scholarly journals Pengembangan multimedia pembelajaran angklung untuk siswa kelas V Sekolah Dasar

2019 ◽  
Vol 6 (1) ◽  
pp. 69-79
Author(s):  
Afrizal Yudha Setiawan ◽  
Susilo Pradoko

Penelitian dan pengembangan ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran angklung; (2) menguji kelayakan produk; (3) mengetahui daya tarik produk; dan (4) mengetahui peningkatan hasil belajar siswa. Tahapan penelitian dan pengembangan ini meliputi analisis kebutuhan, perencanaan, perancangan, pengembangan, uji coba pemakaian, pementasan, dan produksi. Data dikumpulkan melalui angket, wawancara, observasi, dan tes. Data dianalisis dengan kualitatif deskriptif, kuantitatif deskriptif, dan uji beda. Hasil penelitian menunjukkan: (1) penilaian produk oleh ahli media mencapai skor 4,91; (2) penilaian produk oleh ahli materi mencapai skor 4,85; (3) penilaian produk oleh 2 guru mencapai rata-rata skor 4,73; (4) penilaian produk oleh 3 siswa mencapai rata-rata skor 4,24; (5) Penilaian produk pada uji beta mencapai rata-rata skor 4,56; (6) peningkatan hasil belajar aspek kognitif sebesar 30,00; dan (7) peningkatan hasil belajar aspek psikomotorik sebesar 12,96. Terdapat perbedaan signifikan antara nilai rata-rata pretest dan posttest. Penggunaan multimedia pembelajaran angklung dapat meningkatkan hasil belajar siswa.Kata kunci: Multimedia pembelajaran, angklung, sekolah dasar Developing angklung multimedia for grade V students of promary schoolAbstractThis research and development study was aimed at: (1) producing angklung learning multimedia; (2) examining the appropriateness of the product; (3) investigating the attractiveness of the product; and (4) measuring students’ improvement. The steps in this research and development study cover needs analysis, planning, designing, development, try out, performance, and production. The data were gathered by using questionnaire, interview, observation, and test. The data gathered was analyzed by using descriptive qualitative, descriptive quantitative, and T-test. The results of analysis showed that: (1) the score of the product by the media expert was 4,91; (2) the score of the product by the content expert was 4,85; (3) the average score of the product by 2 teacher was 4,73; (4) the average scores of the product by 3 students was 4,24; (5) the score of the product in beta test was 4,56; (6) students’ cognitive improvement was 30,00; and (7) students’ psychomotor improvement was 12,96. There was a significant difference between pretest and posttest scores. The use of angklung learning multimedia can improve students’ achievement.Keywords: Learning multimedia, angklung, primary school

2021 ◽  
Vol 5 (4) ◽  
pp. 1079
Author(s):  
Abdul Latif ◽  
Sri Utaminingsih ◽  
Su’ad Su’ad

The purpose of this research was to analyze students’ response to Smart Apps Creator (SAC) media based on the local wisdom of Mantingan Mosque Jepara to improve the understanding of the concept of geometry at grade VI of the elementary schools in Kecamatan Kembang, Kabupaten Jepara. This research was Research and Development (R&D) using the method by Sugiyono at level 4. This research was conducted in seven steps, namely: 1) potential and problems, 2) literature study and information collection, 3) product design, 4) design validation, 5) design revision, 6) product manufacture, and  7) limited trial. The subjects of this study were 52 grade VI students at SD N 4 Cepogo, SDN 1 Bucu, and SDN 2 Bucu, Kecamatan Kembang, Kabupaten Jepara. The product in this research and development was Smart Apps Creator (SAC) mathematics media based on the local wisdom of the Mantingan Mosque Jepara. data were collected through interviews, questionnaires, and documentation. Then, the data were analyzed by a combination analysis, namely qualitative descriptive analysis and conversion of quantitative to qualitative data. The score of the students’ responses was 3969 with a percentage of 93.4%; the average score was 4.67 with a very good category. The media could be used if it got a good score (3.40 < X 4.21) from the students response. Thus, it was concluded that Smart Apps Creator (SAC) media based on the local wisdom of the Mantingan Mosque Jepara was feasible to improve students’ understanding of the concept of geometry at Grade VI Elementary Schools in Kecamatan Kembang, Kabupaten Jepara.


2021 ◽  
Vol 2 (1) ◽  
pp. 19-28
Author(s):  
Ifa Dwi Aurelia ◽  
Ratih Asmarani

One of the use of learning media is to deliver the material from teacher to students. There are many types of learning media that can be applied to learning activities, especially at the primary school. In the era of technology, there are many new habits in life especially for primary school. Therefore, it is necessary to strengthen the material for primary school students about the value of goodness contained in regional arts. This research is included in research and development which will later obtain the results of a teaching material in the form of a Pop up book learning media by using Jombang's art figures. In addition to obtain a learning media, this research also aims to determine the process, implementation, and quality of the media. The research process was carried out in accordance with the steps in the 4-D model from Thiagarjan which had been modified by researchers without dissemination stage. In the development process, the researcher obtained 94.35% from material and media experts. While at the implementation stage, the researcher obtained 85.89% from the average score given by media users. Then 87.01% for the quality score which is the average of the process and implementation stages which indicates that the media developed by researchers is included in the category of very valid and feasible to be used without the need for improvement.


2021 ◽  
Vol 9 (4) ◽  
pp. 561
Author(s):  
Mayolanda Hesti ◽  
Ismaniar Ismaniar

The study was set back by the low the creativity of children age 5-6 years in the Adzkia Air Bangis. one of the key factors this is suspected because it is not suitable or the media used by the teacher is not interestig. This study aims to determine the effectiveness of the application of rock painting activities in developing the creativity of children aged 5-6 years in kindergarten Adzkia Air Bangis. the type of research is quantitative usng pseudo-experiment methods (quasi experiment) with pre-test design and post-test. The research population is 55 people. While the sampel 10 children. Sampling retrieval techniques are used sampling samples. The data uses t-test samples samples. As a result of the coclusion to the data collaction and management, 1) before being given an treatment (pre-test) the development of children’s creativity can be categorized as starting to develop but has not developed as expected. This is based on the result of research by researchers at Adzkia Air Bangis Kindergarten 2) after being given treatment (post-test) the development of chidren’s creativity can be categorized as developing according to expectations. 3) there is significant difference between the result of the pre-test and post-test after doing the paired sampe t-test sig 0,000 < 0,05.  Advice for teachers helping teachers by using experimental learning methods to develop the creativity of children aged 5-6 years trough rock painting activities. 


2021 ◽  
Vol 6 (2) ◽  
pp. 32
Author(s):  
Natasha Nurhaida

Abstract: Smart circuits are learning media to be applied in Mathematics learning. This study aims to find out the development process, feasibility, and influence of smart circuit media in mathematics learning for third grade in Elementary School. This study used the Research and Development research method, with the Borg, and Gall model. The development begins with determining the core competencies, basic competencies, indicators and subjects for making questions. The researcher put stickers of interesting cartoon images on each plot on the wooden planks of this medium. The necessary media prerequisites include: dice, pawns, game hints, and a memory. After the media is made, a feasibility test analysis was done, before the t-test. The data collection instruments used questionnaires, observations, and interviews. The results of this study showed that: (1) The smart circuit media is feasible to implemented in improving mathematics learning outcomes. This can be seen from the results of feasibility test by media experts and material experts before it is implemented in the class which showed that the presentation aspect gets a percentage of 82.5% from the first media experts, and 90% from the second media experts; efficiency aspects was 81.25%, and 100%; and media quality aspects was 82.5% and 92.5%. (2) Based on the t-test result, it can be concluded that the smart circuit media can improve student learning outcomes. This is showed by the significant difference in learning outcomes between the experimental class, and the control class with a significance value of 0.014 < 0.05. The impact of this research is the students can understand the material in learning mathematics easily.PENGEMBANGAN MEDIA SIRKUIT PINTAR UNTUK MENINGKATKAN  HASIL BELAJAR SISWA PADA PEMBELAJARAN MATEMATIKAAbstrak: Sirkuit pintar adalah media pembelajaran yang menarik untuk diterapkan dalam pembelajaran Matematika. Penelitian ini bertujuan untuk mengetahui proses pengembangan, kelayakan, serta pengaruh media sirkuit pintar dalam pembelajaran matematika kelas III MI. Penelitian ini menggunakan metode penelitian Research and Development, dengan model Borg, and Gall. Pengembangannya dimulai dengan menentukan kompetensi inti, kompetensi dasar, indikator serta mata pelajaran untuk membuat pertanyaan. Peneliti menempelkan stiker gambar kartun yang menarik di setiap petak pada papan kayu media ini. Prasyarat media yang diperlukan antara lain: dadu, bidak, petunjuk permainan, dan bengkel ingatan. Setelah media dibuat, selanjutnya dilakukan analisis uji kelayakan, sebelum dilakukan uji-t. Instrumen pengumpulan data yang digunakan antara lain kuesioner, observasi, dan wawancara. Hasil penelitian ini menunjukkan bahwa: (1) Media sirkuit pintar ini layak digunakan dalam meningkatkan hasil belajar matematika. Hal ini dapat dilihat dari hasil uji kelayakan oleh ahli media, dan ahli materi sebelum diterapkan di lapangan yang menunjukkan bahwa aspek penyajian mendapatkan persentase sebesar 82.5% ahli media pertama, dan 90%  dari ahli media kedua; aspek efisiensi sebesar 81.25%, dan 100%; serta aspek kualitas media sebesar 82.5%, dan 92.5%. (2) Setelah dilakukan uji-t, dapat disimpulkan bahwa media sirkuit pintar dapat meningkatkan hasil belajar peserta didik. Hal ini dibuktikan dengan adanya perbedaan hasil belajar yang signifikan antara kelas eksperimen, dan kelas kontrol dengan nilai signifikansi 0,014 < 0,05. Dampak penelitian ini adalah peserta didik dapat memahami materi pada pembelajaran matematika dengan mudah.


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


2021 ◽  
Vol 13 (3) ◽  
pp. 1995-2002
Author(s):  
Siti Irawahyuni ◽  
Pratiwi Pujiastuti ◽  
Aninditya Sri Nugraheni

Snowball Throwing-style cooperative learning has been shown to impact primary school students' academic performance positively. This type of research is quasi-experimental. Documentation and testing methods are used to collect data. Before hypothesis testing using t-tests, the data analysis technique used descriptive analysis and prerequisite analysis tests such as initial ability, normality and homogeneity of variance tests. According to the findings, Indonesian subjects taught using the cooperative learning model of the snowball throwing type had an average score of 19,750, and those taught using the expository learning model had an average score of 17,578. The t-test yielded tcount = 3.114 and ttable = 2.026 as the final results. This means that Indonesian primary school students learn differently in classes taught using the snowball-throwing cooperative learning model and classes taught using expository learning models, according to the t-test results. Snowball Throwing type cooperative learning is more influential than expository learning on Indonesian for elementary school subject learning outcomes according to the results of t-tests.


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


2018 ◽  
Vol 8 (2) ◽  
Author(s):  
NI KETUT UTAMI HANDAYANI . ◽  
PROF.DR. NASWAN SUHARSONO, M.Pd. . ◽  
DR. I MADE TEGEH, S.Pd.,M.Pd .

Penelitian ini bertujuan mengembangkan suplemen bahan ajar Bahasa Inggris membaca pemahaman yang kontekstual dan berkarakter sesuai model pembelajaran REACT yang memenuhi kelayakan bagi siswa kelas IX SMP. Metode penelitian menggunakan model pengembangan Borg and Gall (1989). Uji validasi dilaksanakan melalui uji ahli, uji perorangan, uji teman sejawat, dan uji kelompok kecil sedangkan uji efektifitas produk melalui pre-tes dan post-test. Data uji oleh ahli isi/desain dan media, perorangan, teman sejawat, dan tanggapan kelompok kecil dikumpulkan melalui angket, sedangkan hasil uji efektivitas penerapan dikumpulkan melalui test. Hasil-hasil uji dianalisis melalui statistik deskriptif kualitatif dan kuantitatif. Data hasil uji yang dikumpulkan melalui angket dianalisis menggunakan persentase dan hasilnya dikonversikan dengan tabel kualifikasi. Sedangkan hasil uji efektivitas penerapan, pretest dan post-test dianalisis menggunakan uji-t dan hasilnya dibandingkan dengan hipotesis. Hasil penelitian terhadap pengembangan produk menunjukkan bahwa hasil uji validasi ahli pembelajaran terhadap isi sebesar 92,00% dengan kualifikasi hampir sempurna dengan perbaikan sangat ringan, hasil validasi ahli desain sebesar 92,00% dan hasil validasi ahli media sebesar 88,00% dengan kualifikasi sangat baik perlu revisi ringan, hasil validasi perorangan terhadap produk sebesar 92,22%, hasil validasi/uji teman sejawat sebesar 93,33%, hasil validasi kelompok kecil sebesar 92,20%, dan dari hasil pre-test dan post-test diperoleh nilai rata-rata kelas sebesar 66,75 dan 80,87. Uji efektivitas penerapan dilakukan melalui uji-t terhadap hasil pretest dan post-test. Hasil uji efektivitas menunjukkan bahwa hipotesis alternatif diterima, yaitu terdapat perbedaan signifikan antara hasil test sebelum dan sesudah penerapan bahan ajar yang dikembangkan. Dapat disimpulkan bahwa suplemen bahan ajar membaca pemahaman Bahasa Inggris kontekstual berkarakter untuk kelas IX semester 1 layak untuk dipergunakan. Kata Kunci : bahan ajar, pembelajaran kontekstual, membaca pemahaman, pendidikan berbasis karakter This research was aimed at developing contextual English reading (comprehension) supplement for the ninth graders of SMP semester 1 by the implementation of REACT model of learning in the academic year 2016/2017. Product validation included experts validation, individual validation from the students, teachers validation, and classical validation, while the effectiveness of the product was done through the analysis of the pre-test and post-test. Data of evaluation were collected through questionaires distribution, and tests. The result of evaluation was analyzed through descriptive qualitative and quantitative technique. The data from questioners were analyzed in percentage, meanwhile, the data of the pre-test and post-test was analyzed using t-test. The t-test result was compared to the hypothesis. The result of validation form showed that the supplement was in a proper quality. The expert validation about the content and instructional design reached to 92% and media validation reached to 88%. They are categorized into nearly perfect and very good. In a line with this, the result of the t-test showed that there were a significant difference between pre-test and post-test result. The average score for the pre-test was 66,75 while the average score for the post-test was 80,87. It means the alternative hypothesis was accepted. Overall, the supplement product met the proper qualification to be used in the real practical classroom activity. keyword : learning material, contextual learning, reading comprehension, character-based education


2021 ◽  
Vol 12 (1) ◽  
pp. 8
Author(s):  
Sri Haerina Lailatul Janah ◽  
I Dewa Ayu Made Budhyani ◽  
I Gede Sudirtha

Penelitian ini bertujuan untuk mengetahui penilaian media moodboard berbantuan aplikasi pengolah gambar pada pembelajaran desain busana melalui uji ahli media, uji ahli isi, dan uji subjek sasaran. Jenis penilitian ini merupakan penelitian dan pengembangan (research and development) adapun model yang digunakan dalam penelitian ini yaitu model ADDIE yang terdiri dari analyze, design, development, implemenation, dan evaluation. Teknik analisis data dalam pengambilan data pada penelitian ini yaitu angket. Hasil penelitian menunjukkan penilaian media moodboard berbantuan aplikasi pengolah gambar berdasarkan uji ahli materi memperoleh rerata presentase 99 % termasuk kategori sangat baik, ahli media memperoleh rerata presentase 92% (sangat baik), dan subjek sasaran memperoleh rerata persentase 94% (sangat baik). Kata Kunci : Media, Moodboard, aplikasi pengolah gambar, Desain Busana This study aims to determine the assessment of moodboard media assisted by image processing applications in clothing design learning through the media expert test, content expert test, and target subject test. This type of research is research and development. The model used in this study is the ADDIE model which consists of analyze, design, development, implementation, and evaluation. The data analysis technique in collecting data in this study is a questionnaire. The results showed that the assessment of moodboard media assisted by image processing applications based on the test of material experts obtained an average percentage of 99% including the very good category, media experts obtained an average percentage of 92% (very good), and the target subject received an average percentage of 94% (very good). DAFTAR RUJUKANKeywords: Media, Moodboard, image processing application, Fashion DesignAnggrini, Anggi.2020. “ Alternatif Model Penyusunan Moodboard sebagai Metode Berfikir Kreatif dalam Pengembangan Konsep Visual” Vol 1 Juli 2020Ayu, Anggra Rucitra.2020. “ Merumuskan Konsep Dasar Interior“ Volume 5 No.1Bestari, Afif. 2016. “Pengaruh Penggunaan Media Moodboard Terhadap Pengetahuan Desain Busana Pada Mahasiswa Pendidikan Teknik Busana” Volume 3 No.2.Haryati, Siti. 2015. “Pengembangan Media pembelajaran Fliipbook Fisika Untuk Meningkattkan Hasil Belajar Peserta Didik”. Volume 4 Oktober 2015.Tegeh, Made I. Pengembangan Bahan Ajar Metode Penelitian Pendiidikan dengan Model ADDIE.SE Nomor 4 Tahun 2020 Tentang Kebijakan Pendidikan Dalam Masa Darurat Penyebaran covid-19, kementerian pendidikan IndonesiaSuciati. 2008. Moodboard. Prodi Pendidikan Tata Busana. Bandung: Universitas Pendidikan IndonesiaSugiyono. 2006. Metode Penelitian Bisnis. Bandung: Alfabeta.Sugiyono. 2019. Metode Penelitian dan Pengembangan. Bandung: Alfabeta.


2017 ◽  
Vol 1 (2) ◽  
pp. 161
Author(s):  
Yohana Intan Pratiwi ◽  
Haris Nusarastriya

This research method used was Research and Development (RnD) by adapting the research and development steps by Borg and Gall. This research aims to help fourth grade students to enrich their Indonesian vocabulary, and also to know the validity, effectiveness, and practicality of the developed product. The developed product was ‘snake and ladder’ learning media with 31 grade four students of SD Negeri 02 Bringin as the subjects of this research. The data collection technique in this research used test (evaluation questions) and non-test (observation, questionnaire, and documentation). The validity of the product was analyzed from the calculation of media and material expert test, whereas the effectiveness was analyzed using Paired-Sample T Test with SPSS program. The practicality of the media was analyzed from the result of the observation and questionnaire from teachers and students. From this research, it can be concluded that ‘snake and ladder’ learning media to enrich the students’ Indonesian vocabulary in thematic instruction was proven as valid, effective, and practical. The validity was proven with the average score 4,90 (very good) by the media expert and 4,00 (good) by the material expert. The effectiveness of the product was proven by significance score which showed that the result of two evaluation tests, which were X1 (implementation of snake and ladder which has not been developed) and X2 (implementation of developed product), was significant with the amount 0,000, and also 61% students got above average grade which was 86,93. The practicality proof came from the teacher observation with the average score 5,00 (very good) and the questionnaire of students and teacher toward the developed product with the average score 4,94 (very good) and 5,00 (very good)


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