scholarly journals DEVELOPMENT OF MULTIMEDIA LEARNING SCIENCE FOR PRIMARY SCHOOLS BASED ON CONSTRUCTIVISTIC LEARNING THEORY

Author(s):  
Nur Ngazizah ◽  
Titi Anjarini

<p><em>This study aims to develop learning multimedia that can be used in learning for fifth grade elementary school students. Multimedia development is aimed at blood competence.This research is a development research with a 4-D model (four D model) proposed by Thiagarajan, which consists of four stages. The four stages are define, design, development and dissemination stages. disseminate). In the define stage, a curriculum review is conducted related to the competence of flat building. The results from the define phase are used as a reference for multimedia design. The next stage is design, at this stage has produced draft-1 results of the review and design in the previous stage. The next stage is development, at this stage draft I is validated by material experts and media experts . In general, material experts gave an assessment that multimedia draft I was in accordance with KTSP and constructivistic learning theory. Media experts judge that multimedia is easy to use. The first draft was valid with revisions clarifying blood circulation construction, simplifying the start menu, adding quiz 1, and adding motion animations at the beginning and end of the slide to make it more interesting. After the revised draft I developed into draft II to be tested in the classroom. Small scale 17 students in grade V SD N Purworejo Purworejo Regency. This trial is to find out the response of students. In this stage, an observation was also made by 1 teacher regarding the use of multimedia to complete the teacher's response questionnaire. The results of the teacher and student response questionnaire showed that 17 students were satisfied with multimedia draft II and students increasingly understood the blood flow system, circulatory structure, blood type and diseases of the blood. The revision towards draft III is the addition of applause as a tribute to students. As far as the stages of research have been carried out, it can be said that multimedia development can be used in the learning process and get positive responses from students. The next research phase is to conduct large-scale trials with more (two-class) research samples. The results of the trial will produce the final product which will then be disseminated (dessiminate stage)</em><em>.</em><em></em></p>

2021 ◽  
Vol 13 (1) ◽  
pp. 86-93
Author(s):  
Kirana Prama Dewi ◽  
Nabila Ulfah

This research aims to determine feasibility for the natural disaster and its mitigation based on Islamic Values for elementary school students. This study uses the research and development (RD) method, the model used in the research is the ADDIE model. This stage of development is analyze, design, development, implementation, and evaluation. The subject of the research trials is 36 students of grade IV and V SD Muhammadiyah Pakel Program Plus Yogyakarta. Data collection techniques are interviews, observations, and the teacher and student response assessment sheets are then analyzed using quantitative and qualitative data. Media Feasibility Assessment results by media experts acquiring a score of 4, material expert 3.9, learning expert 3.88, and linguist 3.50. Besides, a small-scale student response with a score of 97.5 and a large-scale student response with a score of 97.8. Based on some assessments, the average value of 95.1 was achieved with the "excellent" category. Based on this assessment, the category "Very Feasible" was obtained. The response from the teacher obtained from an extensive questionnaire obtained good results starting from the presentation of the material, the layout, the colors used, as well as the pictures/illustrations presented. From these results, it can be concluded that the natural disaster and its mitigation based on the Islamic values encyclopedia are appropriate for learning.


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.


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%.


2019 ◽  
Vol 3 (6) ◽  
Author(s):  
Sri Widoyoningrum

Research Objectives This development develops CAI (Computer Assisted Instruction) -based learning products on Pancasila and Citizenship Education (PPKn) classes 1 and 2 of Primary Schools. The subject of discussion of the symbolic subject matter of the Republic of Indonesia and the values contained in the symbol of the state of the Republic of Indonesia. The research method used in the development of interactive multimedia is ADDIE (Analyze, Design, Development, Implementation, Evalution). The method includes 5 stages, namely: needs analysis; model design; model development; implementation; and evaluation. The product instruments used were the validation sheets of material experts, media experts, field experts and questionnaires. The results of the development research produced a product supporting PPKn learning with interactive multimedia in the classroom. The feasibility test results showed very decent results from media experts with a percentage of 83.33% and very feasible from material experts with a percentage of 86.67%, and from field experts it was considered very feasible to obtain a percentage of 87.50%. For the results of the testing of interactive multimedia development products, the results were very feasible and interesting for students from small group trials with a percentage of 88% and large group trials 92.44%. Based on the results of the feasibility test and trial of interactive multimedia products for PPKn subjects for grade 1 and grade 2 elementary school students are feasible to be used as learning media in the activities of teaching and learning in schools.


2022 ◽  
Vol 2 (1) ◽  
pp. 31-37
Author(s):  
Nuryadi Nuryadi ◽  
Ahmad Fitriadhy ◽  
Nafida Hetty Marhaeni

Education and culture play an important role in developing the noble values of a nation that have an impact on the formation of human character. However, the reality is that cultural values and character are increasingly eroding based on current phenomena. For this reason, it is necessary to have teaching materials that integrate character and cultural education to prevent this from being eroded. One that can bridge between culture and character-based education is ethnomathematics. For this reason, this study aims to develop teaching materials in the form of the friend app application to improve student character education through good quality puppet characters seen from the criteria of validity and practicality. This type of research is Research and Development (R&D) which refers to the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). This research was conducted in class VIII SMP Negeri 2 Godean. In addition to students, the source of data in this study is a validator. The instruments used were the KaWan app, material expert validation questionnaire, media expert validation questionnaire and student response questionnaires. The results showed that the validity aspect was categorized as very good from the material expert and media expert validator and the practicality aspect was categorized both for small-scale trials and large-scale trials. So, KaWan apps based on character education for wayang figures to improve character education are declared suitable for use. This research will still be continued to achieve the effective criteria.


2020 ◽  
Vol 1 (1) ◽  
pp. 11-18
Author(s):  
I Istikomah ◽  
Indica Yona Okyranida ◽  
Asep Setiadi

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 Skills) 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.


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.


2021 ◽  
Vol 2 (2) ◽  
pp. 208-216
Author(s):  
Netto Rizki Aprilianto ◽  
Utvi Hinda Zhannisa ◽  
Asep Ardiyanto

Students feel less interested in learning volleyball. This is because the learning system during the pandemic is boring because it is only through books and worksheets. Therefore, this research is aimed at developing an android-based learning media, namely SMART VOLLY to assist teachers in implementing volleyball learning material. This research includes the type of research development or Research and Development. It is carried out in stages: looking for potential problems, collecting data, designing products, validating designs, improvingdesigns, testing products, and testing usage. The validation process was carried out on media experts, material experts, 2 teacher responses, testing on 15 small-scale students, and 32 large-scale students. The research subjects were students of class VII A of SMP Negeri 1 Ulujami. Data collection techniques were carried out using a questionnaire. Technical analysis of data with descriptive qualitative and quantitative descriptive percentages. The results of the study were obtained based on the validation results of a) media experts, the display aspect was 78% or very feasible, the programming aspect was 82% or very feasible; b) material expert, the quality aspect of the learning material is 93% or very feasible, the content aspect is 94% or very feasible; c) teacher response 94% or very decent; and d) student response 86.9% or very decent. Thus, it can be concluded that the SMART VOLLY android application is declared very suitable for use as a medium for learning volleyball material for seventh-grade junior high school students.


Author(s):  
Jian Song ◽  
Chun-wei Gu

Energy shortage and environmental deterioration are two crucial issues that the developing world has to face. In order to solve these problems, conversion of low grade energy is attracting broad attention. Among all of the existing technologies, Organic Rankine Cycle (ORC) has been proven to be one of the most effective methods for the utilization of low grade heat sources. Turbine is a key component in ORC system and it plays an important role in system performance. Traditional turbine expanders, the axial flow turbine and the radial inflow turbine are typically selected in large scale ORC systems. However, in small and micro scale systems, traditional turbine expanders are not suitable due to large flow loss and high rotation speed. In this case, Tesla turbine allows a low-cost and reliable design for the organic expander that could be an attractive option for small scale ORC systems. A 1-D model of Tesla turbine is presented in this paper, which mainly focuses on the flow characteristics and the momentum transfer. This study improves the 1-D model, taking the nozzle limit expansion ratio into consideration, which is related to the installation angle of the nozzle and the specific heat ratio of the working fluid. The improved model is used to analyze Tesla turbine performance and predict turbine efficiency. Thermodynamic analysis is conducted for a small scale ORC system. The simulation results reveal that the ORC system can generate a considerable net power output. Therefore, Tesla turbine can be regarded as a potential choice to be applied in small scale ORC systems.


2021 ◽  
Vol 2 (1) ◽  
pp. 46-54
Author(s):  
Risky Tri Amelia ◽  
Muhammad Nuruddin

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.


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