scholarly journals The Effectiveness of Problem Based Learning-Based Interactive Multimedia for Elementary School Students

2021 ◽  
Vol 5 (2) ◽  
pp. 308
Author(s):  
Tunjung Sekarwangi ◽  
Kus Eddy Sartono ◽  
Ali Mustadi ◽  
Abdulah Abdulah

Learning activities carried out online have several drawbacks. In online learning activities, teachers experience problems carrying out learning activities. These obstacles include the lack of appropriate media to be used in learning activities. The problems that occur indicate that in learning activities students have difficulty in understanding learning materials and learning motivation is still low. Therefore, in learning activities, teachers must prepare quality learning. One of the efforts that can be done to overcome these problems is through the use of appropriate learning media. So that it can improve the process and better learning outcomes. This study uses a research and development (R&D) approach. The purpose of this research is to develop learning technology in the form of interactive multimedia based on problem-based learning. The steps used in this research and development is the ADDIE development model. The research data was obtained through a media validation sheet instrument by an expert. Data analysis was carried out quantitatively descriptively. The results of the media feasibility test based on the validation results obtained a value of 80%. Based on the results of the research that has been done, it can be concluded that interactive multimedia based on problem-based learning is feasible to be used in learning activities. The results of this study imply that the use of interactive multimedia based on problem-based learning plays an important role in the effectiveness of learning activities.

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.


Author(s):  
Tiara Ayu Rahma Illahi

ABSTRACTThis study aims to develop learning media using interactive multimedia on the material types of work to improve the critical thinking skills of grade IV elementary school students. This type of research is qualitative and quantitative with the development model using Dick and Carrey. The results of the feasibility test of interactive multimedia products are categorized as feasible because the results of media validation testing, materials, individual tests and small groups show very good categories. For the practical aspect of the development of learning media is categorized very well because the category of the results of the implementation of learning outcomes and classroom learning activity has a range between 3.5-4.0. And for the aspect of the effectiveness of the media tested using t test, the result is obtained ttable value of 2.024 and tcount of 2.435, t-count> t-table means that there is a significant difference critical thinking skills by using interactive multimedia in learning on the material types of work grade IV students at SDN Baturono. Keywords: Interactive Multimedia, Types of Works, Critical Thinking Feasibility, Practicality, Effectivenes. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran menggunakan multimedia interaktif pada materi jenis-jenis pekerjaan untuk meningkatkan kemampuan berpikir kritis siswa kelas IV sekolah dasar. Jenis penelitian ini bersifat kualitatif dan kuantitatif dengan model pengembangan menggunakan Dick and Carrey. Hasil pengujian kelayakan produk multimedia interaktif ini dikategorikan layak karena hasil dari pengujian validasi media, materi, uji perorangan dan kelompok kecil menunjukkan kategori sangat baik. Untuk segi kepraktisan pengembangan media pembelajaran ini dikategorikan sangat baik karena kategori skor hasil keterlaksanaan pembelajaran dan aktivitas belajar siswa kelas memiliki rentang antara 3,5–4,0. Dan untuk segi keefektifan media diuji menggunakan uji t, hasilnya adalah diperoleh nilai ttabel sebesar 2,024 dan thitung sebesar 2,435, nilai thitung > ttabel berarti bahwa maka terdapat perbedaan yang signifikan kemampuan berpikir kritis dengan menggunakan multimedia interaktif dalam pembelajaran pada materi jenis-jenis pekerjaan siswa kelas IV SDN Baturono Kata Kunci: Multimedia Interaktif, Jenis-Jenis Pekerjaan, Kemampuan Berpikir Kritis, Kelayakan, Kepraktisan, Keefektifan.


2019 ◽  
Vol 6 (1) ◽  
pp. 104-115
Author(s):  
Achmad Buchori

Titik balik perkembangan dunia pendidikan adalah ketika pendidikan tersebut telah berhasil secara terus menerus mencetak kader-kader bangsa yang di dalam diri setiap individunya mempunyai karakteristik dan keahliannya masing-masing. Jadi di sekolah formal peserta didik perlu untuk meningkatkan kemampuan pemecahan masalah mereka sendiri. Tujuan dari penelitian ini adalah untuk menghasilkan multimedia pembelajaran dengan pendekatan kontekstual untuk materi sistem koordinat. Jenis penelitian ini adalah penelitian research and development yang meliputi modifikasi desain Four-D, meliputi defining, designing, development, dan producting (produksi) hasil final media dalam bentuk multimedia interaktif dengan pendekatan kontekstual. Uji kelayakan melibatkan ahli materi, ahli media dan hasil respon dari 35 peserta didik. Desain eksperimen yang digunakan dalam penelitian dan pengembangan ini menggunakan pretest-posttest control group, dimana kelas eksperimen dan kelas kontrol diberikan tes sebelum dan sesudah perlakuan. Penelitian ini dilakukan di Sekolah Menengah Pertama Negeri 3 Semarang pada kelas VIII semester 1.Kata Kunci: Multimedia interaktif, pendekatan kontekstual, kemampuan pemecahan masalah Development of interactive multimedia with contextual approach to improve student problem solving mathematics ability Abstract            The turning point in the development of the world of education is when education has succeeded in continuously producing national carders who in each individual have their own characteristics and expertise. So in formal school, students need to improve their own problem solving skills. The purpose  of this study is to produce multimedia learning with a contextual approach to the subjects of the coordinate system. The type of research is R&D which includes modification of the Four-D Model including defining, designing, development, and producing the final result of the media in the form of multimedia interactive with  a contextual approach. The feasibility test involved material experts, media experts and the results of responses form 35 students. The experimental design used in this research and development used  a pretest-protest control group, where the experimental class and a control class were given tests before and after treatment. This research was conducted at Sekolah Menengah Pertama Negeri 3 Semarang in class VIII semester I.Keywords: Interactive multimedia, contextual approach, problem solving skills


2019 ◽  
Vol 7 (1) ◽  
pp. 57-77
Author(s):  
Melani Septi Arista Anggraini ◽  
E. Kus Eddy Sartono

The purpose of the research was to produce  development of  child-friendly interactive multimedia to improve the understanding of the concept and character of loving the country for fourth grade of elementary school student feasibility. The type of research that already done conducted is Research and Development through 10 stapes, 1) research and information collecting; 2) planning; 3) develop preliminary form of product; 4) preliminary field testing; 5) main product revision; 6) main field testing; 7) operasional product revision; 8) operational field testing; 9) final product revision; and 10) implementation and dissemination. The results of the research conducted show that the development of child friendly interactive multimedia products to improve the understanding of the concept and character of homeland love for grade IV elementary school students is "very feasible" to use. The following results of the validation by the expert judgement get a value of 91 from a maximum score of 100 so that it can be stated that the products developed in the category of "very feasible".The result of validation by media experts got a value of 113 from a maximum score of 128 so that it can be stated that the products developed in the category of "very feasible". Furthermore, students and teachers respond and fall into the category of "very feasible" in the development of  child-friendly interactive multimedia. ABSTRAKPenelitian ini bertujuan untuk  menghasilkan multimedia interaktif ramah anak yang layak.  Jenis penelitian yang sudah dilaksanakan yaitu penelitian dan pengembangan atau Research and Development (R&D) yang melalui 10 tahap yaitu: 1) penelitian dan pengumpulan informasi; 2) perencanaan; 3) pengembangan produk awal; 4) uji coba lapangan awal yang dilaksanakan di SDN Pakel menggunakan 12 subjek; 5) revisi uji coba lapangan awal; 6) uji coba lapangan utama yang dilaksanakan di SDN Mendungan 2 menggunakan 30 subjek; 7) revisi uji coba lapangan utama; 8) uji coba lapangan operasional yang dilaksanakan di SDN Kotagede 3 dan SDN Glagah menggunakan 60 subjek; 9) revisi uji coba lapangan operasional; dan 10) diseminasi yang dilaksanakan secara tervatas dan diperluas. Hasil penelitian yang dilakukan menunjukkan bahwa pengembangan produk multimedia interaktif ramah anak untuk meningkatkan pemahaman konsep dan karakter cinta tanah air siswa kelas IV SD “layak” digunakan. Hasil validasi oleh ahli materi dinyatakan bahwa produk yang dikembangkan dalam kategori “sangat layak”. Hasil validasi oleh ahli media dinyatakan bahwa produk yang dikembangkan dalam kategori “sangat layak”. Selanjutnya, siswa dan guru memberikan respon dan masuk dalam kategori “sangat layak” pada pengembangan produk multimedia interaktif ramah anak


2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


2021 ◽  
Vol 12 (2) ◽  
pp. 108
Author(s):  
Ismi Nurul Qomariah ◽  
Mistianah Mistianah

Abstrak. Penelitian ini bertujuan untuk mengembangkan model pembelajaran Think berbasis media I Spring suite 8 bagi mahasiswa Pendidikan Biologi. Jenis penelitian ini adalah Research and Development. Pengembangan media pembelajaran menggunakan metode Research and Development (R & D) dengan model 4 D (Define, Design, Develop, dan Dessiminate). Penelitian ini dimulai dari tahap define yaitu mengidentifikasi konsep-konsep material yang harus terkandung dalam media. Mendesain lebih lanjut model pembelajaran Think berbasis media pembelajaran I Spring suite 8. Setelah media dirancang dan dibuat maka dilakukan tahap pengembangan yaitu validasi produk oleh ahli dan uji coba produk pada proses perkuliahan. Hasil penelitian menunjukkan bahwa validitas ahli materi dalam kriteria valid dengan persentase 88 persen, hasil validitas ahli media dalam kriteria valid dengan persentase media pembelajaran sebesar 89 persen. Dari uji kelayakan diperoleh hasil uji kelayakan. Disimpulkan bahwa media termasuk dalam kategori sangat baik.Asbtract. This study aims to develop I Spring suite 8 learning media based Think learning model for Biology Education college students. The type of this research was Research and Development. The development of  learning media uses the Research and Development (R & D) method with the 4 D model (Define, Design, Develop, and Dessiminate). This research starts from the define stage that was identificatethe material concepts that must be contained in media. Furthermoredesign the I Spring suite 8 learning media based Think learning model. After media has been designed and created, the development stage was carried out, namely product validation by experts and product testing in the lecture process. The results showed that the validity of the material experts was in valid criteria with the percentage of 88 percent, the results of validity by media experts were in valid criteria with the percentage of learning media as much as 89percent. From the feasibility test, it was concluded that the media is included in the categoryvery good.


Author(s):  
Reda Ramadhani ◽  
Ali Muhtadi

This development research aims to: 1) produce interactive multimedia learning products for senior high school students in Islamic Religious Education subjects; 2) find out the feasibility level of the products developed. The research method refers to the Allesi & Trollip development model which is grouped into three development steps, namely: a) planning; b) design, and c) development consisting of components that cover standards, ongoing evaluation, and project management. This research produces interactive learning multimedia products in the form of Compact Disk (CD). The results of the product feasibility assessment score through the alpha test on material experts were 4.0 (feasible) and the media expert was 4.1 (feasible). In the beta test, the assessment results obtained were 4.0 (feasible).


2020 ◽  
Vol 7 (2) ◽  
pp. 34-43
Author(s):  
Isya Dina Kamalia

Abstrak: Siswa kelas VII SMP idelanya sudah bisa menghasilkan ringkasan cerita yang baik. Akan tetapi sebagaian besar siswa kelas VII SMP di Kecamatan Pemalang masih kesulitan dan tidak tahu cara meringkas cerita yang benar. Selain buku paket dan LKS, sekolah belum menyediakan buku lain untuk mendukung kegiatan belajar siswa dalam memahami pembelajaran meringkas cerita. Penyebab siswa belum tahu tentang cara meringkas yang benar adalah karena buku yang memuat tentang cara meringkas cerita belum ada. masalah tersebut berpengaruh terhadap keterampilan menulis siswa dalam mengembangkan ringkasan yang baik. Tujuan penelitian ini adalah (1) menganalisis kebutuhan guru dan siswa terhadap buku pengayaan keterampilan menulis (meringkas) bergambar, (2) menyusun prototipe buku pengayaan keterampilan menulis (meringkas) bergambar, (3) mendeskripsikan hasil uji validasi ahli pengembangan buku pengayaan keterampilan menulis (meringkas) bergambar. Penelitian ini menggunakan pendekatan Research and Development (R&D).Hasil penelitian ini berupa buku pengayaan bergambar keterampilan menulis (meringkas) yang berjudul Wasis Ngringkes Crita. Kata kunci: buku pengayaan, keterampilan meringkas Abstract: The seventh grade junior high school students have been able to produce a good summary of the story. But most of the VII grade students of SMP in Pemalang Subdistrict are still having difficulties and do not know how to summarize the true story. In addition to textbooks and LKS, schools have not provided other books to support student learning activities in understanding learning to summarize stories. The reason for students not knowing about how to summarize the right one is because the book that contains how to summarize the story does not yet exist. the problem affects students' writing skills in developing good summaries. The objectives of this study are (1) to analyze the needs of teachers and students for illustrative illustrative writing enrichment books, (2) to compile prototypes of enrichment writing (summarizing) illustrative books, (3) to describe the results of expert validation test writing skills enrichment books ( summarize) pictorial. This research uses a Research and Development (R & D) approach. The results of this study are in the form of a book enriching writing skills (summarizing) pictorial entitled Wasis Ngringkes Crita. Keywords: enrichment books, summarizing skills  


2021 ◽  
Vol 5 (2) ◽  
pp. 209-220
Author(s):  
Rudi Muhamad Barnansyah Rudi

Learning media is one of the things that can help the process of learning activities, but the media can also be a tool that does not support the smooth learning process, internet-based learning media is one of the infrastructures that can be used especially with today's era where everything is very easy to access. especially internet-based media which at this time have been widely used as learning materials or media that can support teaching skills for teachers or prospective teachers during the current COVID-19 pandemic, where teachers are required to be as creative as possible in providing media that will be used in teaching and learning activities. learning activities, the purpose of this research is to find out from the implementation of learning media in learning skills for students who are taking courses in Media and Learning Technology in which students especially prospective teachers must be able to adapt to the times with developments and technology. The research method used is descriptive qualitative media, where this method is to determine the extent of student knowledge in implementing a learning media on teaching skills, for the presence of researchers in this study is as an observer who designs learning activities or actions taken together with the team. The research model is a member of the research team, namely the lecturer of Islamic Religious Education. The research was carried out at the State University of Jakarta during the even semester lectures for the 2020/2021 academic year from March to July 2021. The subjects of this research were students in the PAI study program. The focus of this research is to find out the implementation of the usefulness of learning media during the covid-19 pandemic in teaching skills.


2020 ◽  
Vol 5 (6) ◽  
pp. 737
Author(s):  
Angga Bramansta Putrantana ◽  
Eko Hariyanto ◽  
Saichudin Saichudin

<p><strong>Abstract:</strong> This research aims to determine the feasibility of interactive multimedia-based teaching materials for elementary school students on traditional game materials. This research is a research development of traditional game teaching materials for small grade elementary school students. The product development then goes through a validation test by game experts, physical &amp; health education learning experts, multimedia experts and user experts. The results of the feasibility test are then analyzed descriptively. The results of this research product development in the form of interactive multimedia-based traditional game teaching materials, the percentage of product viability ranges from 75% to 100%. These results indicate the learning material developed in the appropriate category and can be used with a little revision.</p><strong>Abstrak: </strong>Penelitian ini bertujuan untuk mengetahui kelayakan bahan ajar berbasis multimedia interaktif untuk siswa sekolah dasar pada materi permainan tradisional. Penelitian ini merupakan penelitian pengembangan bahan ajar permainan tradisional untuk siswa sekolah dasar kelas kecil. Produk pengembangan kemudian melalui uji validasi oleh ahli permainan, ahli pembelajaran Pendidikan Jasmani &amp; kesehatan, ahli multimedia dan ahli pengguna. Hasil uji kelayakan kemudian dianalisis secara deskriptif. Hasil dari penelitian produk pengembangan ini berupa bahan ajar permainan tradisional berbasis multimedia interaktif, persentase kelayakan produk berkisar antara 75% hingga 100%. Hasil tersebut menunjukkan bahan perangkat pembelajaran yang dikembangkan dalam kategori layak dan dapat digunakan dengan sedikit revisi.


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