scholarly journals Pengembangan Multimedia Interaktif Matematika Berbasis Ispring Materi FPB Dan KPK untuk Siswa Kelas IV Sekolah

Author(s):  
Sri Qayyuumu Gusti Mahartania ◽  
Ni Luh Sakinah Nuraini ◽  
Erif Ahdhianto

Abstract: This study aims to develop a media product in the form of interactive mathematical multimedia called MUTIF MATIKA material for GCD and LCM for grade IV elementary school students that is valid and practical. The research method is the Research and Development used model of ADDIE. Based on formative evaluation by media experts obtained 97 percent, material experts obtained 81.9 percent, trials to teachers obtained 92.5 percent, and trials to students gained 88.5 percent. Based on the percentage gain, it shows that the MUTIF MATIKA media is valid and practical so that it can be used in learning in grade IV in primary schools. Abstrak: Penelitian ini bertujuan untuk mengembangkan produk media berupa multimedia interaktif matematika yang disebut MUTIF MATIKA materi FPB dan KPK untuk siswa kelas IV sekolah dasar yang valid dan praktis. Metode penelitiannya adalah Research and Development menggunakan model ADDIE. Berdasarkan evaluasi formatif oleh ahli media diperoleh 97,2 persen, ahli materi diperoleh 84,7 persen, uji coba oleh guru diperoleh 92,5 persen, dan uji coba oleh siswa 88,5 persen. Berdasarkan perolehan persentase, menunjukkan bahwa media MUTIF MATIKA valid dan praktis digunakan dalam pembelajaran di kelas IV sekolah dasar.

Author(s):  
Syifa' Lana ◽  
Rifqi Aulia Rahman ◽  
Rudi Danang Widodo

<p><em>This research was aimed to describe the science comic design with </em><em>the environmental care theme as a learning medium for developing the literacy culture and environmental care attitude for elementary school students</em><em>. Research and Development (R &amp; D)</em><em> approach was implemented by utilizing 4D models which was limited to the Develop stage only</em><em>.</em><em> The comic media was reviewed and assessed by an expert of media, a linguist, an expert of material, and three elementary school teachers.</em><em>. </em><em>The data were collected by using observation technique and questionnaire. The results showed that the comic science media with the theme of environmental care can be used as a learning medium that can develop a culture of literacy and attitudes of environmental care in primary schools based on the contents of the curriculum standard 2013.  The quality result of the assessment from the expert and the student response indicated a good category.</em><em></em></p>


2019 ◽  
Vol 3 (6) ◽  
pp. 1405
Author(s):  
Danang Pamungkas ◽  
Wahyudi Wahyudi ◽  
Endang Indarini

This research and development aims to develop and test the validity, practicality, and effectiveness of comic-based modules in mathematics in elementary schools. The research method used is R&D with the ADDIE development model which consists of five stages, namely 1) analysis, 2) design, 3) development, 4) implementation and 5) evaluation ). Product validity was obtained from expert testing with expert validation instruments. The practicality of the product in the form of comic media was obtained through limited trials with a questionnaire instrument. The effectiveness is obtained through one class trial with one group pretest-posttest design then the results are tested using Paired SamplesvT Test. The result of this research is that the comic-based media module generally improves the ability to solve mathematical problems in the classroom material of five elementary school students. Learning media are declared valid based on the test of media experts, material experts and learning experts. Learning media are declared practical based on the results of the questionnaire responses of teachers and students. Learning media are declared effective based on the results of students' Paired SamplesvT Test pretest-posttest.


2018 ◽  
Vol 3 (1) ◽  
Author(s):  
Mehmet EMIN KORTAK

This research aimed at designing and improving the web-based integrated peer and self- assessment. WesPASS (web-based peer-assessment system), developed in this research, allows students to assess their own or their peers’ performance and project assignments and to report about the result of these assessments so that they correct their assignments. This study employed design-based research. The participants included 102 fourth grade primary school students and their 4 teachers from 2 state and 2 private primary schools in Ankara, Kecioren (Turkey) who employed the system and were engaged in a questionnaire survey to assess its quality. The findings were analyzed through quantitative data analysis. The findings revealed that the system can be used by elementary school students for peer and self-assessment system. The participants stated that WesPASS is simple and user-friendly, and it accelerates the assessment process by employing information technology and allows to share opinions 


PALAPA ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 199-209
Author(s):  
Nurhayati Mardhatilla ◽  
Ramdhan Witarsa ◽  
Nurhaswinda Nurhaswinda

This study aims to determine and described the learning creativity of elementary school students using the number head together learning model. This research method is a literature review research method. The stages of this literature review are data collection, data reduction, data display, discussion, and conclusions. The results showed that from 17 articles published from 2010-2020 about the number head together learning model and learning creativity of elementary school students, there were 2 articles that matched these variables. The number head together learning model can increase the learning creativity of elementary school students. The novelty of this research is the connection between one article and another that discusses the same topic. The impact of the results of this study is the increasing number of literature review studies to reinforce existing theories.


2017 ◽  
Vol 38 (3-4) ◽  
pp. 75
Author(s):  
Nurdiani Nurdiani ◽  
Evi Kamelia ◽  
Rusdi Andid ◽  
Ani Ariani ◽  
Hakimi Hakimi ◽  
...  

This study aimed to determine the age at menarche and its influencing factors and the pattern of menstrual cycles in elementary school students in Medan. Subjects were 227 female students in six primary schools (private and government) in Medan municipal, during October until November 1995. Most students experienced menarche in government primary school (GPS: 35.8%) and private primary school (PPS: 24%), at the age of 10-12 years. The mean age at menarche of these students in government primary school was 11.41 (SD 0.95) years while in private primary school it was 10.65 (SD 0.78) years. Subjects who had had menarche had better nutritional status than who had not (p<0.001). Sports activities are also associated with age at menarche (p<0.001). On the other hand family's economical status and maternal age at menarche were not significantly associated with age at menarche (p>0.05). Most students who had had menarche had regular menstrual cycle; the duration of menarche was 4-6 days for GPS and 3 days for PPS. Dysmenorrhea was a common finding in the first three months of menstruation cycle but gradually diminishing with time. The duration of menstrual cycle was 25-34 days. These findings are useful as a guide for the parents, especially when mothers planning the best time/ the moment to discuss about reproduction and sexual counseling with her daughter.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2020 ◽  
Vol 4 (2) ◽  
pp. 152-157
Author(s):  
Faizal Chan ◽  
Agung Rimba Kurniawan ◽  
Siti Kalila ◽  
Fiki Amalia ◽  
Devi Apriliani ◽  
...  

Abstract The purpose of this study is to describe the impact of bulliying on the confidence of elementary school students ". The impact of bullying can affect students' psychological development. Another impact of victims of bullying can be an offender for others. The research method used in this study is qualitative. This type of research used in this study is a purposive study because researchers feel the sample taken is most knowledgeable about the problem to be examined by the researcher. Based on the results of the study it can not be seen directly the impact of victims of bullying, but psychologically the victims of this bullying experience pressure. Even in some cases, victims of bullying do not have confidence. 


2018 ◽  
Author(s):  
Bayu Purbha Sakti

Suicide primary school girls, 2 reporting discourses, and zoning system require that each elementary school has books that attract students and teachers to read them. Negative content and typing errors written in the book will cause different understandings experienced by elementary school students. Elementary school student who have good linguistic intelligence will be easy to memorize and have extensive vocabulary. Elementary school student with high visual-spatial intelligence will be active in the imagination. Books used by primary schools must meet the values and norms applicable in the community. Primary schools are required to evaluate all the books used in primary schools. Sanctions are granted to authors and publishers if any incorrect information is written in the book. Primary school students will think positively or negatively by looking at textbooks. Eligibility of elementary school textbooks is the responsibility of many parties in the field of education even though teachers are an important component that should assess the appropriateness of textbooks.


2021 ◽  
Vol 5 (1) ◽  
pp. 80
Author(s):  
Dede Hadiansah ◽  
Wawan Setiawardani ◽  
Muhammad Sholeh

Students at the age of primary education are faced with a challenge in using digital technology, namely (a) the ability to sort information that is suitable for use and follow; (b) addiction to digital technology and the internet; and (c) changes in behavior and character. The purpose of this study is to identify: (a) obtaining information from digital media by elementary school students; (b) the use of information from digital media by elementary school students using; (c) the challenges faced by elementary school students in obtaining information using digital media; (d) the expectations of elementary school students regarding learning using digital media. The research method used is the phenomenological research method. The results of the research, some students use digital literacy only to find information. Meanwhile, a few elementary students have carried out the learning process in the form of products from the use of digital literacy. Digital literacy can be a suitable learning medium in the era of the industrial revolution 4.0, but its use must be monitored and limited.


2018 ◽  
Vol 1 (1) ◽  
pp. 34-39
Author(s):  
Abustan Abustan ◽  
Nawir Nawir

Penelitian ini dilaksanakan untuk mengetahui pengaruh media elektronik LCD terhadap prestasi belajar Ilmu Pengetahuan Sosial Siswa Kelas V Sekolah Dasar. Tujuannya untuk mengungkapkan pengaruh media elektronik LCD terhadap prestasi penggunaan belajar Ilmu Pengetahuan Sosial Siswa  kelas V Sekolah Dasar. Jenis penelitian yang digunakan adalah penelitian pre-experiment yaitu rancangan penelitian eksperimen yang hanya mempergunakan kelompok eksperimen saja, tanpa kelompok komtrol (pembanding) sampel subyek dipilih seadanya tanpa mempergunakan randomisasi. Rancangan yang digunakan adalah “One Group Design Pretest-Postest”. Pembelajaran diukur sebelum dan sesudah pemberian perlakuan. Jumlah populasi hanya 25 siswa. Maka dalam penentuan sampel hanya menggunakan kelompok eksperimen saja tanpa kelompok kontrol (perbandingan), subyek  dipilih tanpa mempergunakan randomosasi. Pengumpulan data dilakukan  dengan mengunakan instrumen-instrumen yang sudah disebutkan diatas yaitu hasil ulangan harian siswa dan respon siswa/ pengisian angket siswa. Data yang dikumpulkan akan dianalisis secara kualitatif dan kuantitatif. Skor rata-rata hasil belajar IPS siswa yang diajar sebelum penggunaan media elektronik LCD (Pretest) Sekolah Dasar adalah bervariasi dengan hasil belajar rata-rata 71,4% dengan standar deviasi 7,788. Sedangkan Skor rata-rata hasil belajar IPS siswa yang diajar setelah (Posttest) penggunaan media elektronik LCD Sekolah Dasar adalah bervariasi juga dengan hasil belajar rata-rata 78,84% dengan standar deviasi 7,949. Berdasarkan pembahasan yang telah diuraikan, dapat disimpulkan bahwa hasil belajar IPS meningkat setelah diterapkan penggunaan media elektronik LCD pada proses belajar mengajar. This research was conducted to find out the influence of LCD electronic media to the learning achievement of Social Science of Grade V Elementary School Students.  The objective is to reveal the influence of LCD electronic media on the achievement of learning Social Sciences of Grade V Elementary School students.  The type of research used is pre-experiment or pre-experiment research that is experimental research design which only use experiment group only, without group of controller (comparison) sample of selected subjects pickup without using randomization.  The design used is "One Group Design Pretest-Posttest". Learning is measured before and after treatment. The population is only 25 students. So in the sample determination using only the experimental group alone without the control group (comparison), the subjects were selected without using randomosatio . Data collection is done by using the instruments mentioned above that are result of student's daily test and student's response / student questionnaire filling. The data collected will be analyzed qualitatively and quantitatively. The average score of students' IPS learning outcomes taught prior to the use of electronic LCD media (Pretest) Primary Schools was varied with an average learning outcome of 71.4% with a standard deviation of 7.788. While the mean score of IPS learning outcomes of students who were taught after (Posttest) use of electronic media LCD Primary School is varied also with the average learning outcome 78.84% with standard deviation of 7.949. Based on the discussion that has been described, it can be concluded that the results of IPS learning increased after applied the use of LCD electronic media on the learning process.


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