scholarly journals Pengembangan Buku Cerita Bergambar Berbasis Serat Wulangreh Pupuh Pangkur untuk Pembelajaran Bahasa Jawa SMP di Kota Semarang

2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.

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.


2019 ◽  
Vol 27 (3) ◽  
pp. 1111
Author(s):  
Bronika Septiani Sianturi ◽  
Jhonas Dongoran

This research is a research and development which is aimed to produce a certain product or develop an existing product including test its effectiveness. The research and development procedures are included in stages such as: Potential and problems; Data collection; Product design; Design validation; Design revisions; Product I trial; Product I revision; Trial usage; Product Revision II; Mass product. The data analysis resulted as follows (1) in the teaching materials that have been developed on the subject matter of additives and addictive substances based on BSNP, (a) the aspects of content worthiness is 3.65 of mean, (b) the aspects of language worthiness is 3.70 of mean, (c) the aspects of the feasibility of serving with is 3.60 of mean, those score are valid and don’t need any revision and it is very decent. (2) It is the students understanding who use the material that has been developed, it obtained an average of 80.21. However the understanding of students who did not use the teaching materials developed just obtained an average of 65.00. This result shows that the understanding of students using the developed teaching materials is higher than without using developed teaching materials.


2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Desy Cobena Manurung

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


Author(s):  
Desta Lingga Sari ◽  
Missriani Missriani ◽  
Arif Ardiasnyah

This study aims to determine and identify the development of audio-visual media for  news text learning at SMP Negeri 2 Lawang Kidul Tanjung Enim, to find out and identify the results of the validation of audio-visual media for news texts learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim, and to find out and identify the results of news text learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim after the application of audio-visual media. The design of audio-visual media for learning news text for students of SMP Negeri 2 Lawang Kidul Tanjung Enim which has been accepted by the experts is feasible to be tested. This study used research and development methods. The research and development steps consist of 10 stages which includes problem identification, data collection, product design (Initial Draft), expert validation, design improvement, small group trials, product revisions, large group trials, product revisions, and final production The results of the validation of media experts, material experts and language experts on the development of audio-visual media products for learning news texts for students at the State Junior High School 2 Lawang Kidul Tanjung Enim are in the very good category. Applied audio-visual media has increased the criteria for being very effective.


2019 ◽  
Vol 4 (2) ◽  
pp. 97-105
Author(s):  
Basori Basori ◽  
Desy Yanty Cobena

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”. The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2021 ◽  
Vol 5 (2) ◽  
pp. 154-166
Author(s):  
Hilyah Ashoumi ◽  
Ika Dewi Mashitoh

The purpose of this study is to answer the pandemic problem in MTsN 9 Jombang.With the help of data packages from the Ministry of Education to students and teachers, regulations related to online learning obligations are helped even though media problems and creative limitations in applying media are still haunting, young teachers who are creative in applying media are the potential of MTsN 9 Jombang.Especially in Arabic subjects that allow teachers to use learning video media to make the learning process easier.This research method uses development research which is usually abbreviated to R&D.This study adopted a model developed by Borg and Gall and the development procedures in this study include several stages (1) of potential and problem analysis, (2) data collection, (3) product design, (4) design validation, (5) design improvement, (6) product trials, (7) product revisions.The study was declared worthy with a percentage of eligibility from material experts of 74.05% and media experts of 77.14% with excellent student response with a percentage of 82.04%.


Author(s):  
Hendratno Hendratno ◽  
Yoyok Yermiandhoko

This research aims to produce learning textbooks based on ITC that are suitable for master students in primary education. This research is a type of research and development, which is a research to develop a product. The subjects of the study were master's student of primary education class 2018/2019. Data collection techniques through the validation of learning textbooks based ICT, observation and tests. The results showed that 1) valid, according to expert validation ratings with valid categories, 2) practical, in accordance with the assessment of the two observers seen from increased student activity at each meeting, 3) effective, visible from the significant difference between the results of the pretest and posttest test master’s student of learning result and positive master’s student responses. Based on the results of data analysis, it can be concluded that the development of ICT-based learning textbooks based ICT is valid, practical, and effective in the use of learning for master students of primary education 


2020 ◽  
Vol 8 (2) ◽  
pp. 107-115
Author(s):  
Lestari Handayani ◽  
Mujimin Mujimin ◽  
Sucipto Hadi Purnomo

This research aims to develop story books as a means for students to learn Javanese independently. It also can be useful for teachers in instilling character values ​​through stories. This research uses research and development methods, with five stages of research consisting of identification of potential and problems, data collection, product design, design validation, design revision. Data collection using observation techniques, interviews, questionnaires, and expert assessment sheets. The results of the study are story books that were designed using Corel Draw X7, Adobe Illustrator, and Photoshop. This story book contains eight story subtitles that raise issues faced by students at school. The results of the validation showed that there were improvements and suggestions that needed to be done, namely diction, flow, background description, thematic focus and added humor. Scoring of the product also exceeds the minimum limit, so the product can be said to be feasible.


2020 ◽  
Vol 8 (1) ◽  
pp. 41-45
Author(s):  
Nur Izza Fadhliani ◽  
Bambang Indiatmoko ◽  
Agus Yuwono

Objectives of the research are (1) to know the necessity of learning Javanese speech, (2) to know the prototype development of media pepipak video, (3) to know the product validation of media pepipak video for speech learning. This research uses the research and development approach. The development of this media is through five steps, i.e (1) potential problems, (2) data collection, (3) product design, (4) test expert validation, (5) design improvement. The instrument of this research is the nontest instrument in the form questionnaire. Based on the analysis results, the necessity of learning Javanese speech shows the teacher and the students need media pepipak video. The prototype results of media pepipak video have duration 04.18 minutes which consist of: (1) opening of media, (2) content of media, (3) closing of media. The test expert validation of the materials and media are obtained percentage 71.76% and 78,82% which includes a good category with some revisions, that is on the opening of media which is added the identity of the media maker.    


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