scholarly journals Pengembangan media pembelajaran tangga pintar materi penjumlahan dan pengurangan kelas I sekolah dasar

2019 ◽  
Vol 11 (1) ◽  
pp. 58-68
Author(s):  
Vera Yuli Erviana ◽  
Muslimah Muslimah

Penelitian ini bertujuan untuk mengetahui pengembangan dan kelayakan media Tangga Pintar penjumlahan dan pengurangan Matematika kelas I sekolah dasar. Jenis penelitian ini merupakan penelitian pengembangan dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian adalah ahli media, ahli materi, ahli pembelajaran, guru dan peserta didik. Instrumen penelitian berupa wawancara dan angket. Hasil pengembangan berupa media pembelajaran Tangga Pintar penjumlahan dan pengurangan Matematika kelas I sekolah dasar, berdasarkan hasil penilaian ahli media mendapat nilai 78,12 (baik). Ahli materi mendapat nilai 88,75 (sangat baik). Ahli pembelajaran mendapat nilai 78,94 (baik). Hasil uji coba I dan II, penilaian angket dari guru diperoleh nilai 97,36 (sangat baik). Penilaian angket respon peserta didik uji coba I diperoleh hasil 78,07, uji coba ke II 89,92 dengan rata-rata nilai kedua uji coba tersebut 83,99 (sangat baik) nilai pretest 54,58 dan nilai posttest 84,58. Sehingga dari hasil tersebut media pembelajaran tangga pintar layak digunakan oleh peserta didik. This research aimed to determine the development and feasibility of tangga pintar (smart ladder) media in Mathematics addition and subtraction learning materials of first grade elementary school. This was development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were media expert, material expert, learning expert, teachers, and students. The research instruments were interviews and questionnaires. The results of the development were in the form of Tangga Pintar (smart ladder) learning media of Mathematics addition and subtraction of first grade elementary school. The results of the media expert assessment was scored 78,12 (good). The material expert scored 88,75 (very good). Learning expert scored 78,94 (good). For the results of trials I and II, the questionnaire assessment from the teacher obtained a score of 97,36 (very good). The questionnaire of students’ responses of the Trial I is 78, 07, while the Trial II is 89,92, thus the average of the two trials is 83,99 (very good). pretest score is 54,58, while the posttest is 84,58. Therefore, from these results, Tangga Pintar (smart ladder) learning media is feasible to be used by students.

2018 ◽  
Vol 1 (2) ◽  
pp. 47
Author(s):  
Ayu Wandari ◽  
Kamid Kamid ◽  
Maison Maison

This research aims to describe the process of students’ worksheet development for math subject and find out the quality of students’ worksheet produced for geometry subject which is based on Jambi culture. This research applies research and development (R&D) method to produce a particular product. Development model applied in this research is ADDIE with 5 stages, analysis, design, development, implementation, evaluation. Subjects of this research are two validators which consist of validator of material expert, validator of design expert and students of a junior high school in grade VII. Data collected in this research are qualitative and quantitative data. Instruments used in this research are a questionnaire and a final test. The result of this study shows the development of students’ ability in mathematical representation at high category based on a gain test with 0,7 in high criteria. The result of the analysis from the questionnaire shows > 80% positive. It can be concluded that students’ worksheet for math subject is good and can improve students’ creativity. Therefore, students’ worksheet can be effectively used by both teachers and students in geometry subject. Penelitian ini bertujuan untuk mendeskripsikan proses pengembangan LKPD matematika dan mengetahui kualitas LKPD yang dihasilkan pada materi geometri berbasis budaya Jambi. Penelitian ini menggunakan metode Research and Development (R&D) yang digunakan untuk menghasilkan produk tertentu yaitu mengembangkan LKPD. Model pengembangan yang digunakan dalam penelitian ini adalah model pengembangan ADDIE yang terdiri dari 5 tahap yaitu analisis, desain, pengembangan, pelaksanaan, dan evaluasi. Subjek penelitian pada pengembangan ini adalah dua orang validator yang terdiri dari validator uji ahli materi, validator uji ahli desain dan media, dan juga sasaran pemakai dari produk ini adalah siswa kelas VII SMP. Jenis data yang diambil dalam penelitian ini berupa data kualitatif dan data kuantitatif. Instrumen yang digunakan pada penelitian adalah angket dan tes hasil belajar. Hasil penelitian diperoleh  peningkatan kemampuan representasi matematis siswa pada kategori tinggi berdasarkan uji gain terlihat skor yang didapat 0,7 berada pada kriteria tinggi. Dan hasil analisis dari angket persepsi siswa didapat persentase > 80% yang dinyatakan sangat positif. Dapat disimpulkan LKPD matematika yang dikembangkan sangat baik dan dapat meningkatkan kreativitas siswa sehingga LKPD efektif digunakan oleh guru dan siswa SMP khususnya pada materi geometri.


2019 ◽  
Vol 4 (1) ◽  
pp. 138-150
Author(s):  
Muhammad Sholeh

The purpose of this research is the development of local culture-based Pop-Up Book media based on process skills to train students' confidence that is valid, practical and effective. Focus on the PPKn class IV load, the sub-theme of my national culture diversity. This type of research uses the ADDIE development model (analysts, design, development, implementation, evaluation). The research subjects were fourth grade students of elementary school. The results of the local culture-based Pop-Up Book media validation of Grade IV elementary school students are (1) Local culture-based Pop-Up media have teaching material that has a movable part with two-dimensional elements. (2) Fulfilling valid criteria with the results of the material expert test reaching a 97% validity level with the category of "very good", for the test results media experts reached a 91% validity level with the category "very good" and worth trying out. After obtaining the validation results, a small group trial and interview were conducted to find out the practicality of the local culture-based Pop-Up media in grade IV elementary school students. Based on the experiments conducted, it can be concluded that the Pop-Up media that was developed has a high level of validity qualifications, so that this media is suitable for use in learning.


2021 ◽  
Vol 5 (4) ◽  
pp. 547
Author(s):  
Andi Mariono ◽  
Bachtiar Syaiful Bachri ◽  
Andi Kristanto ◽  
Utari Dewi ◽  
Alim Sumarno ◽  
...  

Students and lecturers cannot do direct learning. It is an obstacle in the delivery of material by the lecturer. The purpose of this research is to develop learning in the Digital Learning Learning Media course. This research uses development research—the model development used by ADDIE (Analyze, Design, Development, Implementation, Evaluation). The research subjects are three experts, which include material experts, media experts, learning design experts. The subject of the product trial is students. The methods used to collect data are observation, questionnaires, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative, quantitative, and statistical analysis. The results of the material expert test are 90% with the "very good" category. 90% "very good" learning design expert test, 90% media expert test in the "very good" category, and 95% student trials in the "very good" category. Based on data analysis, learning media for learning media is proven to be effective in learning. This finding proves a difference between the control class tcount value which is smaller than the experimental class tcount (3,558 < 5,610). The development of online learning can be helpful for students in carrying out learning caused by the limitations of distance and time. This bold course has innovative values, including independent online practice tests using camera simulators equipped with audio and video to make learning more interactive.


2020 ◽  
Vol 5 (3) ◽  
pp. 307
Author(s):  
Ella Rizky Endryanti ◽  
Roekhan Roekhan ◽  
Primardiana Hermilia Wijayati

<p><strong>Abstract:</strong> This research aims to develop digital interactive teaching materials entitled "Ayo Sinau Basa Jawa" (Let's Learn Javanese) for students in grade I in elementary school. The research and development method used is ADDIE. The measures taken in this development research are <em>analysis, design, development, implementation, dan Evaluation. </em>The digital teaching method named Ayo<em> Sinau Basa Jawa</em> is a multimedia based interactive teaching material which provides menu called <em>sinau</em> (learn) and <em>gladhen</em> (practice) inside. The "sinau" material is presented by integrating pictures, sounds, and videos while "gladhen" is given in a form of quizzes. Products developed were validated by three experts according to the aspects assessed, namely aspects of content, language and multimedia. The content validation results obtained a score of 96%, the results of language validation obtained a score of 93%, and the results of multimedia validation scored 93%. The result of this study is that the product is valid, so it is capable of being utilized and is attractive and effective to be used by elementary school students.<em></em></p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan mengembangkan bahan ajar interaktif berupa bahan digital <em>Ayo Sinau Basa Jawa</em> bagi siswa kelas I Sekolah Dasar. Metode penelitian dan pengembangan yang digunakan adalah model ADDIE (<em>Analysis, Design, Development, Implementation, Evaluation)</em>. Bahan digital <em>Ayo Sinau Basa Jawa</em> merupakan bahan ajar interaktif berbasis mulimedia yang menyediakan menu <em>sinau</em> (belajar) dan <em>gladhen</em> (latihan) didalamnya. Materi <em>sinau </em>disajikan dengan mengintegrasikan media gambar, audio dan video, sedangkan <em>gladhen</em> disajikan dalam bentuk kuis. Produk yang dikembangkan divalidasi oleh tiga ahli sesuai aspek yang dinilai, yakni aspek isi, bahasa, dan multimedia. Hasil validasi isi memperoleh skor 96%, hasil validasi bahasa memperoleh skor 93%, dan hasil validasi multimedia memperoleh skor 93%. Hasil penelitian ini menunjukkan bahwa produk telah valid sehingga layak dan efektif digunakan oleh siswa Sekolah Dasar.


2020 ◽  
Vol 9 (1) ◽  
pp. 30
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Maison Maison ◽  
Dwi Agus Kurniawan ◽  
Suci Okta Piyana

This study aims to develop instructional media in the form of teaching materials in the form of electronic modules by using the Pageflip Professional 3D software application for fifth-grade elementary school students. The method in this study uses the Research and Development (R & D) method that adapts the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Based on the results of the assessment in this study on the questionnaire obtained the frequency perception of 28 students with a percentage of 93.4% in the sufficient category. For the interest questionnaire to get frequency as many as 24 students with a percentage of 80.1% in the good category. While the motivation questionnaire obtained a frequency of 28 students with a percentage of 93.4% in the good category. The resulting data shows that the electronic ethnocontructivism module based on the Pageflip Professional 3D software developed can be used as a teaching material in the learning process.


2019 ◽  
Vol 8 (2) ◽  
pp. 143
Author(s):  
Setiyani Setiyani ◽  
Dian Permana Putri ◽  
Derin Prakarsa

This study aims to determine the feasibility of learning media in the form of videos with the help of camtasia software on number material using the R & D (Research and Development) methodology with ADDIE models (Analysis, Design, Development, Implementation, Evaluation). This research was conducted at Cirebon State MTs 2 Cirebon in class VII. The research instrument used was an interview questionnaire for teachers and students, a practicality questionnaire for students and a validation sheet for three lecturers as well as a mathematics teacher. From the results of the instruments in the form of interview questionnaires students are clear that students prefer learning with the presence of learning media and the results of teacher interviews that result in a lack of facilities for the learning process using learning media. The instrument results in the form of a validation questionnaire produce an average score of 85% (very valid), so that it can be said that the learning media in the form of videos are valid and can be used. The instrument of practicality questionnaire filled by nine students with three high-ability students, three moderate-capable students, three low-ability students produced an average score of 86.77%, it can be said that the practice was very high. Based on the results of each instrument, it can be stated that the learning media in the form of CD-shaped videos is practical and can be used.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Siti Kholifah ◽  
Zaenal Mustofa ◽  
Paulus Hartanto

Abstract— This study aims to study the development process, the level of practicality, the level of validity, and the effectiveness of interactive multimedia with constructivist learning models to improve students' problem abilities. The research method used is R&D research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation. The research subjects are STEKOM Semarang students. The results of the validation of media experts, material, media design, student responses and teacher responses are good criteria, namely for media experts 93.33%, 80.88% learning media design experts, 87.3% material experts, 87.5% used, and 87.5% lecturer responses, and 87.05% student responses.This media is practical to use. From the calculation of the N-Gain Test for the experimental and control class which has a different average NGain score of 0.419 and 0.132. One-party t-test was obtained and where, then Ho was rejected interactively with a constructivist learning model better than the problem solving abilities of students who using conventional learning.


2021 ◽  
Vol 11 (1) ◽  
pp. 16-25
Author(s):  
Karseno ◽  
Sariyasa ◽  
I.G. Astawan

Online learning during this pandemic has an impact on students' low mathematics learning outcomes caused by the difficulty of teachers in explaining the material and the lack of learning media. This development research aimed to develop a valid and practical educational game media Android-based on the integers topic for grade VI Elementary School. This research was carried out using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The educational game entitled “Ayo Selamatkan Bumi”. This game contained math subject on the topic of integers. The data collection method used a questionnaire involving experts, teachers, and students. The validity test of educational games was conducted by two material experts, two learning media experts, and two practitioners. A limited trial was conducted online at 9 grade VI students of SD Negeri 2 Banjar Anyar to determine the practicality of the educational game. The results of the validity test and limited trial were analyzed using the mean formula to determine the average score. The results showed that the material expert score was 4.85 and media expert score was 4.88 which means superfine. As for practicality, the score was 4.5 with superfine criteria. It can be concluded that this educational game can be used as a mathematics learning media on the integers topic for grade VI students of Elementary School.


2021 ◽  
Vol 5 (1) ◽  
pp. 22
Author(s):  
Dessy Setyowati ◽  
Adha Maulana

This study aims to produce a multiplatform application based on Budaya Indonesia (BUDI) which is suitable for use in learning in elementary schools. This research is a development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The use of a multiplatform application based on Budaya Indonesia (BUDI) as a medium for learning Indonesian culture is expected to introduce Indonesian culture and make students closer to Indonesian culture. The validation results related to media, materials, and education practitioners were 90%, 79.54%, and 92.5% respectively. The results of this multiplatform application trial for individuals and small groups were 91.6% and 97.8%, respectively. The overall percentage results show the high category, so it is suitable for use in learning in elementary schools. The research related to multiplatform applications in learning baesd on Indonesia culture is expected to be used as a reference in the implementation of similar research, especially in efforts to improve learning in elementary school.


2021 ◽  
Vol 13 (1) ◽  
pp. 121
Author(s):  
Ade Rahmat ◽  
Ashadi Cahyadi ◽  
Iskandar Iskandar

The purpose of this study was to determine the validity, practicality and effectiveness of badminton learning tools. The research method used was the Research and Development (R&D) method with the ADDIE Model (analysis-Design-Develop-Implementation-Evaluation). Research subjects and validators in this study is a material experts, media experts and students totaling 30 students. The data collection tools used questionnaires and badminton skills tests. The data analysis technique used is the average questionnaire formula and badminton skills test. The results showed (1) the teaching materials developed in this study met the valid criteria (2) The teaching materials developed in this study met the practical criteria. (3) The teaching materials developed in this study meet the criteria of being effective.


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