scholarly journals Development of Bilingual Pop Up Book Media on Javanese Puppet Stories for Elementary School Students

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.

2020 ◽  
Vol 25 (1) ◽  
pp. 33
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Dwi Agus Kurniawan ◽  
Qalbi Shanaz Anandari

This research develops e-module teaching materials by using a digitalized book application based on ethno constructivism and also discerns students' responses to the e-modules. We employed the ADDIE model (Analysis, Design, Develop, Implement, and Evaluate) to create the books. The ADDIE model consists of five steps, namely (1) introduction, (2) planning, (3) development, (4) implementation, and (5) evaluation. The subjects of this study were 21 fifth-grade students of elementary schools 112/I. The re-sults of this study captured that the product was favored by most of the students with percentages of interest (72.73%), motivation (77.27%), and perception (63.6%).


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%.


2021 ◽  
Vol 26 (1) ◽  
pp. 65-77
Author(s):  
Nor Laili Fatmawati

Various adaptations and innovations should be done in the English learning process during the Covid-19 pandemic, especially for elementary school students who are not familiar with the distance learning system. This study aims to develop a Powtoon-based animated video as an English learning medium for elementary school students during the Covid-19 pandemic. The animation video was developed using the ADDIE model which includes the analysis, design, development, implementation and evaluation stages. This research produces an audiovisual learning media in form of animated videos that have been tested by media experts, material experts, and have gone through small group and field trials. The test results indicate the feasibility of this product is 4.80 in the Very Eligible category. Thus, the animated Powtoon-based video is worthy product as an alternative learning medium in English distance learning classes for elementary school students during the pandemic.


Author(s):  
Edy Purwanto ◽  
Rochmiyati Rochmiyati ◽  
Nurhanurawati Nurhanurawati

This study aims to develop teaching materials based on ethno mathematics. A Research and Development (R&D) method as used in this research. Meanwhile, the research design of teaching materials developed using ADDIE included five stages, namely analyze, design, development, implementation, and evaluation. The feasibility of this ethno mathematical-based teaching material refers to the results of the assessments of three experts, namely education expert, ethno mathematics expert, and mathematicians, as well as students’ responses. The students' responses used as a trial were made by fifth-grade students of SDN Negara Bumi, Central Sungkai Subdistrict. The results of this study indicate that the teaching materials developed based on ethno mathematics have met the standards of feasibility aspects which include validity, practicality, and effectiveness of teaching materials.


2019 ◽  
Vol 8 (2) ◽  
pp. 138
Author(s):  
Abdillah Abdillah

<p align="center"><strong>Abstrak</strong></p><p> </p><p>Penelitian ini bertujuan untuk mengembangan model pembelajaran motorik berbasis permainan dan mengetauhui bagaimanakah kelayakan model pembelajaran motorik berbasis permainan pada siswa Sekolah Dasar, Sampel dalam Penelitian ini adalah siswa sekolah dasar negeri 08 Sungai Kakap Kabupaten Kubu Raya. Penelitian ini adalah penelitian pengembangan (Research and Development/RD). Sampel dalam penelitian ini adalah seluruh siswa siwa kelas 1 Sekolah Dasar Negeri 08 Kecamatan Sungai Kakap Kabupaten Kuburaya yang berjumlah 25 siswa. Teknik pengumpul data dalam penelitian in yaitu teknik komunikasi langsung,  Alat pengumpul data dalam penelitian ini yaitu panduan wawancara, yang digunakan untuk mendapatkan data validasi dari ahli motorik, serta lembar validasi ahli yang dipergunakan untuk melakukan validasi terhadap model pembelajaran motorik berbasis permainan. Berdasarkan hasil uji coba skala besar dari guru terhadap model permainan sentuh bola terlihat bahwa hasil yang didapat menunjukan nilai maksimal yaitu 100%. dengan hasil tersebut dapat disimpulkan bahwa model permainan ini sangat baik untuk digunakan dalam pembelajan motorik.</p><p align="center"> </p><p align="center"> </p><p>            Kata Kunci : Pembelajaran, Motorik, Berbasis, Permainan</p><p> </p><p align="center"><strong><em>Abstract</em></strong></p><p><em> </em></p><p><em>This study aims to develop a game-based motor learning model and know how the feasibility of a game-based motor learning model in elementary school students. The sample in this study is state elementary school students 08 Sungai Kakap Kubu Raya Regency. This research is a research and development (Research and Development / RD). The sample in this study were all students of grade 1 State Elementary School 08 Sungai Kakap Subdistrict, Kuburaya Regency with a total of 25 students. Data collection techniques in this research are direct communication techniques. Data collection tools in this study are interview guides, which are used to obtain validation data from motorists, as well as expert validation sheets which are used to validate game-based motor learning models. Based on the results of large-scale trials of the teacher on the model of the game touch the ball it appears that the results obtained show a maximum value of 100%. with these results it can be concluded that this game model is very good for use in motor learning.</em></p><p><em> </em></p><p><em> </em></p><p><em>            </em><em>Keywords: Learning, Motor, Based, Games</em><em></em></p>


2018 ◽  
Vol 14 (2) ◽  
pp. 38-49
Author(s):  
Ari Purwantyo ◽  
Tomoliyus Tomoliyus

Peneilitian ini bertujuan untuk menghasilkan buku panduan model pembelajaran integratif pendidikan jasmani olahraga dan kesehatan SD kelas satu di Kecamatan Depok Sleman melalui permainan semutan. Penelitian pengembangan ini terdiri atas dua tahap, yaitu tahap pra-pengembangan dan tahap pengembangan. Tahap pra-pengembangan terdiri dari kajian literatur, kajian penelitian relevan dan studi lapangan. Tahap pengembangan terdiri penyusunan draf model, validasi ahli, ujicoba terbatas, dan ujicoba luas. Validasi ahli melibatkan 5 orang ahli dengan menggunakan teknik Delphi. Ujicoba skala terbatas dilakukan di SD Deresan. Ujicoba skala luas dilakukan di SD Deresan dan SD Catur Tunggal 7. Instrumen yang digunakan adalah pedoman wawancara, angket dan pedoman pengamatan penilaian. Analisis data pada penelitian ini menggunakan pendekatan deskriptif kualitatif dan kuantitatif. Hasil ujicoba skala terbatas dalam kategori baik dan ujicoba skala luas dalam kategori sangat baik. Model pembelajaran integratif pendidikan jasmani olahraga dan kesehatan efektif untuk meningkatkan afektif (ketertiban dan percaya diri), keterampilan (melempar), pengetahuan (penguasaan pengetahuan permainan dan ketepatan menghitung bola) bagi siswa SD kelas satu. Developing integrative learning model of penjasorkes of elementary school students AbstractThis study aims to develop an integrative learning model of physical education and health of year-1 of elementary school students in Depok, Sleman District through semutan game. This research development consisted of two phases. They were the pre-development phase and the development phase. Pre-development phase consisted of a literature review, a review of relevant research and field study. The development phase consisted of drafting the model, expert validation, small-scale trials, and large-scale trials. The validation involved 5 experts using the Delphi technique. The small –scale trials were conducted in SD Deresan. Large-scale trials were conducted in SD Deresan and SD Catur Tunggal 7. The instruments used were a questionnaire, interview guideline, and guidelines for assessment observations. The data analyses in this study used descriptive qualitative and quantitative approaches. Limited scale test results is in very good category and large scale trials is in the excellent category. The developed integrative learning model of physical education and health is effective for improving affective (orderliness and confidence), skills (throwing), and knowledge (mastery of the game knowledge and accuracy of counting the ball ) for year-1 of elementary school students.


2019 ◽  
Vol 2 (1) ◽  
pp. 28
Author(s):  
Rizan Dwi Atmaji ◽  
Ika Maryani

This type of research is development research with the ADDIE model. This research begins with analysis, design, development, implementation, and evaluation. The subjects in this study were media expert validators, material experts, learning experts, students, and teachers. The results of the development in the form of science-based e-modules are in the form of evaluations from expert validators and trials of students and teachers. The assessment of media experts received a score of 92.85 with the category "Very Worthy. Material experts received a rating of 92.85 in the "Very Worthy" category. The results of the assessment of learning experts get a value of 73.21 with the category "Eligible". the assessment of small-scale trials conducted by students gets a score of 95 with the category "Very Worthy" and the assessment of the teacher gets a score of 95 with the category "Very Worthy". The large-scale trials conducted by students got a score of 96.6 with the category "Very Worthy" and the assessment of the teacher received a score of 97.08 with the category "Very Worthy". Based on the results of the research obtained, science-based e-modules are very feasible to be used in the learning process at school.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Farihah Inayatul Ulya ◽  
Sumarno Sumarno ◽  
Arfilia Wijayanti

Penelitian ini bertujuan untuk mengetahui kevalidan, kepraktisan, dan keefektifan media video berbasis model discovery learning. Metode dalam penelitian ini adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Subjek dalam penelitian ini terdiri dari 3 ahli media, 3 ahli materi, guru dan 24 siswa kelas 3 SD Negeri Mojoagung 01 Pati tahun pelajaran 2020/2021. Metode pengumpulan data terdiri dari observasi, wawancara, dokumentasi, kuesioner, posttest, dan kinerja dengan teknik analisis data kualitatif dan kuantitatif. Hasil review ahli media menunjukkan hasil persentase sebesar 92% (sangat baik), ahli materi 95% (sangat baik), kuesioner guru 97% (sangat baik), kuesioner siswa 99% (sangat baik), posttest berupa soal uraian ( 3 muatan pembelajaran yaitu 3 soal bahasa indonesis, 4 soal matematika, 3 soal SBdP), dan kinerja dari 24 siswa 100% siswa mencapai nilai diatas KKM ≥ 65. Berdasarkan hasil analisis, media video berbasis model discovery learning valid, praktis, dan efektif digunakan pada tema 6 energi dan perubahannya subtema 1 sumber energi pembelajaran 3.Discovery learning-based video media development for elementary school studentsAbstractThis study aims to know video media's validity, practicality, and effectiveness based on discovery learning models. This research applies the research and development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects in this study consisted of 3 media experts, three material experts, teachers, and 24 3rd grade students of Elementary School 01 Pati. The data collection methods were observation, interviews, documentation, questionnaire, post-test, and performance with qualitative and quantitative data analysis techniques. The results of the media expert review show the percentage results of (92%), material expert (95%), teacher questionnaire (97%), student questionnaire (99%), post-test in the form of description questions (3 learning contents, namely 3 Indonesian language questions, four maths questions, 3 SBdP questions), and performance of 24 students (100%) students achieve scores above the KKM 65. Based on the analysis results, the video media based on the discovery learning model is valid, practical, and effectively used on theme six energy. The changes are sub-theme 1 learning energy source 3.


2019 ◽  
Vol 4 (1) ◽  
pp. 23
Author(s):  
Widati Amalin Ulfah ◽  
Dedy Putranto

The low motivation of students and there was no physical education teacher innovation to package a more interesting learning process. This study aimed to develop a model of achievement motivation training based on traditional boseka games for elementary school students. This research method used research and development methods from Borg and Gall 1983 which have been modified by researchers namely: (1) Requirement analysis of 25 students for observation; (2) Manufacture of initial products; (3) Overview of experts 3 persons; (4) Product revision; (5) Small group trials 10 students; (6) Product revision; (7) Large group trials 14 students; and (8) The final product. Based on the results of the study obtained data from expert evaluations with an average percentage of 85.70% (feasible), from the results of small-scale trials obtained an average percentage of 79.3% (feasible) and for large-scale trial results obtained by an average of an average of 89.3% (feasible). Thus it was concluded that the development of achievement motivation training model based on the traditional game boseka was appropriate to be used for students in high school elementary


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


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