scholarly journals Pengembangan Media Game Petualangan Geomat Berbasis Adobe Flash untuk Meningkatkan Hasil Belajar Siswa Kelas 5 SD

2021 ◽  
Vol 5 (1) ◽  
pp. 53-61
Author(s):  
Theo Hendratta Putra ◽  
Mawardi Mawardi

The demands of 21st-century learning emphasize primary school teachers and students to have adequate skills, creativity, innovation following global dynamics. To meet the demands of 21st-century learning, the purpose of this study is to develop learning media for the game "Geomat's Adventure" to improve learning outcomes for grade 5 elementary school students. This study uses the Research and Development (R&D) type of research. The results of the material validation obtained a score of 66%, including in the interval 61-80% with the high category. Validation of the learning design obtains a score of 80% in the 61-80% interval getting the high category. Media validation obtained a score of 94.2%, including in the 81-100% interval, the category was very high. The findings of the validation results from material experts and learning media become a reference that media products so that in making Geomat's Adventure it is feasible to be used.

2020 ◽  
Vol 31 (3) ◽  
pp. 84
Author(s):  
J. Jusniar ◽  
E. Effendy ◽  
Endang Budiasih ◽  
S. Sutrisno

<p class="p1"><span class="s1">This study aims to develop a Three-tier Diagnostic Instrument on Chemical Equilibrium (TT-DICE) to diagnose high school students’ misconceptions related to this topic. TT-DICE consists of thirty items, asking for students’ answers, reasonings, and levels of confidence. Three-stages development models developed by Treagust applied in developing TT-DICE. First-stage was a literature study to analyze the main concepts and students’ misconceptions in CE. The next step is the development of the TT-DICE prototype, consisting of item development, preliminary experiments, interviews, and revisions. The third stage of validity checking starts with content validation by experts and practitioners. A field test conducted to determine the reliability and quality variables are supporting TT-DICE items. These variables are Item Validity (IV), Difficulty Level (DL), Discrimination Index (DI), and effectiveness of distractors. Content validity by validators showed that the TT-DICE is valid with a very high category (96.1%). The results of item validity show that 88.9% of the items are valid. Testing of DL, DI, and the effectiveness of distractors in general, shows a good category. The Reliability of the three-tiers TTDICE using Alpha Cronbach is a high and very high category, respectively (0.83, 0.81 &amp; 0.91). The overall validity test results also concluded if the TT-DICE is valid, reliable, and suitable to diagnose misconceptions of Chemical Equilibrium.</span></p>


EduKimia ◽  
2021 ◽  
Vol 3 (2) ◽  
pp. 109-114
Author(s):  
Amanda Mareza ◽  
Yerimadesi Yerimadesi

Teaching materials are said to be practical if the practitioners or the experts state that the developed teaching materials can be applied in the research. The purpose of this research is to reveal the practicality of redox e-modules and GDL-based electrochemical cells for XII grade of high school students. This research is a continuation of educational design research with the Plomp development model at the prototyping stage, this research was conducted at SMAN 1 Lintau Buo Utara. The data were analyzed with the Aiken V formula. The results of one-to-one evaluation showed that the e-module uses clear fonts, covers and attractive designs, the language used is easy to understand, the presentation of coherent material, videos and animations can help students to understand the material. The results of the analysis on the average Aiken V formula obtained a V value of 0.88 at the small group stage and 0.86 at the high category field test stage. This data is evidenced by the ability of students to answer questions on the e-module by 90.5 percent with a very high category. Based on the data analysis, it is concluded that the e-module redox and electrochemical cells based on GDL are practically used in the learning process with a high practicality category.


2020 ◽  
Vol 3 (1) ◽  
pp. 75-83
Author(s):  
Raden Wirawan ◽  
Muhammad Awal Nur ◽  
Rini Syahraeni

Abstrak: Matematika merupakan salah satu ilmu dasar yang mempunyai peranan besar dalam kehidupan sehari-hari yang dapat membentuk sikap, kecerdasan, dan kepribadian seorang anak dalam perkembangan ilmu dan teknologi. Tujuan dari penelitian ini adalah merancang sebuah aplikasi pembelajaran matematika interaktif berbasis multimedia adobe flash bagi siswa sekolah dasar. Metode penelitian yang digunakan adalah metode pengembangan multimedia dengan visual modeling menggunakan UML dan Corel Draw X7. Pembelajaran matematika interaktif ini merupakan media pembelajaran yang menyajikan materi, video dan suara berbentuk Adobe Flash Professional CS6. Hasil dari penelitian ini adalah sebuah media pembelajaran alternatif yang memberikan respon aktif bagi guru dan siswa melalui pengendalian komputer serta aplikasi ini menarik minat siswa dalam mempelajari matematika khususnya materi mengenai luas segi banyak dan lingkaran serta volume tabung dan prisma segitiga.   Abstract: Mathematics is one of the basic sciences that has a big role in daily life that can shape the attitude, intelligence, and personality of a child in the development of science and technology. The purpose of this research is to design an interactive mathematics learning application based on Adobe Flash for elementary school students. The research method used is multimedia development methods with visual modeling using UML and Corel Draw X7. The interactive mathematics learning is a learning medium that presents material, video and sound in the form of Adobe Flash Professional CS6. The result of this research is an alternative research medium that provides active response for teachers and students through computer control and this application attract students' interest in learning mathematics, especially material on the wide facets and circles and the volume of tubes and prisms triangle


2018 ◽  
Author(s):  
Ridwan Daud Mahande ◽  
Jasruddin

This article aims to describe content aspects, user aspects and social aspects of the use of mobile technology in vocational schools in Makassar, South Sulawesi, Indonesia. This research was quantitative descriptive in nature. The populations in this study were teachers and students at a vocational high school in Makassar. The research samples were 54 teachers and 150 students, selected by using the purposive sampling technique. The data were collected using questionnaires and interviews. Data were then analysed using descriptive analysis techniques. The results showed that the content aspects were based on learning objectives, and content-based images, media and text are in the very high category. User aspects indicate that the use of mobile technology to access interactive information related to the learning and vocational training are in the very high category. Social aspects show that ethics and interaction through mobile technology to facilitate the need for information skills are also in the very high category


Author(s):  
Sityalawia H. Kaedati ◽  
Ella Faridati Zen ◽  
Lutfi Fauzan

Abstract: This research goal is to develop a group counseling guide for psychodrama techniques to overcome problems psychological well-being in junior high school students. Guidelines are used by counselors in providing guidance and counseling services that have accuracy, usefulness, convenience, and attractiveness, and can be both beneficial and acceptable. theory and practicality. The research method used is the Borg and Gall research model in 7 stages, namely (1) data collection, (2) planning, (3) designing the initial media format, (4) validation testing, (5) product revision, 6) product user testing. , 7) final revision. The results of the validation test from material experts showed a validity index of 0.73 and was included in the high category, media experts showed a percentage of 3.89 which was included in the very high category and potential product users with a percentage of 3.77 were still in the very high category. These results indicate that the guide developed by the researcher has met the acceptance criteria and is suitable for use by counselors as a guide in providing guidance and counseling services in schools. Abstrak: Penelitian ini bertujuan mengembangkan panduan konseling kelompok teknik psikodrama untuk mengatasi masalah psychological well-being pada siswa SMP. Panduan digunakan oleh konselor dalam memberikan layanan bimbingan dan konseling yang memiliki ketepatan, kegunaan, kemudahan, dan kemenarikan, serta dapat bermanfaat sekaligus diterima secara teori maupun kepraktisannya. Metode penelitian yang digunakan adalah model penelitian Borg and Gall dalam 7 tahap yaitu (1) pengumpulan data, (2) perencanaan, (3) merancang format awal media, (4) uji validasi, (5) revisi produk, 6) uji pengguna produk, 7) revisi akhir. Hasil uji validasi dari ahli materi menunjukan indeks validitas sebesar 0,73 dan masuk dalam kategori tinggi, ahli media menunjukan persentase sebesar 3,89 masuk dalam kategori sangat tinggi dan calon pengguna produk dengan persentase 3,77 masih dalam kategori sangat tinggi. Hasil tersebut menunjukan bahwa panduan yang dikembangkan oleh peneliti telah memenuhi kriteria keberterimaan dan layak digunakan oleh konselor sebagai panduan dalam memberikan layanan bimbingan dan konseling di sekolah.


Sains Insani ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 155-161
Author(s):  
Nurul Fasheha Razali ◽  
Harrinni Md Noor ◽  
Farhana Wan Yunus

Emotional intelligence (EI) is the ability to control and manage oneself and others in terms of feelings, emotions and behaviour (Goleman,1998). Malaysian National Health and Morbidity Survey (2015) showed that 600,000 children aged between 5 to 16 in Malaysia were diagnosed with mental health problems. Symptoms of mental illness if not treated early can lead to chronic mental illness. Changes in the way of learning in 21st-century learning require the current generation to equip themselves with EI to control feelings in a more challenging learning process (Mohd Faizul, 2017). Therefore, Malaysian Ministry of Education (MoE) is currently encouraging educators to incorporate these values into the teaching process to build a better future generation. In line with the 21st century learning skills communication, collaboration, critical thinking and creativity skills, along with values and ethic will be the focus in education. The purpose of this study is to explores the possibility of incorporating EI into the education syllabus through drama activities in Malay Literature Component known as KOMSAS (Komponen Sastera) for secondary school students. A survey was conducted among 20 experts who have been teaching Malay Language subject for more than 10 years. This preliminary study is aims to identify the understanding of teachers on the application of emotional values ​​and the process of creativity in learning. Moreover, it aims to identify how current educators apply these elements of value into their teaching and learning activities. The findings of this study showed that the teachers are aware of the EI as well as creativity in learning activities. However, the process of applying values ​​and activities happen unplanned and there is a need to design and develop a teaching module that incorporates creative process (CP) and EI in KOMSAS drama.


2018 ◽  
Vol 5 (1) ◽  
pp. 30-42
Author(s):  
Asmaul Husna ◽  
Endang Mulyani

Penelitian ini bertujuan untuk mengungkapkan: (1) spesifikasi; (2) kelayakan; (3) keterlaksanaan; (4) efektivitas; dan (5) respon peserta didik terhadap LKPD terintegrasi karakter dengan pendekatan discovery, untuk peserta didik SMA. Penelitian ini merupakan penelitian dan pengembangan yang mengadaptasi model 4-D dengan tahapan define, design, develop, dan disseminate. Penilaian LKPD dilakukan oleh satu ahli media, satu ahli materi, satu guru ekonomi, dan satu teman sejawat. Uji coba produk dilakukan kepada peserta didik kelas X SMA, dengan rincian enam peserta didik  kelas X-3 SMAN 1 Kretek untuk uji coba kelompok kecil, dan 30 peserta didik kelas X-1 SMAN 1 Kretek untuk uji coba lapangan. Pengumpulan data keterlaksanaan pembelajaran dilakukan dengan pengamatan oleh dua orang pengamat, angket respon peserta didik, dan tes (post-test). Hasil penelitian menunjukkan bahwa: (1) spesifikasi LKPD terintegrasi karakter dengan pendekatan discovery berupa media cetak; (2) hasil kelayakan LKPD ditinjau dari keseluruhan aspek penilaian oleh para ahli, secara umum termasuk kategori sangat layak; (3) keterlaksanaan LKPD terintegrasi karakter dengan pendekatan discovery sebesar 84,50% dengan kategori tinggi; (4) pada pembelajaran dengan menggunakan LKPD terintegrasi karakter dengan pendekatan discovery efektif meningkatkan: a) hasil belajar peserta didik sangat baik termasuk kategori baik; b)  karakter  tanggung jawab peserta didik sangat baik, perkembangan karakter jujur termasuk dalam kategori sangat tinggi, sedangkan rata-rata perkembangan karakter disiplin termasuk kategori tinggi; dan (5) respon peserta didik  terhadap LKPD terintegrasi karakter dengan pendekatan discovery termasuk kategori sangat tinggi.Kata kunci: LKPD, pendekatan discovery, hasil belajar, pendidikan karakter DEVELOPING WORKSHEET INTEGRATING CHARACTERS USING THE DISCOVERY APPROACH IN AN EFFORT TO IMPROVE LEARNING ACHIEVEMENTAbstrackThe aims of this research are to reveal: (1) specifications, (2) appropriateness; (3) feasibility; (4) effectiveness; and (5) response of the students to the worksheet integrating character with the discovery approach for high school students. This study was research and development that adapted the model of 4-D with the phases including define, design, develop, and disseminate. The assessment of worksheet was conducted by a media expert, material expert, one economics teacher and colleague. Product trials were conducted to X-grade students high school of involving: six students of class X-3 SMAN 1 Kretek for the small group trial, and 30 students of class X-1 SMAN 1 Kretek for field trials. The teaching implementation a were collected through observation by two observers, and through a questionnaire, and a test (post-test). The results of the study show that, (1) integrating worksheet characters using the discovery approach is in the form of print media; (2) the feasibility worksheet in terms of the overall aspects of assessment by experts, generally in a very high category; (3) feasibility of the worksheet is high with a score of 84.50%; (4) effectiviness of worksheet in terms of: a) the learning achievement is good and in high a category, b) the students’ character after the use of the worksheet especially the character of responsibility is in a high category, character of honesty is in a very high category, and the character of discipline is in a high category; and (5) the student’s response  to the worksheet is in a very high category.Keywords: worksheet, discovery approach, learning achievement, character educatio


EduKimia ◽  
2019 ◽  
Vol 1 (2) ◽  
pp. 9-14
Author(s):  
Nadila Sri Yolanda ◽  
Iswendi Iswendi

Chemistry Ludo is one of the game based learning media as a variety of students’ exercises to stabilize their concepts in Molecular Geometry material. The purpose of this study is to produce Chemistry Ludo as a learning medium for Molecular Geometry material and to determine its validity and practicality level based on media functions and characteristics of practical media. The type of this research is Research and Development using 4-D (Four D) models, namely (1) define, (2) design, (3) develop, and (4) disseminate. This learning medium was validated by two lecturers majoring in Chemistry at FMIPA UNP and two Chemistry teachers at SMAN 2 Pariaman. Determining the level of practicality was obtained from two Chemistry teachers and 34 students of XI IPA 2 class at SMAN 2 Pariaman. The instruments used in this research were the validation and practicality questionnaires. The technique of data collection was questionnaires. In analyzing the data, the researcher used Cohen Kappa moment formula. The results of analysis showed that Chemistry Ludo as a learning media in the Molecular Geometry material has a validity level of 0.82 with a Very High category and the practical values of teachers and students are 0.96 and 0.86 with a very high category. This data showed that the development of Chemistry Ludo can be used as a learning medium in Molecular Geometry material


2018 ◽  
Vol 21 (1) ◽  
Author(s):  
Muhammad Takdir

This study aims to determine the process and the development of mathematics learning media on three dimensional materials based on valid and practical, effective android applications. This research is a development of mathematics learning media on three dimensional material. The trial is limited to teachers and students intended to obtain a response, feedback on the learning media that has been developed. The results show that (1) The result of teacher response get the average score of 3.63 with very high category, (2) The result of the student response get the average score of 3.14 with high category, (3) classical reached 82.86%, (4) Results of students' motivation scores get 3.39 with high category. So based on the criteria, the learning media on the three dimensional materials based on android applications that have been developed declared valid, practical, and effective.


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