scholarly journals Pengembangan Media berbasis Web (Virtual Map) sebagai Inovasi Media di SD

2017 ◽  
Vol 1 (2) ◽  
pp. 57
Author(s):  
Susilo Tri Widodo ◽  
Mahmud Rafi Al Ghani

This research aims to develop web based media (virtual map) on the civic education learning of NKRI materials on fifth-grade. This type of research is Research and Development (R&D). The procedure of this research is analysis, design, manufacture, testing, and maintenance. The subject of study was fifth-grade students in Wonorejo Elementary School. Data collection using interview, tests, questionnaires, and documents. Data were analyzed using descriptive analysis consist central tendency and varians analysis. The results showed that virtual map fit for use with a score of the media percentage assessment 88% and a score of the content’s material components 100%. Media test results showed an average increase equal to 29,57%. Percentage mastery increased from 35.71% to 42.82%.  Conclusion in this study is the media virtual map effectively used in learning civic  education of NKRI materials.

2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Sunarti Sunarti ◽  
Selly Rahmawati ◽  
Setia Wardani

Abstrak: Tujuan Penelitian ini untuk mengetahui pengembangan media pembelajaran berbasis game yang menarik dan mengetahui perbedaan motivasi dan prestasi belajar dengan media tersebut. Metode penelitian yang digunakan adalah penelitian pengembangan. Hasil pengembangan divalidasi oleh pakar media dan IT, sedangkan validasi materi dan tes evaluasi game dilakukan oleh ahli materi bahasa indonesia dan PKn. Instrumen pengumpulan data yang dipakai adalah angket dan tes. Teknik analisis data yang digunakan adalah teknik analisis statistik inferensial yaitu Mann-Whitney U-Test. Berdasarkan hasil penelitian dapat disimpulkan sebagai beikut. (1) Pengembangan media game yang menarik dilakukan dengan mengembangkan design game petualangan si Bolang. (2) Tidak ada perbedaan signifikan prestasi belajar dengan media game dan gambar. (3) Ada perbedaan signifikan motivasi belajar dengan media game dan gambar. (4) Media game lebih efektif untuk meningkatan motivasi belajar dibandingkan dengan media gambar.Kata Kunci: game petualangan “Si Bolang”, prestasi hasil belajar, motivasi belajar DEVELOPING A GAME CALLED “PETUALANGAN SI BOLANG” AS THE THEMATICS LEARNING MEDIA TO IMPROVE THE FIFTH GRADE STUDENTS’ MOTIVATION AND LEARNING ACHIEVEMENT Abstract: This study was aimed to develop an interesting game-based teaching media and to find out the difference in the motivation and learning achievement of the students taught using the media. This study used the research and development model. The product was validated by a media and IT expert, while the validation of the materials and the evaluation of the game was done by content experts at Indonesian and Civic education. The instruments used were questionnaires and tests. The data were analyzed using the inferential statistical analysis, that Mann-Whitney U-Test. The findings showed that (1) the development of an interesting game media was carried out by developing a game called “Petualangan si Bolang”; (2) There was no significant difference in the learning achievement of the students taught using a game and those taught using pictures; (3) There was no significant difference in the learning motivation of the students taught using a game and those taught using pictures; (4) the game media was more effective to improve the learning motivation than the picture media. Keywords: game “Petualangan Si Bolang”, students’ learning achievement, students’ motivation


2020 ◽  
Vol 5 (2) ◽  
Author(s):  
Rastam Rastam

In order to learn something well, we need to listen, see, ask questions about it, and discuss it with others. Not only that, students need to "do it", that is, describe things in their own way, show examples, try to practice skills and do assignments that demand the knowledge they have acquired. This research uses classroom action research in three cycles. Each cycle consists of four stages,namely: Planning, Acting, Observing, and Reflecting. The subject of this research is the fifth grade students of SDN 6 Wonorejo for the 2018/2019 academic year. The data obtained are in the form of formative test results, observation sheets for teaching and learning activities. From the results of the analysis, it was found that student learning achievement had increased from cycle I to cycle III,namely, cycle I (64.00%), cycle II (76.00%), cycle III (88.00%). The conclusion from this research is that problem-based contextual learning can have a positive effect on the learning motivation of Class V SDN 6 Wonorejo students in the 2018/2019 academic year, and this learning model can be used as an alternative to learning science.


2018 ◽  
Vol 18 (2) ◽  
pp. 278
Author(s):  
Elmiati Elmiati

This classroom action research was conducted to improve students' learning outcomes in mathematic subject, especially on the subject matter of integer counting using the color pair card media. This research was conducted for six months from June to November of 2016. This research involves all fifth grade students year 2016/2017 at SDN No.040/XI Koto Limau Manis which are 15 students. This research activity is carried out in two cycles. Each cycle consists of two meetings and four activities namely planning, implementation, observation, and reflection. Evaluation of student learning outcomes using test and observation. The data that have been collected is analyzed by descriptive analysis and simple statistical test. The results showed that the use of media allows students to understand math lessons, especially material counting integer operations. In addition, the use of media also makes students feel happy and eager to learn, as well as increasing the courage of students to appear in front of the class. Improvement also occurs in terms of student learning outcomes. The average grade value that initially 44 increased to 70 after the implementation of cycle I and again increased to 76 after the implementation of cycle II. The average grade value after the given action is higher than the value at which action has not been given. Student learning mastery also increased from 33.3% (pratindakan) to 80.0% (cycle I) and 93.0% (cycle II).


2019 ◽  
Vol 15 (1) ◽  
pp. 8
Author(s):  
Ari Wibowo

This research is classroom action research which aims to determine whether the application of Numbered Head Together type of cooperative learning can improve the mathematics learning outcomes of fifth grade students of Makassar-level Elementary Inpres Batua II. The subject of this study was the fifth grade students of SD Makassar Inpres Batua II Bertingkat. Data was collected by using test results of learning and observation. The results showed that the average score of students in the first cycle was 54.16 with a standard deviation of 14.76. while in Cycle II the average score is 69.80 with a standard deviation of 11.06. This shows that students have achieved classical learning outcomes.


2019 ◽  
Author(s):  
Supatmo Supatmo ◽  
Anik Ghufron

This study aims (1) to produce a learning multimedia which is feasible to improve critical thinking in mathematics at class V of elementary school, (2) to find out the effectiveness of learning multimedia to improve critical thinking in mathematics at class V of elementary school. This study is a research and development referring to the opinion of Borg & Gall. The subject trials are the fifth-grade students of SD Muhammadiyah Special Program Boyolali. The results of this research is a software of learning multimedia. The results showed that the developed of learning multimedia is feasible and effective to improve critical thinking of students. Based on the test results show that the effectiveness of the learning multimedia is effective in increasing critical thinking of students. It is based on the results of the implementation of the test field that indicates p<0.05, which means a significant influence critical thinking on student learning using learning multimedia.


2017 ◽  
Vol 6 (1) ◽  
pp. 314
Author(s):  
Ahmad Guantoro

The background of this study is the low interest in learning civics class V students SD Negeri 008 Bukit Kayu Kapur. It is caused by: (a) very few number of students active during the learning process by using group work; (b) the need for students to ask questions or submit proposals to the lack of teachers is organized so that the impression received by the students are less significant; (c) although the number of students is ideal, but the enthusiasm of students in learning is still less visible, especially at the time of the question and answer; (D) of the 23 students were only 11 or 47.8% of students are serious in taking into account the subject matter of civic education takes place, whereas other students do not pay attention to lessons with enthusiasm; and (e) although the teacher has done a variety of ways, but have not been able to increase students' interest in learning, meaning ways done to date has not brought significant progress to increase their interest in learning. For that conducted the research with the aim to increase students' interest in learning civics through the implementation of cooperative learning model STAD. This classroom action research conducted in SDN 08 Bukit Kayu Kapur, the research was conducted pad from January to June 2009. The subjects were fifth grade students of SD Negeri 008 Bukit Kayu Kapur amounting to 23 students. Parameters measured research is student interest, teacher and student activity. Results showed that student interest has increased in the first cycle average student interest obtained a score of 86 (62.60%), the second cycle increased by an average score of 108 (78.30%). Additionally teacher activity also increased, in the first cycle average teacher activity score was 30 (67.00%), increased in the second cycle with an average score of activity of teachers and 38 (84.00%). Student activity also increased in the first cycle an average score of student activity is, increased in the second cycle with an average score of 164 (79.10%). It can be concluded from the results of class V students studying civics A SDN 08 Bukit Kayu Kapur can be increased through the implementation of cooperative learning model STAD.


2019 ◽  
Vol 2 (1) ◽  
pp. 243
Author(s):  
Suanah Suanah

Education has a major influence on the formation of character and human personality, so that the quality of human resources is determined by the level of education pursued by students. Elementary School Mathematics Lesson V in the perception of most students is still considered difficult because it is abstract with calculation formulas and must use logic to analyze it. The purpose of the study was to develop Wix web-based learning media design material for elementary class V Mathematics space. Research design was development research carried out based on 6 stages of the process namely concept, design, material collection, manufacture, testing and publication. The subject of the study consisted of media experts, material experts and sample classes consisting of 29 fifth grade students at SD 1 Babakan Elementary School in Parungkuda District. Data collection techniques were carried out through the media expert test questionnaire and material expert test and user response questionnaire conducted by students. The results of the development of instructional media are based on the assessment of media experts and material experts, namely the need for improvement for the scope of the material presented is more complete and more interactive to facilitate material search. The criteria for the assessment of product trial instruments carried out by students get an average score of facilitation aspects of 2.753, the attractiveness aspect is 2.697 and the benefit aspects of the product are 2.583 so that based on the assessment indicators the product is in good criteria.


Author(s):  
Hana Lestari ◽  
Aan Subhan Pamungkas ◽  
Trian Pamungkas Alamsyah

The purpose of this research to describe the development and feasibility process of the student worksheets based on Bantenese culture, to know the student’s understanding after using student worksheet in the topic of geometry especially volume. This research is the research and development (RnD) using 4-D models (Define, Design, Development, and Dissemination). The subject of this research was the fifth-grade students of SDN Serang 3 consist of 20 students. The data in this study were collected using the questionnaire and test. Based on the results of this research obtained a score with a percentage from content experts 84.16% with very feasible categories, from media experts 85.83% with very feasible categories, 79.99% from linguists expert with feasible categories, 99.33% from user responses with very good categories and 86.75% the test results with very good categories. The results of this research indicate that the product can be interpreted to be effective in increasing students' understanding of the geometry topic, especially volume.


Author(s):  
Dea Sinta Maharani ◽  
Otang Kurniaman

Linguistic intelligence is one of eight multiple intelligences that currently attracts attention in the world of education. Linguistic intelligence is a person's ability to speak both verbally and in writing, besides that people who have linguistic intelligence also master the components of linguistic intelligence which consists of phonology, syntax, semantics and pragmatics. The type of research used is research and development (R & D) with a 4D model. The subjects in this study were experts as validators, fifth grade students for trials and homeroom teachers in elementary schools. Data collection is done by giving a questionnaire to the validator. In this study the researchers concluded that the product of the developed linguistic intelligence assessment instrument was declared feasible to be used based on the results of validation of 86% with very feasible categories. The obstacle in developing the product of this instrument of linguistic intelligence assessment is the lack of knowledge of the school about the importance of linguistic intelligence for students in elementary schools. 


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Dwi Novita Sari ◽  
Putri Juwita

This study aims to improve the results of learning mathematics of elementary school students SDIT Deli Insani of class V on the subject matter of fractions by using number playing card media. The from of this study is classroom action research conducted in 2 cycles, using number playing cards at SDIT Deli Insani in class V Tanjung Morawa. The subjects of this study were the fifth grade students of SDIT Deli Insani, amounting to 30 students. This action was carried out in April 2018. Methods of collecting data using observation and documentation. The data analysis used is quantitative and qualitative analysis. The results of the study showed an increase in students' ability to understand concepts from the first cycle and second cycle. Percentage of increase in pre-action results, cycle I and cycle II students' concept comprehension ability that is 13.04% for indicators identifying number forms using number game cards (dominoes) and indicators solving problems in fractional form operations using dominoes 27.26%. the success indicator in cycle II reaches 80%. Thus the application of number game cards can improve students' understanding of mathematical concepts at SDIT Deli Insani in Class V.


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