scholarly journals Pengembangan Media Focusky Terintegrasi Nilai Agama Untuk Mengembangkan Karakter Disiplin Siswa Sekolah Dasar [Development of Integrated Focusky Media on Religious Values ​​to Develop the Discipline Character of Elementary School Students]

2019 ◽  
Vol 8 (2) ◽  
pp. 335
Author(s):  
Irma Yunita ◽  
Retno Triwoelandari ◽  
Muhammad Fahri

The purpose of this study was to find out how the procedure of developing focusky media integrated religious values to develop the character of discipline. The research method used is research and development or Research and Development (R & D) which consists of three stages, namely: preliminary study, model development, model testing. The population used is elementary school students (SD), the sample taken is 5th grade elementary school students. The instruments in this study used observations, student response questionnaires to the media and product assessment questionnaires. Based on the results of the study, the development of integrated focusky media on religious values fulfilled the eligibility criteria with the results of material experts 'assessment by obtaining a feasibility presentation of 84% with a very valid category, the results of language experts' evaluation of 77% with valid categories, the results of media expert evaluations of 93% the category is very valid and the results of the respondent's evaluation are 94.21% with a very valid category. This shows that focusky media development products integrated religious values to develop disciplinary characters worthy of being used in the learning process.

2021 ◽  
Vol 4 (2) ◽  
pp. 286-295
Author(s):  
Muharramah Suwitri ◽  
Otang Kurniaman ◽  
Munjiatun Munjiatun

This study aims to produce a folklore comic about the origin of the sungai sorai for fifth grade elementary school students and to determine the feasibility of the sungai sorai origin folklore comic for fifth grade elementary school students. This study uses the Research and Development (R&D) method or research and development using the Four-D model (Define, Design, Develop, Disseminate). Data collection techniques used are interviews, questionnaires and written tests. The feasibility of folklore comics was obtained from the results of validation, product trials and written tests. Validation is carried out by design experts, linguists and practitioners. The product trials conducted were limited to only 10 students. The written test used is in the form of objective questions to determine students' knowledge and understanding of folklore comics. The results showed that the validation of design experts obtained an assessment with a very valid category. In validation, linguists obtained an assessment with a very valid category. The next validation is practitioner validation with a very valid category. The product trial used is a limited product trial with the category of student response assessment which is very good. The student's written test in the form of objective questions about folklore comics received an assessment in the very good category. The results of this development research indicate that the folklore comic "The Origin of the Sungai Sorai" is very suitable for use for fifth grade elementary school students.


2020 ◽  
Vol 8 (2) ◽  
pp. 251
Author(s):  
Santy Dinar Permata ◽  
Ali Mustadi

Welcoming the Golden Generation 2045 program the Indonesian government envisions the literacy movement in schools as an effort to improve the literacy abilities and character of students. The problem in the field is the lack of types of student reading that are able to develop students 'thinking power and character, therefore this study aims to produce reflective module development products based on child friendly schools that are fit for use by fifth grade elementary school students in school literacy activities as a means of increasing students' literacy abilities and character. The type of research used is Research and Development (RnD) research, referring to the type of research developed by Borg and Gall. The subjects of the study were the fifth grade 73 students at SDN Tegalrejo 3 and SDN Bangirejo 1. Collecting data through interviews, observations, questionnaires and response scales. The analysis technique used is descriptive analysis. The results showed that the child friendly school-based reflective module products met the eligibility criteria by referring to the results of the questionnaire validation by media experts and material experts as well as the scale of responses of teachers and fifth grade elementary school students. AbstrakMenyongsong program Generasi Emas 2045 pemerintah Indonesia mencangangkan adanya gerakan literasi di sekolah sebagai upaya untuk meningkatkan kemampuan dan karakter siswa. Permasalahan dilapangan adalah kurangnya jenis bacaan siswa yang mampu mengembangkan daya pikir dan karakter siswa oleh karena itu penelitian ini bertujuan untuk menghasilkan produk pengembangan reflective modul berbasis child friendly school yang layak digunakan oleh siswa kelas V SD dalam kegiatan literasi sekolah sebagai sarana meningkatkan kemampuan literasi dan karakter siswa. Jenis penelitian yang digunakan adalah penelitian Research and Development (RnD) mengacu pada jenis penelitian yang dikembangkan oleh Borg and Gall. Subjek penelitian adalah 73 siswa kelas V SD di SDN Tegalrejo 3 dan SDN Bangirejo 1. Pengumpulan data melalui wawancara,observasi,angket dan skala respon. Teknik analisis yang digunakan adalah analisis deskriptif. Hasil penelitian menunjukkan bahwa produk reflective modul berbasis child friendly school memenuhi kriteria kelayakan dengan mengacu pada hasil validasi angket oleh ahli media dan ahli materi serta skala respon guru dan siswa kelas V SD.


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>


2020 ◽  
Vol 5 (12) ◽  
pp. 1738
Author(s):  
Nita Retno Wahyuningati ◽  
Cholis Sa’dijah ◽  
Sa’dun Akbar

<p><strong>Abstract:</strong> The purpose of the Research and Development is to <em>Lembar Kerja Siswa</em> a valid, practical, effective worksheet about fractions for elementary school students. Based on the assessment of the material experts, media experts, and users of both teachers and students can be obtained the following information. First, the development of PBL-based worksheet has fulfilled the valid criteria of 85%. Second, it fulfills practical criteria with an average overall response of teacher and student questionnaires of 87%. Third, it has fulfilled the effective criteria with an overall teacher and student response questionnaire of 87%. The results showed that the development of PBL-based worksheet based on folding boards met valid, practical, and effective criteria so that it was appropriate to be used as teaching material in learning.</p><strong>Abstrak:<em> </em></strong>Tujuan penelitian pengembangan untuk menghasilkan Lembar Kerja Siswa yang valid, praktis, dan efektif tentang pecahan untuk siswa sekolah dasar. Berdasarkan penilaian dari ahli materi, ahli media, dan pengguna baik guru dan siswa dapat diperoleh informasi sebagai berikut. <em>Pertama</em>, pengembangan Lembar Kerja Siswa berbasis <em>Problem Based Learning</em> telah memenuhi kriteria valid sebesar 85%. <em>Kedua</em>, memenuhi kriteria praktis dengan rata-rata keseluruhan angket respons guru dan siswa sebesar 87%. <em>Ketiga</em>, telah memenuhi kriteria efektif dengan rata-rata keseluruhan angket respons guru dan siswa sebesar 87%. Hasil penelitian menunjukkan bahwa pengembangan LKS berbasis  <em>Problem Based Learning</em> berbantuan papan lipat telah memenuhi kriteria valid, praktis, dan efektif sehingga layak digunakan sebagai bahan ajar dalam pembelajaran.


2020 ◽  
Vol 2 (1) ◽  
pp. 9-19
Author(s):  
Sang Ayu Made Krisna Dewi Natalia ◽  
I Ketut Setiawan

This research aimed to produce an English learning media based on Android for grade V of elementary school students. This research belongs to Research and Development. In its implementation, this research has two steps such as pre-production and production. In the pre-production consists of planning, idea concept, research/visual analysis, designing menu plot, and asset making. In the next step that is production consists of arranging asset, adding action script for navigation of the media, and rendering the media. The result of this research is a learning media based on Android that later can be used in the English learning process in the classroom. The materials chosen in this media are in the form of basic materials for English, those are the introduction of Noun, Verb, and Adjective. In the Menu plot, first started with Intro, then enter the Menu Page, where in Menu Page there are three choices, those are Verb, Noun, and Adjective materials. From each material, there are nine examples of pictures for each category based on topic. This learning media based on Android will become an effective media that can be used in the learning process that later make the learning process become interactive, interesting, and a lot of fun. The next development is by doing affectivity test for the existing media. This affectivity test is done for the next media development.


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 11 (1) ◽  
pp. 24-34
Author(s):  
Sri Subiyanti ◽  
Murtono Murtono ◽  
Suad Suad

The purpose of this study was to develop and test the effectiveness of the character education module based on the school literacy movement. This type of research uses Research and Development (RnD). The research subjects used were fifth grade elementary school students in the RA Kartini Cluster, Jaken District, Pati Regency. Data collection techniques by means of observation, interviews, documentation, and questionnaires. The data was collected using observation sheets, interview sheets, photos of activities, and filling out questionnaires. Sources of data obtained from filling out questionnaires, observations, and responses from school principals, class teachers, subject teachers, students, and school committees on the implementation of the module. The resulting module is validated by material experts and module experts. Small group trials were conducted in fifth grade SDN Mojoluhur, Jaken District, Pati Regency. Meanwhile, product use trials were carried out in fifth grade SDNs in the RA Kartini Cluster, Jaken District, Pati Regency. Data analysis techniques are data collection, data presentation, and drawing conclusions and using the t-test to determine the effectiveness of the module. The questionnaire instrument test used validity and reliability, while the quality of the module in the study used expert validation. The results showed: (1) a character education module developed based on the school literacy movement for elementary schools; (2) the character education module based on the school literacy movement is declared valid, the percentage of eligibility criteria for the validator is 75% (feasible) and 83% (very feasible); (3) the character education module based on the school literacy movement is effective for instilling character education in elementary school students. This is shown in the t test the effectiveness of -121.696 1.86 was obtained and the average student character questionnaire before and after using the module increased by 30.08%; (4) the results of teacher responses from observations showed 75.6% (good).


2014 ◽  
Vol 33 (0) ◽  
pp. 127-170
Author(s):  
Jeong Hyeon-Seon ◽  
Chung Hye-Seung ◽  
Kim Jeong-Ja ◽  
Min Byeong-Gon ◽  
Sohn Won-Sook

2020 ◽  
Vol 3 (1) ◽  
pp. 77-88
Author(s):  
Mukti Sintawati ◽  
Mifta Rudiyanta ◽  
Muhammad Nuryanto

Learning mathematics in elementary school is expected to adjust to the cognitive development of students. Abstract mathematical concepts make students need help to understand them. This study aims to develop mathematics learning media geometry for 4th grade elementary school students. This development research uses the Borg & Gall research model which was carried out to the seventh stage, namely research and information collecting, planning, developing preliminary form a product, preliminary field testing, main product revision, main field testing, and operational product revision. Product trials were conducted at Ngablak Public Elementary School. Data collection instruments were using a questionnaire. The questionnaire used to assess the appropriateness of the media was an expert validation assessment sheet, while the teachers’ assessment sheet and students’ response questionnaire were used to determine the practicality of the product. The validation results from the experts obtained that the Magic Geometry media was declared very appropriate to be used in learning mathematics with an average score of 4.45. The results of the teacher practicality assessment were stated to be very practical with a score of 4.9 and the student’s response questionnaire received an average score of 4.2 with a practical category. The results of the student response questionnaire also showed that Magic Geometry made learning becomes more interesting and materials easier to understand.


Author(s):  
Achmad Chuseri ◽  
Titi Anjarini ◽  
Riawan Yudi Purwoko

Learning media is an important tool in learning proces, especially learning media that are made based on student needs and characteristics. One of learning media that is effectively applied at the primary school level is a module. This study aims to produce and determine the feasibility of mathematics learning media in the form of HOTS integrated realistic-based modules on volume building materials (cubes and blocks) as learning media for fifth grade elementary school students. The subjects of study were six students of grade V SD Negeri Sindurjan. The research method was used R&D (Research and Development) using ADDIE model. The ADDIE model consists of analysis, design, development, implementation, evaluation. Based on the results of research (1), a HOTS integrated realistic mathematics module development product is produced. (2) The validation results obtained from the evaluation of media experts by 3.20 and material experts by 3.65. From the two results, it was developed to be 3.40 or > 3.25, the very valid category. (3) The practicality questionnaire was obtained from the student response assessment of 3.40 or > 3.25 with the very practical category. Thus the HOTS integrated realistic-based mathematics module is suitable for use as a learning medium for fifth grade elementary school students.


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