scholarly journals Pengembangan Media Pansus Raja (Papan Susun Aksara Jawa) unttuk Pembelajaran Aksara Jawa Siswa Kelas III Sekolah Dasar di Kabupaten Semaranng

2020 ◽  
Vol 8 (1) ◽  
pp. 18-24
Author(s):  
Angela Wyda Setiyani ◽  
Joko Sukoyo ◽  
Hardyanto Hardyanto

Students of Grade III of Elementary school began to be taught Javanese script. The student has some problems when studying Javanese script that is difficult to distinguish and the use of media of learning of Javanese script is limited. Based on these problems found the idea of developing the media of Pansus Raja for the learning of third-grade students of Elementary School in Semarang regency. The problems in this research are: (1) how the needs of teachers and students of the third grade of Elementary school in Semarang regency to Pansus Raja, (2) how to develop the media of Pansus Raja, and (3) how to validate expert lecturers. The method used in this research is Research and Development (RnD) using a data analysis technique that is descriptive qualitative technique. After Pansus Raja was created, then tested to the expert lecturers. The revitalized Pansus Raja tried out to Elementary School. The result of the trial is the media Pansus Raja proved to increase students' understanding of Javanese script.  

2015 ◽  
Vol 5 (2) ◽  
Author(s):  
Nur Hidayah

Background The lack of home learning readiness highly influences the learning process. The preventive way by self-home learning may bring positive effects, namely they will be able to understand the teacher’s explanation or tutorial and do what is being instructed in accomplishing assignments or answering questions. Purpose: was to find out the effects of anticipatory guidance on the learning readiness in the third-grade students of elementary school. Method Quasi-experimental with pretest-posttest control group design. The population involved all third-grade students of SDN Sidomoro 1, Kebomas sub-district, Gresik in which 98 respondents were taken as the samples by applying the total sampling technique. The respondents were then classified into two groups: control group and study group, 48 students each. The instrument: observation sheet. The data analysis using descriptive statistic. Result findings the pre-test value of the study group on good learning readiness was shown by 9 students (34.7%). Compared to the post-test value with the same group, 40 students (81.6%) were in good category. On the other hand, among the control group, the pre-test value showed that 20 students (40.8%) also had good learning readiness, whereas the post-test value described that 17 students (36.7%) were also in good learning readiness. Conclusion Based on the result presented above, providing of anticipatory guidance for students of elementary school is very important to increase the readiness of student’s self-learning for the positive effect, learning achievement.


2018 ◽  
Vol 2 (3) ◽  
pp. 280
Author(s):  
Ida Ayu Sri Mahadewi ◽  
I. A. N. W. S. Mahayanti ◽  
I. A. M. I. Utami

This study aimed at developing e – CALF as self directed – learning media for teaching English for third grade students of elementary school. This study was conducted at SD LAB UNDIKSHA Singaraja, in which the subjects of this study were the third grade students in III class. This study used ADDIE model. Since it is still a prototype media, there were only three procedure used namely Analysis, Design, and Develop. The data were collected by using observation sheet, teacher’s interview guide, students’ questionnaire, expert judgment rubric and syllabus analysis. The result of this research is a digital game media named e – CALF as self – directed learning media in form of application.  The digital game of e – CALF consists of four topics namely part of body, days, school environment, and animals. To know the quality of the digital media, the result from expert judgments rubric was used. Based on the result of expert judgment rubric, it is find that the digital media of e – CALF is categorized as excellent digital game and also proper to use for learning English for third grade students.


2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Fyra Aldira Audia ◽  
Linda Zakiah ◽  
Nidya Chandra Muji Utami

In revolution 4.0, technology has an important role in the education sector one of them to making digital media learning there are values on character education by the purpose of learning on the curriculum 2013. This study aims to designed Lectora to inspire learning media-based character education on PPKn for students in class III elementary school and measuring the media. Research methodology uses the research and development model of Hannafin and Peck. To technique data collection to students, teachers, and validation by 3. expert. Analysis technique quantitative data based on the calculation of answers in Likert scale. The result of validation data from material experts with a score of 87.5%, validation result from media experts with a score of 85%, validation result from language experts with a score of 81%, and grade III teachers with a score of 98%. The learning media Lectora inspire based character education who then tried out on 15 students grade III Elementary School with a score of 98%. By looking at the result, it can be said Lectora inspires learning media-based character education on PPKn for students in class III elementary school appropriate to be used as medium learning.


2019 ◽  
Vol 2 (1) ◽  
pp. 24-35
Author(s):  
Ira Ida Yustina

The objectives of the study are to describe and find out the effectiveness the teaching of English vocabulary using games involving pictures in class activities at the third grade students of Elementary School. This study is action research. The subject of study is the third grade students of Elementary School of Piri Nitikan Yogyakarta. There were 17 students in the class. The data were collected from the observation, interview and test. The data were analyzed from field notes, interview transcript, the observation sheets and test result. It is concluded that using games involving picture in the class can make some progress to the students. The students can increase their vocabulary mastery and their ability both in writing words and in speaking. The students can pronounce the English words correctly. Besides, using games involving picture make the students active and enjoy English class.


2019 ◽  
Vol 9 (2) ◽  
Author(s):  
Herwin Widyatmoko

This research aims to development Puzzle Game by using Flash media on theme 4 my obligations and rights for third grade of elementary school dan to describe theeffectiveness of Puzzle Game using Flash media on theme 4 my obligations and rights for third grade of elementary school. The types of this research are Research and Development. This research consists of seven stages; 1) potential and problem; 2) data collection; 3) product design; 4) validation design; 5) revised design; 6) product trial; 7) revised product. The research data is the need for educational Puzzle Game, the prototype of educational Puzzle Game and the effectiveness of educational Puzzle Game. Data collection techniques consist of an observation, interview, questioner and documentation. The data analysis technique uses descriptive analysis. Descriptive data analysis in this study was used to determine the need test for the media and expert validation test, while totest the effectiveness of the media using the t test. Data sources of this research are the students of third grade and teacher of SD N 01 Pulorejo 01, SD N Winong 01, SD N Kebolampang as elementary experimental groups and SD N Sumbermulyo 01, SD N Kropak 02, SD N Godo 03 as elementary school control groups in Winong district, Pati Regency. The results of the puzzle game media prototype are a set of media containing puzzle games using flash applications, manual puzzle games, and puzzle game guidance. The effectiveness test results show that the puzzle media game is effective, which is indicated by the results of the t test. The results of the t test in the experimental and controlgroups were 9.052. Data from t test shows that t count bigger than t table, which is 9.052 bigger than 1.657 then Ho is rejected and Ha is accepted. Based on the t test, it can be concluded that the application of puzzle game media in class III is effective and suitable for use in learning activities


2017 ◽  
Vol 8 (2) ◽  
pp. 109-121
Author(s):  
Ika Septi Hidayati

The purpose of this study are (1) To find out the application of the right type of team assisted Individualization (TAI) cooperative learning model in order to increase the interest in learning of third grade students of Prembulan Galur Kulon Progo State Elementary School. (2) Knowing the strengths and weaknesses of the team assisted Individualization (TAI) type of cooperative learning model in increasing the interest in learning for students in grade III at Prembulan Galur Kulon Progo State Elementary School. (3) Determine the effectiveness of the team assisted Individualization (TAI) type of cooperative learning model in increasing the interest in learning of third grade students of Prembulan Galur Kulon Progo State Elementary School. The results of this study indicate that: (1) In general, the application of an appropriate TAI learning model, effective in increasing interest in learning mathematics, (2) Increasing students' interest in learning mathematics towards Elementary School Prembulan III in pre-cycle of 64 in cycle I amounted to 76.04 in second cycle of 85.93.


2021 ◽  
Vol 5 (2) ◽  
pp. 342
Author(s):  
Desyandri Desyandri ◽  
Indra Yeni ◽  
Mansurdin Mansurdin ◽  
Alrizka Hairi Dilfa

The industrial revolution 4.0 and 21st-century skills leave fundamental problems in the implementation of 2013 curriculum teaching materials with an integrated thematic approach, including learning the art of music in elementary schools. It is very important for teachers to integrate technology into learning. The purpose of this research is to develop interactive multimedia in the form of a digital songbook as a support for integrated thematic teaching materials. The type of research that has been used is Research & Development which refers to the ADDIE. The subjects of this study were 4 (four) teachers and 100 elementary school students in the city of Padang. Data collection techniques and instruments were in the form of a questionnaire consisting of a validation questionnaire for validators and a practicality questionnaire given to teachers and students. The data analysis technique was obtained by taking the average results of product validation and practicality. The results showed that the average score of content and graphic validation was 84.1% in the appropriate category, while the average practicality score was 86.7%. Thus, the Digital Song Book is feasible and practical to use in learning the art of music as a support for integrated thematic teaching materials in elementary schools that meaningful for elementary students. The findings of this study have significant implications for designers and teachers, as well as multimedia researchers.


2018 ◽  
Vol 2 (2) ◽  
pp. 231
Author(s):  
Indah Perdana Sari ◽  
Intan Kurniasari Suwandi ◽  
Susi Setyowati

This study aims to understand the influence of the storytelling method towards the third-grade students’ character in doing cooperation in Pujokusuman Yogyakarta Elementary School. The research is research quasi-experiment with a nonequivalent-group pretest-posttest research design. The subject of the study is the students of class III B and III C Pujokusuman Yogyakarta Elementary School consisted of 49 students. Class III B isconsisted of 24 students and it becomes the class control, while class III C is consisted of 25 students and it becomes the class experiment. The researchers utilized observation sheet as the research instrument. The data analyzing technique was conducted through the first independent sample t-test with the significance 5 % (alpha = 0,05). This research result indicates that storytelling method is significant in increasing the third-grade students’ character in doing cooperation in Pujokusuman Yogyakarta Elementary School. This is proven by the t-test resulted 0,00 < 0,05; so H0 is rejected, it means that there is a significant difference between the average observation result of the students’ character in doing cooperation in the two classes: class control and class experiment. From the research result, it can be concluded that storytelling method enhances the third-grade students’ character value in doing cooperation in Pujokusuman Yogyakarta Elementary School.


2020 ◽  
Vol 4 (2) ◽  
pp. 120
Author(s):  
Suprianti G.A.P. ◽  
Mahayanti N. W. S. ◽  
Suarjaya P.A.A.G

Nowadays, the English teachers in elementary school still use conventional media in teaching English. Based on the phenomena, the researcher developed a media with the aimed to develop Powtoon animation based-video for teaching third-grade students of elementary school. The data of this research were collected through interview, syllabus analysis, students’ questionnaire, and document recording. ADDIE model by Romiszowski was developed as the procedure of this research. The result of this research was PowToon animation based-video can be used to teach English for third-grade students of elementary school. From the students’ questionnaire, it found that the animation video could attract the students’ attention and it also motivated the students during the teaching and learning process. The media was categorized as good media by conducting expert judgment rubric. So, PowToon animation-based video could be used as an alternative media in learning English.


2019 ◽  
Vol 5 (1) ◽  
pp. 159
Author(s):  
Arina Restian ◽  
Eka Kartika Sari

This research was conducted with the aim at 1) depicting how the development of "Comic Life" media products for literacy movements of third-grade students in elementary schools and 2) portraying the users’ responses to the development of "Comic Life" media products for literacy movements of third-grade students in elementary school. The results of this research indicate that 1) the media has fulfilled properness and organized criteria so that the media can be utilized for literacy activities in schools. This is espoused by the percentage acquisition of media experts as much as 90.6% withal excellent category. Moreover, the percentage of literacy experts gain 92% on the superior category. 2) The response outputs which were acquired from questionnaires of small group students yielded to the tone of 93.3% in a prime category. Furthermore, the outcomes from the large group questionnaire responses obtain in the tone of 95.1% on the convenient category.


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