scholarly journals PEMBELAJARAN MATEMATIKA MENGGUNAKAN CD INTERAKTIF AMT BERBASIS LECTORA INSPIRE UNTUK SISWA SD

2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Sukamto ◽  
Asry Kusuma Wardani

<em>The purpose of this research is consider the effectivness of mathematic learning using lectora inspire based interactive CD in primary school. This research is a research and development with design ADDIE. The validity of he return products developed by votes validator media experts and material to obtain a valid criterion.  Products in the validation by experts and the media matter experts, and then tested. Sample test was grade 4  students of elementary school Tandang 01 Semarang.  Results of the media validation analysis experts the average percentage of media ideals, respectively for 68.00% and 89.58%. Results of the validation  analysis matter experts the average percentage of media ideals, respectively for 74.67% and 90.42%, and the response to all students in grade IV B of elementary school of Tandang  01 Semarang  by 87.64%. Based on the test results are known t­<sub>0</sub> t over t<sub>table </sub>(9.056&gt; 2.030). Differences in student learning outcomes before and after being treated was 59%. From the analysis, AMT interactive CD categorized as very good. So it can be applied in teaching.</em>

2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Rahmawatin Khasanah ◽  
Haris Supratno ◽  
M. Bambang Edi Siswanto

This study applies the model course review horay (CRH) with the help of  media board reward on the theme of learning 6 caring for animals and plants in SDN Jatirejo. The method used is an experimental method in Pre-Experimental Design in the form of Intact-Group Comparison. The subjects of the study were of grade II SDN Jatirejo in academic year 2019/2020. Data collection through observation of learning activities and written tests to measure student learning outcomes before and after being given treatment. The results of data analysis using the t-test formula to determine the effect of treatment in the experimental and control groups. The results of the study using the model course review horay helped by the media reward board were more fun and students were actively learning so that the teacher easily delivered teaching material with a very good category namely the experimental group (11,843 ) > the control group (11,655) which means that there is an influence on the use of the model course review horay with the help of  media board reward in the experimental group is greater than conventional learning applied to the control group. The results of this study as a source of information input and consideration for institutions involved in learning theme 6 grade II elementary school.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Rahmawatin Khasanah ◽  
Haris Supratno ◽  
M. Bambang Edi Siswanto

This study applies the model course review horay (CRH) with the help of  media board reward on the theme of learning 6 caring for animals and plants in SDN Jatirejo. The method used is an experimental method in Pre-Experimental Design in the form of Intact-Group Comparison. The subjects of the study were of grade II SDN Jatirejo in academic year 2019/2020. Data collection through observation of learning activities and written tests to measure student learning outcomes before and after being given treatment. The results of data analysis using the t-test formula to determine the effect of treatment in the experimental and control groups. The results of the study using the model course review horay helped by the media reward board were more fun and students were actively learning so that the teacher easily delivered teaching material with a very good category namely the experimental group (11,843 ) > the control group (11,655) which means that there is an influence on the use of the model course review horay with the help of  media board reward in the experimental group is greater than conventional learning applied to the control group. The results of this study as a source of information input and consideration for institutions involved in learning theme 6 grade II elementary school.


2020 ◽  
Vol 9 (2) ◽  
pp. 78-83
Author(s):  
Ema Nuryani

Permasalahan di SDN Banyuputih 01 yaitu rendahnya hasil belajar materi Aksara Jawa dan tidak adanya media pembelajaran. Tujuan penelitian yaitu mengembangkan multimedia materi Aksara Jawa. Metode penelitian ini Research and Development (R&D). Subjek penelitian siswa kelas IV SDN Banyuputih 01 dan SDN Banyuputih 04 yang berjumlah 49. Teknik pengumpulan data menggunakan tes dan non tes. Instrumen non tes dengan wawancara, observasi, angket, dan dokumentasi, sedangkan instrumen tes yaitu soal uji coba, soal tes awal, dan tes akhir. Hasil penelitian menunjukkan multimedia layak digunakan berdasarkan ahli materi, bahasa, dan ahli media, hasil perhitungan analisis data akhir uji pemakaian produk di kelas yaitu uji z didapatkan Zhitung > Ztabel yaitu 2,319 > 1,64, hasil uji-t didapatkan thitung ≤ - ttabel yaitu -5,31 ≤ -2,04, dan uji n-gain 0,701 dengan kriteria tinggi. Simpulan penelitian adalah multimedia layak digunakan dan efektif meningkatkan hasil belajar Bahasa Jawa siswa kelas IV SDN Banyuputih 01. The problems in Banyuputih State Elementary School 01 were based on the low cognitive learning outcomes in Javanese subjects precisely on (Javanese Alphabet) material and the absence of Javanese learning media. This research aimed to develop multimedia (Javanese alphabet) material. This metod of research was Research and Development (R&D). The research subject was the students of grade IV Elementary School in Banyuputih 01 and Elementary School in Banyuputih 04 which amounted to 49 students. Data collection techniques are test and non-test. Non-test instruments used were interviews, observation, poll, and documentation, while the test instruments used are questions of trials, preliminary tests, and final tests. Eligibility assesment results demonstrate could be used based on material expert assessment, language amounted, and the media assessment. The results of the calculation of final data analysis in classes of the z test obtained Zcount> Ztable is 2.319> 1.64, the results of the t-test obtained tcount ≤ - ttable is -5.31 ≤ -2.04 while the test results n -gain 0.701 with high criteria. The conclusion of this research was that adobe flash-based (Javanese alphabet) multimedia material was feasible to used and was effective in improving the learning outcomes of Javanese students in grade IV Banyuputih State Elementary School 01.


2020 ◽  
Vol 9 (1) ◽  
pp. 41-46
Author(s):  
Sukma Ratna Pratiwi

Abstrak Tujuan penelitian ini adalah untuk mengembangkan, menguji kelayakan, dan menguji keefektifan media pembelajaran Prezi berbasis mind mapping (Prepping) pada muatan PPKn kelas IV SD Negeri Pundenrejo Pati. Berdasarkan data prapenelitian melalui observasi, wawancara, dan dokumentasi di SDN Pundenrejo ditemukan permasalahan berupa media pembelajaran yang digunakan guru hanya terbatas pada gambar dan peta yang tertempel di dinding kelas serta belum memfasilitasi pembelajaran PPKn yang membutuhkan media berbasis teknologi sehingga menyebabkan motivasi dan hasil belajar siswa kurang optimal. Jenis penelitian ini adalah Research and Development (R&D) dengan model pengembangan Borg & Gall yang diadaptasi oleh Sugiyono yang menggunakan 8 langkah yaitu: (1) potensi dan masalah; (2) pengumpulan data; (3) desain produk; 4) validasi desain; (5) revisi desain; (6) uji coba produk; (7) revisi produk; dan (8) uji coba pemakaian. Hasil penelitian menunjukan bahwa media pembelajaran Prepping sangat layak digunakan dengan presentase kelayakan penyajian oleh ahli media sebesar 90,63%, kelayakan isi oleh ahli materi sebesar 93,75% dan kelayakan kebahasaan oleh ahli bahasa sebesar 89,06%. Hasil uji t yaitu thitung = 19,7061 > ttabel = 2,0553, sehingga dapat disimpulkan bahwa pengembangan media pembelajaran Prepping efektif digunakan pada pembelajaran PPKn terhadap hasil belajar siswa. Hal ini diperkuat oleh N-gain data pretest dan posttest sebesar 0,3821 dengan kriteria sedang. The purpose of this study was to develop, test the feasibility, and test the effectiveness of Prezi learning media based on mind mapping (Prepping) on civics in the fourth grade students of Pundenrejo Elementary School Pati. Based on the preresearch data through observation, interview, and documentation at Pundenrejo Elementary School, problems were found in the form of instructional media used by teachers just limited on pictures and maps attached to the classroom walls and had not covered the needs of civics learning which required technology-based media, so that caused the lack of students’ motivation and learning outcomes. The type of study was Research and Development (R&D) with Borg & Gall development model adapted by Sugiyono using 8 steps: (1) potential and problems; (2) data collection; (3) product design; 4) design validation; (5) design revisions; (6) product trials; (7) product revisions; and (8) trial use. The results showed that the Prepping learning media was very feasible to be used with the feasibility percentage by the media expert of 90.63%, the content expert of 93.75%, and the linguistic expert of 89.06%. The T test results showed tcount = 19.7061 > ttable = 2.0553, so it could be concluded that the development of the Prepping learning media was effectively used to increase students’ civics learning outcomes. This was reinforced by the N-gain of pretest and posttest data of 0.3821 with moderate criteria.


2017 ◽  
Vol 5 (2) ◽  
pp. 137 ◽  
Author(s):  
Swaditya Rizki ◽  
Nego Linuhung

This study is a research and development (R & D). The model used in this research is to adapt the development of the 4D model (Define, Design, Develop, Disseminate) developed by Thiagarajan. This study aims to generate the teaching materials based contextual and ICT are good at program linear and to determine the effectiveness of teaching materials based contextual and ICT at program linear on learning outcomes. Data collection instruments used in this study in the form of questionnaires, interviews, sheet validation, and matter. Data analysis techniques used in this research and development is a qualitative descriptive analysis technique to calculate the average, while for influence before and after treatment that uses the analysis of paired sample t-test. The conclusions obtained from the development are teaching materials based contextual and ICT  are very valid and practical for use in the learning process. From the test results, it can be concluded that there is a very significant influence mathematics teaching materials based contextual and ICT  on student learning outcomes. So, teaching materials based contextual and ICT  is very effective for use in learning the material Program Linear


Author(s):  
Yanti Fitria

This study aimed to describe effecitivity of the learning outcome IPA using inquiry method. This type of research is the Classroom Action Research (CAR). Research procedures conducted through four stages, namely planning, implementation, observation, and reflection. The study uses a qualitative and quantitative approach. Subjects were teachers and students of fourth class in elementary school 08 Padang City. Data was obtained from the results of observations and test results of learning. The research was conducted by two cycles and each cycle consisting of two meetings. The results of the research that has been conducted every cycle seen an increasein the average value of student learning outcomes are: (a) the cognitive aspects of 75 to 93, (b) the affective aspects of 74 to 95, and (c) psychomotor aspects from 76 to 94. It can be concluded that the CAR using the inquiry method can improve learning outcomes of science fourth grade students of fourth class in the state elementary school 08 Padang City.Key words: Learning competency; science learning; inquiry method


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


2020 ◽  
Vol 3 (1) ◽  
pp. 54-61
Author(s):  
Royhatul Jannah ◽  
Jun Surjanti ◽  
Riza Yonisa Kurniawan

The purpose of this paper is to improve student learning outcomes. This study is a Research and Development (R&D) using the 4D model Thiagarajan which includes stages Define, Design, Develop, and Disseminate but the Disseminate stage is not carried out. The findings showed that the feasibility of the material, language, evaluation, and graphics of 87%, 85%, 85%, 87% with a very decent category. The average N-gain score got a score of 0.6 categorized as moderate and classical completeness of student learning outcomes is 90%. While the results of the responses of students get an average percentage of 90,4% categorized as very feasible. Improved learning outcomes can be obtained using MMPII worksheets which include metacognitive features namely planning, monitoring, and evaluating. This study uses limited trials that were conducted on 20 students of XI IPS class Kanjeng Sepuh Senior High School.


Author(s):  
Yanti Fitria

This study aimed to describe effecitivity of the learning outcome IPA using inquiry method. This type of research is the Classroom Action Research (CAR). Research procedures conducted through four stages, namely planning, implementation, observation, and reflection. The study uses a qualitative and quantitative approach. Subjects were teachers and students of fourth class in elementary school 08 Padang City. Data was obtained from the results of observations and test results of learning. The research was conducted by two cycles and each cycle consisting of two meetings. The results of the research that has been conducted every cycle seen an increasein the average value of student learning outcomes are: (a) the cognitive aspects of 75 to 93, (b) the affective aspects of 74 to 95, and (c) psychomotor aspects from 76 to 94. It can be concluded that the CAR using the inquiry method can improve learning outcomes of science fourth grade students of fourth class in the state elementary school 08 Padang City.Key words: Learning competency; science learning; inquiry method


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