scholarly journals Innovative Learning through Fun Thinkers Media Based on Fill the Blank Question

2021 ◽  
Vol 5 (2) ◽  
pp. 416
Author(s):  
Ni Putu Feby Mulia Buana Rosnata ◽  
I Gusti Ayu Tri Agustiana ◽  
I Ketut Dibia

Lack of student understanding of the material provided online by the teacher, students feel bored with monotonous learning using mobile phones, teachers provide materials and assignments through student books, the media used is still simple and less attractive. This study aims to develop media fun thinkers based on fill the blank questions for grade 1 elementary school students on theme 3 of my activities. Media development in this study is guided by the ADDIE model procedure which consists of several stages, namely analysis (Analyze), planning (Design), development (Development), implementation (Implementation), and evaluation (Evaluation). The trial subjects of this study consisted of 2 subject matter experts, 2 media experts, 2 practitioner responses, and 10 student responses (small groups). The data collected in this study, namely qualitative data and quantitative data. Data was collected using a questionnaire method with the distribution of rating scale instruments. The results showed that the average validity and reliability scores from the point of view of material experts were 4.3 with very valid qualifications and 93% with reliable qualifications, in terms of media experts it was 4.4 with very valid qualifications and 92% with reliable qualifications, from In terms of practitioner responses, it is 4.6 with very valid qualifications and 96% with reliable qualifications, and in terms of student responses it is 4.8 with very valid qualifications and 97% with reliable qualifications. This shows that the media fun thinkers based on fill the blank questions for elementary school students in grade 1 on theme 3 of my activities is declared suitable for use in learning. The implications of this research are expected to help students during online learning.

2021 ◽  
Vol 5 (2) ◽  
pp. 471
Author(s):  
Ni Komang Ayu Indah Pranyani ◽  
I Gusti Ayu Tri Agustiana ◽  
Alexander Hamonangan Simamora

The lack of use of learning media used for delivering material makes it difficult for students to understand the material. This study aims to develop media for fun thinkers based on HOTS questions for fourth grade elementary school students on theme 1, the beauty of togetherness. The development is carried out based on the ADDIE model procedure. The subjects in this development research are media fun thinkers based on HOTS questions for elementary school students grade IV theme 1 the beauty of togetherness while the object in this study is the validity of the media fun thinkers developed. This development research method is a qualitative and quantitative statistical analysis method. The data collection used is a questionnaire method with data collection instruments in the form of a rating scale by giving assessment instruments to 2 subject matter experts, 2 media experts, 2 practitioner responses, and 10 students as responses. The data obtained was calculated using the mean formula to determine the average media validity score. The average validity score of media fun thinkers based on HOTS questions in terms of material/assessment experts is 4.79 with very valid criteria, in terms of media experts it is 4.43 with very valid criteria, in terms of practitioner responses it is 4.63 with very valid criteria, and in terms of response students of 4.95 with very valid criteria. Based on the analysis conducted, the media for fun thinkers based on HOTS questions for elementary school students in grade IV, theme 1, the beauty of togetherness developed is valid and suitable for use in the learning process.


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.


2021 ◽  
Vol 5 (1) ◽  
pp. 60
Author(s):  
Komang Alit Darma Adnyani ◽  
I Made Citra Wibawa

The availability of innovative learning media in schools is still limited, especially in the subject of the natural sciences of fourth-grade elementary school. This research aimed at developing digital comic media on the topic of alternative energy sources for fourth-grade elementary school students. This study applied the research and development (R&D) method using the ADDIE development model with the following stages: analyze, design, development, implementation, and evaluation. The subjects of this study were two lecturers as media experts, two lecturers as material experts, two teachers as practitioners, and five fourth-grade elementary school students, while the object in this study was the developed validity of the digital comic media. The data collection method was a questionnaire method by providing assessment sheets to the subjects of the study. The instrument used to measure the validity level of digital comic media was a rating scale in the form of assessment sheets compiled from experts, practitioners, and students. The data obtained were then analyzed using a percentage formula to determine the validity of digital comic media. The average percentage scores are 96% by material experts, 97% by media experts, 87% by practitioners, and 94% by fourth-grade elementary school students, with very good classifications. Based on the results, digital comic media developed on the topic of alternative energy sources is declared valid and suitable to apply in learning in fourth-grade elementary school.


2021 ◽  
Vol 5 (1) ◽  
pp. 129
Author(s):  
Kadek Ardinata ◽  
Desak Putu Parmiti

The limitations of appropriate learning media in online learning make listening skills difficult to teach. The purpose of this study is to develop listening learning videos for first-grade elementary students. This research is development research using ADDIE model, analysis, design, development, implementation, and evaluation. However, due to the pandemic situation, this research is only carried out until the development stage. The subjects in this study were two media experts, two material experts, and two practitioners. The method of data collection used in this study is the questionnaire method. The validity of the learning video is measured using the instrument rating scale in the form of an assessment sheet. Data analysis techniques use qualitative descriptive analysis and quantitative descriptive analysis. This study produced a listening learning video for first-grade elementary school students. The average validation score obtained in the listening learning video is 4.71, and the average material validation score is 4.81, with excellent criteria. Based on the study results, listening learning videos are declared valid and can be used in learning.


2021 ◽  
Vol 5 (2) ◽  
pp. 366
Author(s):  
I Kadek Jodi Yuswantara ◽  
I Made Citra Wibawa

The Covid-19 pandemic situation has an impact on various aspects of human life, one of which is education. The Covid-19 pandemic has caused a change in the process of organizing learning from face-to-face to online learning. This change makes the availability of learning media for elementary school students in participating in online learning to be limited. This study aims to develop an animal life cycle media using digital comics for fourth grade elementary school students. This research is a media development research using the ADDIE model. The pandemic situation causes research to only be carried out until the development stage. The subjects of this research are two material experts, two media experts and two practitioners, while the object of this research is the validity of animal life cycle media using digital comics. The analysis technique used is qualitative and quantitative analysis. The instrument for collecting data in this study was a rating scale questionnaire. The data obtained from the media validity test were analyzed to find the percentage score. The results of the media test obtained were the material expert test with a percentage of 97.33%, the media expert test with a percentage of 98% and the practitioner test with a percentage of 91%. The three test results received a very good predicate. It can be concluded that the animal life cycle media using digital comics is valid and feasible to be used as a learning medium in schools. Therefore, the animal life cycle media using digital comics can be used as an alternative online learning media for elementary school students.


2021 ◽  
Vol 5 (2) ◽  
pp. 256
Author(s):  
Putu Andre Apriliawan ◽  
Desak Putu Parmiti

The Covid-19 pandemic requires elementary school students to carry out online learning, but there are many obstacles to online learning, one of which is the mathematics learning process. This study aims to create a learning video to count and develop a learning video to count for elementary school students whose validity has been tested using the ADDIE development model. The subjects in this study were two media experts, two material experts, and two practitioners. The data collected are qualitative and quantitative. The data collection method used is a questionnaire method and measures the validity of the video learning counting using a rating scale instrument. This research produces a numeracy learning video tested for validity with an overall average validation score for learning videos is 4.78, and the average material validation score is 4.87. It means that the counting learning videos developed are classified as very good. Therefore, numeracy learning for first-grade elementary school students is valid and feasible to develop and taught to students.


Author(s):  
Shanta Rezkita ◽  
Latifatun Mukaromah

<em>Education in the era of disruption must maintain the value of the nation's character. Ecotourism Pancoh has the potential as an educational space for environmental character. The packaging in comics is useful for civilizing literacy. This study aimed to describe the way of developing and knowing the quality and feasibility of ecotourism-oriented thematic strip comics. This study was research and development by adapting the model of Borg &amp; Gall. The data were collected by observation, unstructured interviews, and questionnaires. The comic trials were conducted for fifth grade students of Bhayangkara Elementary School, Yogyakarta. The data were analyzed by using qualitative and quantitative techniques. The assessment score of the media expert validation was 92,11 (very good), material expert was 95,33 (very good), teacher was 95,50 (very good), and student responses were 100 (very good). Thus the Pancoh ecotourism-oriented thematic strip comic was very feasible as a learning resource for elementary school students.</em>


2021 ◽  
Vol 4 (2) ◽  
pp. 213
Author(s):  
I Putu Oka Sastrawan ◽  
I Gede Margunayasa ◽  
Gede Wira Bayu

Lack of teacher creativity in learning to develop instructional media makes learning less effective. Therefore, it is necessary to develop media that can make students enthusiastic about learning, such as digital comics. This research produces a product in the form of Digital Comic media on elementary school student style whose validity has been tested. The model used is the ADDIE model with the stages of Analyze, Design, Development, Implementation, Evaluation. In this study, digital comic media used as research subjects were 2 media expert lecturers, 2 material experts, 2 teachers. The method and instrument of data collection in this study is to use the rating scale method. To measure the validity of digital comic media using an instrument to assess the validity of digital comic media. The results of the data that have been obtained will be analyzed using the Aiken validity index formula for expert data and the mean formula for respondents' data in order to determine the validity of digital comic media. The results of the media validity on the Aiken validity index analysis, the assessment of the experts, got a score of 0.95 from the material experts with the criteria of "high validity", 0.95 from the media experts with the criteria of "high validity", while the analysis of the assessment scores of the respondents used the formula. The mean obtained an average of 4.57 from the practical response with the predicate "very good" and 4.50 from the student response with "very good". So, digital comic media is very suitable for use during the learning process, especially science learning.


Author(s):  
Sriyono . ◽  
Setya Yuwana Sudikan ◽  
Hendratno .

This study aims to describe the development process and quality of media development which includes the validity, practicality, and effectiveness of the media in improving the listening skills of fifth grade elementary school students. This research is a type of research and development with 4-D model. Product trials are carried outat at elementary school Genilangit 02. The results of the research on the media development process in the define stage, design, develop, and disseminate obtained from the results of interviews with homeroom teachers of fifth grade showed the relevance of the media to student characteristics and the results of validation by experts showed a score of 3.90. The results of the research on media quality showed the validity of the media with a mean of 3.66, material 3.71, and language 3.75. The practicality of the media shows the results of 3.89 teacher responses and 4.0 on average student responses. The effectiveness of the media shows a score of 3.83 teacher responses and 4.0 on average student responses,an increase in learning outcomes 2.37 (23.7%) with an increase in mastery of 30%. The average score of student learning activities is 100%. Power pointassisted iSpring 8 media development is very feasible with the Four-D development model so that it can be tested. The quality of the media shows high validity of the results of the validation test, high practicality of the results of the respondents' questionnaires, and high effectiveness in improving the listening skills of fifth grade students from questionnaires and student test results. From the research results, it can be concluded that the media development process has been carried out properly, the quality of the media shows high validity, practicality, and effectiveness in developing listening skills for fifth grade elementary school students


2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Nanda Sekar Astafiria ◽  
Gede Wira Bayu

Distance learning requires learning activities that focus on the use of technology, so we need a digital learning media that not only functions as an evaluation tool, but can also convey learning materials. This study aims to produce “METALIQ” which was developed on the topic of Ecosystems for the sixth-grade elementary school students. This research was a development research based on the ADDIE model procedure. The subject of this research was "METALIQ" with the topic Ecosystem for sixth grade elementary school students involving four lecturers as experts who assess the validity of the product content, two teachers who provide practitioner responses, and 10 sixth grade elementary school students filling out student responses. The object of research was the feasibility of "METALIQ" which is viewed from the content validity, practitioner responses, and student responses. The data collection methods in this study were observation, interviews, document studies, questionnaires and instruments rating scale. To measure the validity of the content of "METALIQ", the instrument was used rating scale, meanwhile to measure the responses of practitioners and students’ responses used a questionnaire. The learning media validity data obtained were then analyzed using the Aiken’s V formula to measure the content validity coefficient. The mean is an analysis to determine the average score of teacher responses and student responses. The results of the analysis of the validity of the “METALIQ” data for content experts were in the range of 0.75-1.00 and learning media experts were in the range of 0.625-1.00. This indicated that the content validity of “METALIQ” was high. The practitioner response test got an average score of 4.3, and the student response test got an average score of 4.55. This means that all aspects of the response test to “METALIQ” have very good qualifications. Based on this analysis, “METALIQ” in the science content of the Ecosystem topic was feasible for use in learning.


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