kemenarikan media pembelajaran berdasarkan uji coba skala kecil diperoleh skor rata-rata 86,5% dengan kriteria interprestasi “Sangat Menarik”, dan pada uji coba skala besar diperoleh skor rata-rata 95,7% dengan kriteria interprestasi “Sangat Menarik. Sedangkan skor rata-rata pendidik sebagai pengguna adalah 86% dengan kriteria interprestasi “Sangat Layak”. Kata Kunci: Media Pembelajaran, Power Point Ispring Presenter, Kosakata


2021 ◽  
Vol 2 (1) ◽  
pp. 41-47
Author(s):  
Hasna Nur Afifah ◽  
Meita Fitrianawati

This study aims to 1) find out the steps in developing Panlintarmatika learning media, 2) know the feasibility of developing Panlintarmatika learning media based on experts.  This study is a type of Research and Development (RD) research using the Borg and Gal model which consists of: (1) research and information collecting, (2) planning, (3) developing preliminary from a product, (4) prelimunary field testing,  (5) main product revision, (6) main field testing, (7) operational product revision (8) operational field testing.  The trial subjects used were 18 grade 2 students and teachers at SD N Kalangan.  Data collection techniques in the form of observation, interviews and questionnaires.  Data analysis includes quantitative data analysis and qualitative data analysis.  The results showed that the validation of the media experts received a score of 60 in the "Very good" category, the validation of the material experts received a score of 42 in the "Good" category and the learning expert received a score of 60 in the "Good" category.  The results of the small-scale field test students get a score of 100 with the category "Very Good" and the teacher gets a score of 94 with the category "Very Good".  Large-scale field test results students get a score of 100 with the category "Very Good" and the teacher scores 98 with a score of "Very Good" It can be concluded that the Panlintarmatika learning media is feasible and can be used as class 2 learning multiplication material


2020 ◽  
Vol 1 (1) ◽  
pp. 8
Author(s):  
Dendodi Dendodi ◽  
Haratua Tiur Maria S ◽  
Hamdani Hamdani

The purpose of this research is to produce a qualified diagnostic test that can be used to discover students’ misconceptions about energy in high school’s 10th graders. This research uses Research and Development (R&D) with the form of four tier test. The development of diagnostic test uses the adoption of Borg & Gall development steps that has been simplified into seven steps. The inisial design consists of twelve item of test of multiple choices. The trial step of this diagnostic test was done to 35 students in the in the small scale trial, and 91 students in the large scale trial. According to the data analysis, it can be concluded that the developed diagnostic test is qualified of the use to discover students’ misconceptions, because: 1) has higher validity than table validity, 2) has of reliabily of 0,783, 3) all items of the diagnostic can discover students’ misconceptions, 4) has a diffuculty index 0,38, 5) the level of readability of the questions 0,63. The qualified items that worth of use of this test are twelve itemsKeywords: Energy, Four Tier Diagnostic Test, Self-diagnosis Sheet


2019 ◽  
Vol 2 (2) ◽  
pp. 165-171
Author(s):  
Fachri Ridho ◽  
Bambang Sri Anggoro ◽  
Siska Andriani

This study aims to produce an Android-based E-Learning learning media on opportunity material. This research method is Research and Development (R & D) based on Sugiyono's development model. The material expert's assessment of the learning media is included in the "Good" category with an average percentage of 79.05%. The media expert's assessment of the learning media is included in the "Very Good" category with an average percentage of 87.67%, the assessment of education practitioners on this learning media is included in the "Very Good" category with a percentage of completeness of 82.57%. In a small scale trial which was attended by 10 students in class XI obtained a percentage of 81.60%. Based on the results of the questionnaire responses that have been filled in by students, these results place the learning media on the criteria of "Very Interesting". Based on the results of a large-scale trial which was attended by 30 students of class XI, the percentage of 88.78% was included in the criteria of "Very Interesting", and the results of the testing of the effectiveness of learning media were 88.33% included in the criteria of "Very Effective".


2019 ◽  
Vol 6 (4) ◽  
pp. 228-233
Author(s):  
BUDI ADI PRAYOGO

Tujuan penelitian ini untuk mengetahui pengembangan, kelayakan dan keefektifan media permainan monopoli mata pelajaran matematika  sebagai  media yang layak dan untuk meningkatkan hasil belajar kognitif kelas II SD. Jenis penelitian ini adalah penelitian pengembangan menggunakan metode Research and Development . Populasi penelitian ini adalah peserta didik kelas II  SDN Langensari 02. Teknik pengumpulan data menggunakan angket, wawancara, dokumentasi, observasi, dan tes. Analisis data menggunakan uji validitas, Reliabilitas, Normalitas, Homogenitas, N-gain, dan t-Test. Hasil Penelitian menunjukan bahwa, penilaian pakar ahli materi sebesar 92,64% (sangat layak) dan ahli media sebesar 91,66% (sangat layak). Media yang dikembangkan mampu meningkatkan ketuntasan klasikal 26,08% menjadi 100%. Jadi, dapat disimpulkan bahwa Media Permainan  Monopoli Mata Pelajaran  Matematika Materi Penjumlahan dan Pengurangan bilangan 1 sampai 500 di Kelas II SD layak digunakan   The purpose of this study was to know development, properness, and effectiveness of monopoly game media in Mathematics as a proper media and to improve cognitive learning outcomes of second grade of elementary school. The type of this study was research development which used Research and Development method. The population of this study was the second grade students of SDN Langensari 02. The Technique of the data collection used questionnaire, interview, documentation, observation, and test. The data analysis used validity, reliability, normality, homogeneity, N-gain, and t-test. The results of the study showed that, the expert material's assessment as many as 92,64% (very proper) and from media expert as many as 91,66% (very proper).The media which is being developed is able to increase classical mastery from 26.08% to 100%. Thus, it can be concluded that Monopoly Game Media in Mathematics especially in Addition and Substraction material of number 1 up to 500 in the second grade of elementary school was proper to be used.


2019 ◽  
Vol 6 (4) ◽  
pp. 234-242
Author(s):  
Dady Mukti Prabowo

Abstrak IPA merupakan salah satu mata pelajaran yang wajib diberikan kepada siswa SD, namun kenyataan dilapangan, pembelajaran IPA masih belum optimal. Berdasarkan data observasi, wawancara dan dokumentasi yang didapatkan di SDN Kalibanteng Kidul 02 Semarang ditemukan informasi bahwa terdapat permasalahan kurang tersedianya media yang relevan. Sehingga perlu dikembangkan media diorama 3 dimensi dalam pembelajaran IPA. Tujuan penelitian ini adalah untuk mendeskripsikan langkah-lanhak pengembangan media diorama 3 dimensi, untuk mengkaji kevalidan media diorama 3 dimensi, dan untuk mengkaji keefektifan media diorama 3 dimensi dalam pembelajaran. Jenis penelitian ini adalah Research and Development (R&D) dengan langkah pra research, pengumpulan data, perancangan desain media, validasi produk, revisi produk, uji skala kecil, uji skala besar, dan produk akhir. Populasi penelitian ini adalah seluruh siswa kelas V SDN Kalibanteng Kidul 02 Semarang dan yang menjadi sampel adalah siswa kelas V dengan teknik sampel jenuh. Teknik pengumpulan data menggunakan observasi, wawancara, tes, angket, dan dokumentasi. Teknik analisis data menggunakan analisis data produk, analisis data awal/uji normalitas, uji t, uji N-Gain. Hasil penelitian menunjukan bahwa media diorama 3 dimensi layak digunakan dengan persentase penilaian validasi ahli media 94%, ahli materi 97%, praktisi media 97%, dan praktisi materi 93% dengan uji T mendapat hasil thitung yaitu 7,396 lebih besar dari ttabel yaitu 1,671 dan uji N-Gain sebesar 0,7063 dengan kriteria tinggi. Simpulan penelitian ini adalah media diorama 3 dimensi efektif digunakan pada pembelajaran IPA terhadap hasil belajar siswa. Saran penelitian selanjutnya dapat menerapkan media diorama 3 dimensi pada pembelajaran lain dengan menyesuaikan komponen dan desain sesuai materi yang diajarkan. ______________________________________________________________ Abstract _______________________________________________________ Sains education is the one of lesson that must be given for student of elementary school, but in fact, Sains education still unoptimally done. Based on datas of observation, interview, and document that be found at Kalibanteng Kidul 02 Semarang State Elementary School is showed information that there is problem with the relevance learning media is still low. So, need to be developed 3 dimension diorama media in sains education. The purpose of this research is to describe the steps of developing 3 dimesion diorama media, to know about validity of 3 dimension diorama media, and to know about efectivity of 3 dimension diorama media in the learning. Type rsearch is Research and Development (R&D) with some step are pra research, collecting data, preparing the media design, product validation, product reparation, small scale test, big scale test, and the last product. Research population is all student of grade V at Kalibanteng Kidul 02 Semarang State Elementary School. Research sample is student f grade V with jenuh sample technic. Collecting datas technic are observation, interview, test, angket, and documentation. Analyzing data technic use analyzing product data, analyzing first data/normality test, T test, and N-Gain test. The result of the research shows that 3 dimension diorama media can be used in sains educational learning with the value percentage from media specialist is 94%, content specialist is 97%, media practicy is 97%, and content practicy is 93% with Ttest result is T-assesment (7,396) is bigger than T-table (1,671) and N-Gain test result is 0,7063 with high criteria. This research conclusion is effectivally be used in sains educational learning toward student learning result. Instruction for the next research can use 3 dimension diorama media in other lesson by adapted with component and design is related with the content that be teach.               


2019 ◽  
Vol 3 (1) ◽  
pp. 20-28 ◽  
Author(s):  
Farida Farida ◽  
Suherman Suherman ◽  
Sofwan Zulfikar

The purpose of this study was to produce media products based on articulate Studio'13 in mathematics subjects that were appropriate, interesting and effective in learning. This research is a type of research and development (R & D) by modifying 10 stages into 7 stages, namely; potential and problems, information collection, product design, design validation, design revisions, product trials, and product revisions. Assessment of media feasibility is carried out by material experts and media experts. Assessment and attractiveness of students. The effectiveness of the product is seen as a percentage > 75% of the number of students who passed the KKM. This research resulted in Articulate Studio '13 learning media proven to be valid and feasible to be used as learning media after getting a score of 88.3% from 3 material experts, and a value of 86.1% from 3 media experts. For attractiveness assessments get the criteria "very feasible" based on small-scale trials that get an assessment of 77%, and large-scale trials get a value of 80%. After the final assessment was made it was stated that 79.17% of students passed the KKM than  the media was declared effective. So that it can be concluded that the development of learning media has carried out is deemed feasible, interesting, and effective to use in learning.


2021 ◽  
Vol 12 (2) ◽  
pp. 157-168
Author(s):  
Deni Septi Wulandari ◽  
Benny Hendriana

ABSTRAKPenelitian ini bertujuan untuk menghasilkan suatu produk berupa media pembelajaran pengenalan huruf berbasis Augmented Reality (AR) pada anak usia 4-5 tahun. Dikarenakan belum adanya media pembelajaran pengenalan huruf berbasis AR, yang mana pembelajaran tersebut dapat memfokuskan dalam pembelajaran pengenalan, pengejaan serta menirukan suara huruf pada media. Metode yang digunakan pada  penelitian ini adalah metode penelitian R&D (Research and Development) dengan model pengembangan ADDIE. dengan lima tahap yaitu analisis, desain, pengembangan, implementasi dan evaluasi. Media pembelajaran berbasis Augmented Reality ini telah di validasi oleh beberapa pakar yaitu pakar media, pakar bahasa dan pakar materi. Hasil validasi oleh pakar media rata-rata sebesar 86% dengan kategori sangat valid, hasil validasi oleh pakar bahasa rata-rata sebesar 78% dengan kategori valid dan hasil validasi oleh pakar materi rata-rata sebesar 89% dengan kategori sangat valid. Selain divalidasi oleh beberapa ahli, media pembelajaran ini juga telah di uji coba kepada guru dan orangtua. Hasil uji coba terhadap guru TK Kartika X-12 sebesar 90,6% dengan kategori sangat valid dan orangtua dengan hasil rata-rata skala kecil dan skala besar sebesar 95,5% dengan kategori sangat valid. Dari hasil tersebut, maka dapat disimpulkan bahwa media pembelajaran pengenalan huruf pada anak usia 4-5 tahun berbasis Augmented Reality dapat dikategorikan valid dan layak digunakan serta bisa dikembangkan.Kata kunci: Augmented Reality, Media Pembelajaran, Pengenalan Huruf ABSTRACTThis study aims to produce a product in the form of Augmented Reality-based letter recognition learning media for children aged 4-5 years. Because there is no AR-based letter recognition learning media, which learning can focus on learning recognition, spelling and imitating the sound of letters on the media. This research method uses the R&D (Research and Development) research method with the ADDIE. This Augmented Reality-based learning media has been validated by several experts, namely media experts, linguists and material experts. The average validation result by media experts is 86% in the very valid category, the average validation result by linguists is 78% in the valid category and the validation results by material experts are on average 00% in the valid category. Besides being validated by several experts, this learning media has also been tested on teachers and parents. The test results on TK Kartika X-12 Kindergarten teachers were 90.6% with a very valid category and parents with an average result of a small scale and a large scale of 95.5% with a very valid category. From these results, it can be concluded that the learning media for recognizing letters in children aged 4-5 years based on Augmented Reality can be categorized as valid and feasible to use and can be developed.keywords: Augmented Reality, Learning Media, Letter Recognition


Author(s):  
Wahyu Dinil Mustaqim ◽  
Arda Purnama Putra ◽  
Tri Murti

This research and development aim to develop bilingual pop-up book media on Javanese puppet stories that valid according to the material experts, media experts, and teachers, as well as practical students. The research uses an ADDIE model with 5 stages, that is analysis, design, development, implementation, and evaluation. The results of validation by the material expert, media expert, and by the user (teacher) sequentially get a percentage of 96.4; 100; and 95.4 percent. While the result of the practicality test on the small scale test and the large scale test got a percentage of  93.3 and 97.5 percent. Media is categorized as very valid and very practical and can be used for elementary school students.


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