scholarly journals Pengembangan Komik Pembelajaran pada Materi Bumi dan Alam Semesta untuk Siswa Sekolah Dasar Kelas VI di SDN Utama 2 Tarakan dan SDN 17 Tarakan

2018 ◽  
Vol 2 (1A) ◽  
pp. 59-69
Author(s):  
Roby Zulkarnain Noer ◽  
Fadhlan Muchlas Abrori

Pemanfaatan media pembelajaran di dalam kelas selama proses pembelajaran pada kebanyakan sekolah di Indonesia umumnya kurang inovatif dan cenderung monoton. Monotonnya pengunaan media dalam proses pembelajaran menyebabkan siswa tidak mampu mengikuti pelajaran dengan maksimal sehingga pembelajaran menjadi tidak efektif dan efisien. Salah satu media pembelajaran yang efektif digunakan dalam kelas untuk membangkitkan motivasi dan minat siswa adalah media grafis terutama media komik pembelajaran. Tujuan dalam penelitian ini adalah untuk mengetahui kualitas komik pembelajaran yang dikembangkan. Penelitian ini merupakan jenis penelitian pengembangan (research and development). Model pengambangan dalam penelitian dan pengembangan ini menggunakan modifikasi pengembangan perangkat Four-D Model. Berdasarkan hasil dan pembahasan di atas maka dapat disimpulkan: Kualitas komik pembelajaran ditinjau dari penilaian validasi dari ahli materi didapatkan hasil komik pembelajaran memiliki kriteria valid dengan presentase 90,3%. Penilaian validasi dari ahli media didapatkan hasil validasi komik pembelajaran memiliki kriteria valid dengan presentase 87,8%. Penilaian validasi ahli bahasa pada komik pembelajaran memiliki kriteria valid dengan presentase 96 %. Hasil uji coba lapang berdasarkan penilaian guru dan dan siswa didapatkan presentase pada guru sebesar 86% dan pada siswa sebesar 86.5% (valid). Generally, using of instructional media in the classroom during learning process in most schools in Indonesia is less innovative and monotonous. That problems it caused students can not followed the lesson maximally, therefore learning process becomes uneffective and unefficient. One of the effective learning media can be use in the class to increase motivation and interest of students is the graphic/visual media, for example is a comic. The purpose of this research is to find out of comic quality. This research approach is research development (R&D). The developing model in this research and development uses modification of Four-D Model. Based on the above result and discussion it can be concluded: The quality of learning comic review from the validation of the material experts obtained the result of the learning comic having valid criteria with 90.3%. Assessment validation from media expert got result of validation of comic learning have valid criterion with percentage 87,8%. Assessment of validation of linguists on learning comics has valid criteria with 96% percentage. The results of field trials based on the assessment of teachers and students obtained a percentage of teachers at 87.2% and at students of 86.5% (valid).

Author(s):  
Eko Anis Setyorini ◽  
Lilik Bintartik ◽  
Sumanto Sumanto

Abstract: This research and development is to produce a puzzle media based on audio-visual material on the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku" in class IV SDN Kauman 1 Blitar City that is valid, practical, and interesting. This study uses a research and development model or research and development. The results of audio visual based puzzle media validation obtained a value of 93.3 percent, a very valid category by material experts, media experts and users. For practicality and attractiveness audio visual based media is obtained based on the results of student responses during product trials and field trials. The attractiveness of the media scored 97.3 percent in the very interesting category. Practicality of the media scored 84.4 percent in the category of very practical. So it can be concluded that the audio visual media based puzzle is very worthy used in the learning process in the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku". Abstrak: Penelitian dan pengembangan ini yaitu menghasilkan media puzzle berbasis audio visual materi pada subtema “Indahnya Persatuan dan Kesatuan Negeriku” di kelas IV SDN Kauman 1 Kota Blitar yang valid, praktis, dan menarik. Penelitian ini menggunakan model penelitian dan pengembangan atau research and development. Hasil validasi media puzzle berbasis audio visual memperoleh nilai 93,3 persen kategori sangat valid oleh ahli materi, ahli media dan pengguna. Untuk kepraktisan dan kemenarikan media puzzle berbasis audio visual diperoleh berdasarkan hasil dari respon siswa pada saat uji coba produk dan uji coba lapangan. Kemenarikan media memperoleh nilai 97,3 persen kategori sangat menarik. Kepraktisan media memperoleh nilai 84,4 persen kategori sangat praktis. Sehingga dapat disimpulkan bahwa media puzzle berbasis audio visual sangat layak digunakan dalam proses pembelajaran pada subtema “Indahnya Persatuan dan Kesatuan Negeriku”.


Author(s):  
Zahratur Raodah ◽  
Jannatin ‘Ardhuha ◽  
Muh. Makhrus

Learning is a process of communication between teachers and students. The learning process will be successful if students achieve the expected competencies, because it can describe the ability of students to master a material. A teacher must be able to choose and use appropriate and effective learning methods. This research aims to develop active learning tools with practice rehearsal pairs methods that are suitable for use in learning and can improve students' mastery of physics concepts. This research is a research and development (R&D) with a 4D development model design consisting of 4 stages, namely: define; design; develop; and disseminate. The pandemic condition has made this research only at the develop stage. Based on validation by experts, the development of learning tools in this research is quite valid and reliable. The percentage of validity is 80.83% on the syllabus; 83.33% on the lesson plan implementation; and 79.17% on student worksheets. Meanwhile, the percentage of reliability is 89.40% on the syllabus; 89.70% on the lesson plan implementation; and 91.20% on student worksheets. Based on these results, the development of learning tools in this research is feasible to use with revisions, because it has quite valid criteria.


2020 ◽  
Vol 5 (2) ◽  
pp. 420
Author(s):  
Indah Purnamasari ◽  
Fadillah Fadillah ◽  
Warneri Warneri

This study aims to describe the design of multimedia learning, to determine the feasibility and to determine the affective and psychomotor of students. The method in this research is the method of research and development or research and development using the 4D model, namely the definition, design and development. Participants of this study were biology subject teachers and students of class XI at SMA Negeri 2 Teluk Keramat. Data collection technique used observation, interview and documentation. Data were analyzed qualitatively and quantitatively. From the results of the validation of media experts, material experts and design experts obtained an average value of 4.33 with very valid criteria which means that multimedia learning is very feasible to use for field trials. Assessment of affective and psychomotor of students obtained an average of 3.5 and 3.6 with excellent criteria. From the results of product validation and testing that multimedia learning can help teachers in the learning process to create interesting learning for students.


2018 ◽  
Vol 12 (2) ◽  
pp. 211-220
Author(s):  
Diana Diana ◽  
Anandita Eka Setiadi

This research aims to develop learning materials at science based on local wisdom and islamic values that can be used at schools. This research conducted with research and development 4-D Model. There are four stages which are define, design, develop, and dessiminate. Data were collected through observation, interview, validation sheets and response sheets for teachers and students. Product learning materials tested limited trials at ANNUR kindergarten in Pontianak. The validity of the results achieved very valid. The results of validation learning materials achieved very well with score 81%. The results of a response teacher and students achieved strong category with score 76%. The conclusion about this research learning materials at science based on local wisdom and islamic values worthy to use in the learning process at schools. Keywords: Learning material, Early childhood Penelitian ini bertujuan untuk menghasilkan bahan ajar sains anak usia dini berbasis kearifan lokal dan nilai keislaman yang layak digunakan dalam proses pembelajaran di sekolah. Penelitian ini menggunakan metode pengembangan Four D (Model 4D). Terdapat empat tahapan dimulai dari define, design, develop, dan dessiminate. Pengambilan data menggunakan lembar observasi, lembar wawancara, lembar validasi dan angket respon untuk guru dan siswa. Analisa data menggunakan metode deskriptif. Produk bahan ajar melalui uji coba terbatas di TK ANNUR di Kota Pontianak. Hasil penilaian bahan ajar oleh validator sebesar 81% dengan kriteria sangat valid. Respon siswa dan guru terhadap bahan ajar sebesar 76% dengan kriteria kuat. Disimpukan bahwa bahan ajar berbasis kearifan lokal dan nilai keislaman layak digunakan dalam proses pembelajaran. Kata Kunci: Bahan ajar, Anak usia dini  


2017 ◽  
Vol 2 (1) ◽  
pp. 58
Author(s):  
Rika Dewi Indriyani ◽  
Tiwan Tiwan ◽  
Dwi Rahdiyanta

This research aimed to design and assess the feasibility of Adobe Flash aided learning media for CNC Turning subject, specifically for the coordinate system topic. The research was a research and development study using the Four-D models of development. Four-D model consists of 4 steps, namely define, design, develop, and disseminate. The instrument being used on this research was closed questionnaires with 4 choices Likert scale. The questionnaires were validated by expert evaluation. Data were collected from the 32 respondents. Data, which were quantitative and qualitative, were analyzed using descriptive analysis technique. The result shows that the learning media meets the teachers’ and students’ needs and expectation. For the feasibility level, the contents expert gave an average score of 3.37 which can be categorized as “very good”. The expert in media gave an average score of 3.45 which is in the “very good” category. The Teacher of the respective subject gave an average score of 3.38 and is categorized as “very good”. Students respond well with a score of 3.47 were given, which can be categorized as “very good”. Tujuan penelitian ini adalah merancang media pembelajaran berbantuan adobe flash untuk mata pelajaran CNC Turning dengan sistem koordinat. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan Four-D Models yang terdiri dari 4 tahap yaitu define, design, develop, dan disseminate. Instrumen yang digunakan berupa angket dengan skala Likert 4 pilihan jawaban. Angket divalidasi oleh ahli evaluasi. Pengambilan data dilakukan kepada 32 responden. Data kualitatif dan kuantitatif yang diperoleh dianalisis menggunakan teknik analisis deskriptif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah disesuaikan dengan kebutuhan dan tuntutan dari guru dan siswa. Tingkat kelayakan media pembelajaran menurut ahli materi mendapatkan rerata nilai sebesar 3,37 dengan kategori “sangat baik”. Hasil validasi ahli media memperoleh rerata nilai sebesar 3,45 dengan kategori “sangat baik”. Hasil validasi guru pengampu memperoleh rerata nilai sebesar 3,38 dengan kategori “sangat baik”. Berdasarkan penilaian respon siswa diperoleh rerata sebesar 3,47 dengan kategori “sangat baik”.


Vidya Karya ◽  
2017 ◽  
Vol 31 (2) ◽  
Author(s):  
Herman Herman ◽  
Andi Momang Yusuf

 Abstract: This article is a result of an R&D (Research & Development) study which used a 4-D model to develope a teaching material in the form of student’s work sheet that based on science process skill. A valid teaching material has been developed in 2015. The framework of the work sheets was composed of identify (core competence, basic competence, topic, objective), inquiry question, analytical question, and conclusive question. The framework could minimalized the guiding expalanation as often found in experiment manual books. The result showed that the students’ performance in practicing the experiment given was in sufficient category, all of the student were responded positively and all of the activities expected in the learning process were impelemented.  Key words: work sheet, science process skill. Abstrak: Tulisan ini merupakan hasil penelitian R & D (Research and Development) dengan mengngunakan model pengembangan perangkat 4-D yang bertujuan untuk menghasilkan perangkat pembelajaran berupa lembar kerja berbasis keterampilan proses sains. Pada tahun 2015 telah dihasilkan perangkat pembelajaran yang valid. Kerangka lembar kerja terdiri dari identitas (Kompetensi Inti, Kompetensi Dasar, judul, tujuan), pertanyaan penyelidikan, pertanyaan analisis, dan pertanyaan penyimpulan. Kerangka ini meminimalkan pernyataan tuntunan seperti dalam penuntun praktikum (yang  mirip ”resep kue”). Hasil ujicoba menunjukkan kinerja praktikum siswa berada pada kategori cukup, semua siswa merespon positif dan semua aktivitas yang diharapkan muncul dalam pembelajaran terlaksana seluruhnya.  Kata kunci: lembar kerja (LK), keterampilan proses sains.


2020 ◽  
Vol 2 (1) ◽  
pp. 7
Author(s):  
Karunia Soliha Septiani ◽  
Noorhidayati Noorhidayati ◽  
Maulana Khalid Riefani

Effective learning is when students are actively involved in the learning process, so they can gain an understanding of the learning process carried out and can improve learning outcomes on the concept of learning. Archaebacteria and Eubacteria are biological concepts that are relatively difficult, abstract, and tend to memorize. Therefore research and development of fun learning media are carried out in the form of a Question Wheel game "KARUNIA". This research and development are to describe the validity of the "KARUNIA" Question Wheel learning media. This type of research is research and development with 4D models. This research is limited to the Develop stage. The results of research and development carried out on the "KARUNIA" Question Wheel learning media on the Archaebacteria and Eubacteria concepts are classified as very valid with a value of 88%.


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


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Della Indika Juniarni ◽  
Raudhatul Fadhilah ◽  
Rizmahardian Ashari Kurniawan

The students problem in understanding the electron configurations was caused by the ineffective learning media which is used by the teacher didn’t fit the student’s characteristic. Therefore, it is important to develop media of Lego Chemistry games for electron configurations class. The validation of the media is validated in three aspects. They were validity from the results of the game, practicality from the results of the questionnaire, and the effectiveness from the results of the pre and post tests. This study used a Research and Development (R & D) model of Borg and Gall conducted in seven stages. The study showed that media of Lego Chemistry games was suitable for teaching learning process. It can be seen from the results of the material and media aspects by 0,83 and 0,94 which was valid. The results of the practicality of the questionnaires on the small and main tryouts were 92,50% and 90,66% and were considered practical. The results of the effectiveness of the N Gain on the small and main tryouts were 0.74 and 0.92 (high). Therefore, media of Lego Chemistry games was valid and effective. It is suitable to be used as the learning media in Chemistry class.


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