scholarly journals Adopting Indonesian Folklore as an Instructional Media Through Cards Games

2021 ◽  
Vol 22 (3) ◽  
pp. 209-219
Author(s):  
Komang Redy Winatha ◽  
Ni Putu Suci Meinarni ◽  
Ayu Gede Willdahlia

Psychologically, humans tend to love games compared to learning. Therefore, learning should be delivered through fun ways and not boring just like a game. This research aims to develop card games as learning media of Interpersonal Skill Course at STMIK STIKOM Indonesia. This course was chosen based on the availability of minimum teaching materials, the level of material abstractness which is high enough, and there is still no innovative learning that can support the learning. Beside easing the students in comprehending the materials of Interpersonal Skill through fun ways, this card game at once also reminds the students about deep philosophy contained in Indonesian folklores. The chosen folklores cover the stories developing and frequently told in the society such as Timun Emas, Malin Kundang, and so on. The research design used research and development method referring to ADDIE model which is limited until the developing stage. The result of this research is learning media the card game which is an innovation in learning process replacing conventional learning. Based on the results of expert test conducted, the learning media in the form of card games adopting Indonesian folklores is valid and successfully developed.

2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran


Author(s):  
Syamsiah Depalina Siregar ◽  
Jasmienti Jasmienti ◽  
Dian Anggraini

Pandemic era stressed the lecturer to create innovative learning process. The article aimed to show up the benefit of hot potatoes in online learning. Hot potatoes is one  of applications which consists of 6 tools in making interactive exercises. They are J Quiz, J Cross, J Cloze, J Mix, J Match, the masher. It helps lecturer managed exercises based digital text.  It can used on offline. This article used research and development by Addie. There are five steps in Addie model. They are Analysis, design, develop, implementation, and evaluation. Data found that hot potatoes supported students in learning process. They more enjoy in completed the exercises on hot potatoes. Digital text used is decreasing the using of hardcopy, it help students saving the cost.


2021 ◽  
Vol 17 (01) ◽  
pp. 75-92
Author(s):  
Abdul Halim ◽  
Dewi Anggraeni ◽  
Abdul Fadhil

This study aims to develop learning media in the form of Tahfizh cards in the learning process of memorizing Al-Quran with an edutainment approach. Tahfizh card is a learning medium in the form of cards that discusses learning to memorize the Qur'an, especially the short letters listed in juz 30 in a fun way that is suitable for children. The method used in this research is a research and development method using the Hanafin and Peck models. The techniques used in data collection were observation, interviews, and questionnaires. The results of this study indicate that the Tahfizh Card game learning media obtained value through the validation of media experts and theorists with the "very good" category of 96%. The edutainment approach in the process of learning the Qur'an and memorizing the Qur'an is very helpful for students, where it is a fun element that makes them not overwhelmed in the memorization process.    


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Mariatul Qibtiah

Instructional media that are innovative and easy are really needed by students in the current situation. M-learning based on Home Science Process Skill (HSPS), is an innovative learning medium that applies science learning directly in life, with the guidance of parents at home and teachers. The study aims to produce design of m-learning based on home science process skill for science learning. This research was conducted in April 2021 at SMPN 30 Kota Tangerang. The method used was the Research and Development (R&D) research method with the Instructional Development Institute (IDI) model. The stages of research and development of learning media were to define stage, develop stage and evaluate stage. The results of the feasibility test for the design of m-learning based on Home Science Process Skill by media experts and material experts obtained an average assessment of 78.40% and 87.50% with good and very good interpretations. The conclusion of this research was that the design of this learning media was feasible to be used as a medium for student learning media.


2020 ◽  
Vol 8 (2) ◽  
pp. 269-279
Author(s):  
Yani Wulandari ◽  
Yayat Ruhiat ◽  
Lukman Nulhakim

The media cannot be separated from the learning process. The use of learning media that is not interesting and varied makes students bored. This research was conducted to produce learning media products in the form of based video animation of powtoon. To achieve these objectives used to Research and Development (RD) method. The development of instructional media focuses on Natural Sciences (IPA) subjects for the fifth-grade of primary schools. To find out the coherence between media and material, validity test have been conducted by media experts and material experts. The results of product validity by the two experts have obtained a very decent category. From the media, expert obtained a value of 89.8% and material experts 88.7%. Next, to find out the effectiveness of the media on the subject matter, a trial was conducted at SDIT. The results of a limited trial to learners obtained a very decent category with 96.36% and an evaluation by the educator of 91.1%. The results of the analysis by both experts and have been tested on students and educators, that the powtoon-based learning video media has met the criteria to be applied as a learning media for IPA


2018 ◽  
Vol 7 (2) ◽  
pp. 130-137 ◽  
Author(s):  
S. Hartini ◽  
S. Firdausi ◽  
M. Misbah ◽  
N. F. Sulaeman

This research came up from the unavailability of the physics teaching materials containing the local wisdom of Tabalong Regency society, South Kalimantan, and the less optimal character education in the learning process. Therefore, the research and development on the physics teaching materials based on the local wisdom of Tabalong regency, South Kalimantan to train saraba kawa character were conducted. The objective of this study was to produce feasible physics teaching materials integrated with the local wisdom based on the aspects of validity, practicality, effectivity, and character achievement. This research type is a research and development using ADDIE model. The subjects of the try out were 36 grade X students of MIPA in 4 SMA Negeri 2 Tanjung Tabalong Regency. The instruments used in this study were validation sheet, response questionnaire, student achievement results, and character observation sheet. The results showed that: (1) the validity of the teaching materials based on its content and appearance was in a good category, (2) the practicality of the teaching material categorized as very practical, (3) the effectiveness of the medium categorized as very practical, (4) and the achievement of saraba kawa character categorized as very good. It concluded that the physics teaching materials based on the local wisdom to train saraba kawa character is feasible for physics learning.


2016 ◽  
Vol 4 (2) ◽  
pp. 81
Author(s):  
M. Miftah ◽  
Kartika Candra Dewi

Learning device has an important role in the learning process for teachers as well as learners, but there are some teachers haven’t optimized the learning device. The purposes of its study are : to determine the needs of the learning device according to teachers and learners; to describe the characteristics of a learning tool; to develop a prototype device which is suitable with the learners need, and to measure the effectiveness of the learning device. The research method used is a research and development method. The results of the study include: the needs of the learning device anecdotal text competence; the characteristics of the learning device anecdotal text competence; a feasibility study based on each device (syllabus, lesson plans, teaching materials and worksheets); the effectiveness of the learning device in producing anecdotes text is shown based on this information; learning without using the learning device obtaining the value of 25 (62.5%), learning with an effective value category and increased by 38 (94.5%) categorized as very effective when learning to use the device. AbstrakPerangkat pembelajaran memiliki peran penting dalam proses pembelajaran namun masih banyak guru belummengoptimalkannya. Tujuan penelitian ini adalah untuk: mengetahui kebutuhan perangkat pembelajaran menurut guru dan peserta didik; menjelaskan karakteristik perangkat pembelajaran; mengembangkan prototipa perangkat pembelajaran yang layak untuk peserta didik; dan menguji keefektifan perangkat pembelajaran. Metode penelitian menggunakan penelitian dan pengembangan (reasearch and development). Hasil penelitian berupa: kebutuhan perangkat pembelajaran kompetensi teks anekdot; karakteristik perangkat pembelajaran kompetensi teks anekdot; kelayakan perangkat pembelajaran berdasarkan silabus, RPP materi pembelajaran, dan lembar kerja; keefektifan perangkat pembelajaran memproduksi teks anekdot ditunjukkan berdasarkan pembelajaran tanpa menggunakan perangkat pembelajaran memperoleh nilai 25 (62,5%) dengan kategori nilai efektif dan mengalami kenaikan sebesar 38 (94,5%) dengan kategori sangat efektif di saat pembelajaran menggunakan perangkat.


2019 ◽  
Vol 8 (2) ◽  
pp. 109-114
Author(s):  
Irmayanti Nur Aini ◽  
Agus Nuryatin

Media merupakan perantara untuk membantu proses pembelajaran di kelas. Media pembelajaran berfungsi sebagai alat menyampaikan materi, mengatasi keterbatasan indera, ruang dan waktu, serta menambah motivasi belajar siswa. Buku komik dapat digunakan sebagai alternatif media pembelajaran di kelas. Hal ini disebabkan ilustrasi dalam komik dapat meningkatkan pemahaman mengenai peristiwa yang pernah  terjadi dan belum tentu dapat dipahami jika dibaca menggunakan buku teks biasa. Buku komik yang dikembangkan tidak hanya berfokus pada materi saja, tapi terdapat muatan nilai kebudayaan dalam masing-masing cerita. Sehingga diharapkan tujuan pendidikan yang didapatkan tidak hanya berupa pengetahuan saja tetapi pendidikan moral. Penelitian ini menggunakan penelitian pengembangan. Penelitian ini menggunakan langkah-langkah Borg and Gall yang direduksi menjadi lima tahapan, yaitu (1) potensi masalah, (2) pengumpulan informasi, (3) desain produk, (4) validasi desain, (5) revisi desain. Tahapan tersebut akhirnya dapat menghasilkan buku komik sebagai media mengidentifikasi nilai-nilai dan isi cerita hikayat untuk kelas X SMA. Kata Kunci: buku komik, cerita hikayat, nilai kebudayaan Abstrack: Media is used to help the learning process in the classroom. The learning media function as a means of conveying material, overcoming the limitations of sense, space and time, and increasing students motivation. Comic books can be used as an alternative media for learning in the classroom. Because illustration in comics can increase understanding of events that have occured and may not be understood if it was read using ordinary textbooks. The comics books developed are not only focused on the material, but loads of cultural values in each story. So it is hoped that  the educational goals got by students will not only knowledge but moral education. This research uses research and development method. This study uses Borg and Gall steps which are reduced to five stages, here are (1) potential problems, (2) collection of information, (3) product design, (4) design validation, (5) design revision. They are finally able to produce comic books as media to identify the values and contents of storybooks for 10 grade. Keyword: comic books, storybooks, cultural value


Author(s):  
Baiq Widia Nita Kasih

Arabic learning in Indonesia is divided into two institutions that is Arabic  learning in formal and non-formal institutions. And in a learning process, teaching books is very important because it’s one of the basic elements of the existing curriculum components.  The researcher founds that there is no teaching books for Arabic  lesson in Madani Super Camp and it’s causes no Arabic learning there. Therefore, researcher needs to compile teaching books according to the necessary of students.. The purpose of this research is to produce a teaching books based on integrative approach and to measure the effectiveness of that book to improve student’s ability in Arabic learning. This research uses research and development method with qualitative and quantitative approach. Researcher also used the ADDIE’s development research steps:analysis, design, development, implementation and evaluation. The techniques to collect data are observation, interview, questionnaire and test. The results of this research is a teaching books consisting of eight units, that are: ashwat, mufrodat, tarkib, istima’, kalam, qira'ah, kitabah and ibaroh qosiroh. And each unit consists of fourteen lesson except the eighth unit that is seventeen lesson. And teaching books that have been prepared are effective to improve student’s ability in Arabic language learning.


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