scholarly journals Contextual Approach Animated Video in Science Material for Grade Fourth Elementary School Students

2021 ◽  
Vol 4 (2) ◽  
pp. 167
Author(s):  
Ni Putu Ari Mardanti ◽  
Ida Bagus Gede Surya Abadi

Lack of learning support materials and the need for media development to assist teachers in explaining learning materials. Learning is only based on the theme book. Therefore, it is necessary to develop animated videos with a contextual approach to the content of science material. This study aims to develop an animated video learning media with a contextual approach to the content of science material. This type of research is the development of the ADDIE model development research model. Data collection methods used are questionnaires or questionnaires, interview methods, and document recording methods. Data analysis techniques used are qualitative analysis techniques and quantitative analysis techniques. The subject of this research is the development of animated video media. The results of this study are a description of the design and development of animated video media with a contextual approach in the form of product development documentation and validation according to subject content experts' reviews which obtained a score of 100% very good qualification, a review of learning design experts obtained a score of 97% with very good qualifications. Learning media expert reviews obtained a score of 97% with very good qualifications, and media expert reviews were obtained by 97.3% with very good qualifications and group expert reviews with 98.67% gains with very good qualifications. So it can be said as the development of animated video media with a contextual approach is very well used in fourth-grade science material in elementary schools. The research implication is that contextual approach animation video media can help students in learning.

Author(s):  
Siti Sofiyati

This development aims to design, produce and test the validity of the product and to find out its effectiveness in the presentation of the subjects of citizenship education in fifth-grade elementary school in the form of video media. While the material in the development of video media is the subject of discipline, this study uses the ADDIE model development research design, which consists of stages (1) Analysis (2) Design, (3) Development, (4) implementation (5) Evaluation. This product development is continued with validation activities for material experts, media experts, and field audiences. To determine the effectiveness of the developed instructional media products, a trial phase of Garum students totals 25 people. Based on the results of the questionnaire. Thus it shows that this video media is effectively used in the teaching and learning process in improving student learning achievement.


2021 ◽  
Vol 9 (1) ◽  
pp. 43
Author(s):  
M Nor ◽  
Mitri Irianti ◽  
Suci Dilla Melani

Online service in the form of the Powtoon application can be used to develop physics learning media with presentations that have very interesting animation features. The purpose of this research is to produce a learning media product in the form of a compact disk (CD) on the subject of the atomic nucleus in the learning process of class XII high school students. The research method uses Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) which is modified only to the development stage. Based on the results of the validation test on the content aspect obtained 90%, the design aspect 83%, the pedagogic aspect 87%, and the ease of use aspect 84%. The results of this research indicate that the learning media using the Powtoon application on the atomic nucleus material is declared valid. Thus the Powtoon application-based learning media is declared feasible to be used as a learning media on atomic nucleus material in class XII SMA.


2020 ◽  
Vol 17 (1) ◽  
pp. 81-93
Author(s):  
Auliya Aenul Hayati ◽  
Dede Trie Kurniawan

Tingginya ketergantungan manusia akan tekhnologi turut menggeser popularitas permainan tradisonal. Sementara pemahaman terhadap kekayaan nilai budaya lokal pada setiap permainan berperan penting dalam upaya pembinaan nilai antikorupsi sejak usia dini. Peneliti meneliti bagaimana dolanan bocah Caruban Nagari mampu berperan sebagai upaya pembinaan antikorupsi pada siswa Sekolah Dasar. Yaitu bertujuan untuk menganalisis karakteristik permainan, mengkaji jenis-jenis permainan sebagai pendidikan antikorupsi, dan mengembangkan kecerdasan nilai-nilai kebajikan. Penelitian ini menggunakan pendekatan kualitatif dengan serangkaian metode deskriptif analisis. Pengumpulan data dengan cara observasi, wawancara, dan kuesioner. Teknik pengolahan dan analisis data menggunakan statistik deskriptif. Hasil penelitian menunjukkan: (1). Karakteristik pendidikan antikorupsi melalui permainan tradisional beracuan pada materi pelajaran, guru, proses pembelajaran, dan nilai-nilai, yang berkesinambungan menanamkan perilaku antikorupsi. (2). Nilai antikorupsi Dolanan Bocah Caruban Nagari yaitu nilai jujur, disiplin, tanggung jawab, kerja keras, mandiri, sederhana, adil, berani, dan peduli dengan tingkat perubahan sikap siswa tertinggi pada nilai kejujuran dan terendah pada nilai kemandirian.-----The high human dependence on technology has helped to shift the popularity of traditional games. While understanding the richness of local cultural values in each game plays a vital role in efforts to foster anti-corruption values from an early age. Researchers examine how the child caruban Nagari can play a role as an effort to foster anti-corruption in elementary school students. It aims to analyze the characteristics of the game, examine the types of games as anti-corruption education, and develop the intelligence of virtue values. This research uses a qualitative approach with a descriptive analysis methods Data collection by observation, interview, and questionnaire. Data processing and analysis techniques use descriptive statistics. The results showed: (1). The characteristics of anti-corruption education through traditional games refer to the subject matter, the teacher, the learning process, and values, which continuously instill anti-corruption behavior. (2). The anti-corruption value of kid caruban nagari is honest, discipline, responsibility, hard work, independent, simple, fair, brave, and caring with the highest level of change in student attitudes on honesty values and the lowest on self-sustained values.


2021 ◽  
Vol 5 (3) ◽  
pp. 403
Author(s):  
I Made Mudiartana ◽  
I Gede Margunayasa ◽  
Dewa Gede Hendra Divayana

The Covid-19 pandemic has caused the learning process to shift from face-to-face to virtual. This research aimed to produce android-based local wisdom digital teaching materials for grade V of valid and practical elementary schools. This research was a research development (R&D) with ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subject of this research was android-based digital teaching materials with local wisdom. In contrast, the research object was the validity and practicality of android-based digital teaching materials with local wisdom. The data in this study were classified into two qualitative and quantitative data. Data collection techniques were using questionnaire techniques. The questionnaires are used to measure the validity and practicality of digital teaching materials. The validity was tested by two experts, namely material experts and media experts. The practicality of digital teaching materials was assessed by five teachers and ten grade V elementary school students in the Letda Kajeng Cluster. The data collected was then analyzed descriptively quantitatively. The results of this study indicate that (1) the validity of android-based digital teaching materials with local wisdom obtained an average of 3,64 or is in the interval of 3,50 ≤ Rv ≤ 4,00 with the criteria "very valid"; (2) the practicality of digital teaching materials with local wisdom based on the teacher's and student assessment obtained an average of 3,67 which is in the interval of 3,50 ≤ Rk ≤ 4,00 with the category "very practical". Based on the study results, it was concluded that this development research produced Android-based digital teaching materials with local wisdom on Panas dan Perpindahannya topics for grade V elementary school, which were very valid and very practical.


TAMADDUN ◽  
2017 ◽  
pp. 1
Author(s):  
Nugra Heny Apriliah ◽  
Muyasaroh Muyasaroh

THE IMPLEMENTATION OF COOPERATIVE LEARNING MODEL TEAM ASSISTED INDIVIDUALIZATION IN LEARNING FIQH AT THE JUNIOR HIGH SCHOOL STUDENTS OF 06 BANYUTENGAH, Essay: Faculty of Islamic Religious Education of Muhammadiyah Gresik University, 2016. The purpose of this thorough is the low interest in learning and lack of cooperation each other in the class so that make the state of the class is not condusive, to solve the problem doing this research to know the implementation of the Team Asssisted individualizataion process, the obstacles of that faced, and the effort will be undertaken for reach the purpose. This research was conducted at the Junior High school of Muhammadiyah 06 Banyutengah. The subject of the research is student in grade VIII the school years of 2016/2017 with the number of student 21. The data collected in the form of Observation result, interview and documentation. Data analysis techniques used is perform data reduction, presentation and drawing conclusions. The result of this study obstacles encountered in the application of cooperative learning models of the Team Assisted Individualization is influential in the less maximal application of this model, however with thw effort of teachers, the learning process can run well in the line expectations.


2021 ◽  
Vol 5 (2) ◽  
pp. 505
Author(s):  
I Putu Gede Bagus Tedja Divayuda ◽  
I Made Citra Wibawa ◽  
Ni Wayan Rati

This research was conducted based on students’ low attention toward the implementation of learning using powerpoint so that it made the students lack of understanding and it caused the repetitive explanation of learning materials delivered by educators. This research aimed to produce a learning video media product using Prezi for fifth grade elementary school students on the Environmental Theme of Sahabat Kita, a valid sub-theme of Environmental Preservation Efforts. The type of this research was research and development carried out using ADDIE model. In the Implementation Phase, the test of learning video media products involving students was not carried out due to the Covid-19 pandemic conditions. The method of data collection was in the form of an instrument. The subjects of this study were two content subjects and two learning media experts. The technique used in conducting data analysis on the validity test of learning video media using Prezi was the Mean formula, calculating the percentage of each subject, and the overall percentage formula for the subject. The results of subject content validity conducted by two subject content experts obtained a percentage of 94.53% with very good qualifications. The results of the validity of learning video media conducted by two learning media experts obtained a percentage of 95.83% with very good qualifications. Thus, it can be said that the learning video media using Prezi that has been developed is valid, so it is feasible to be used to support the learning process on the Environmental Theme of Sahabat Kita, the Sub-theme of Environmental Preservation for fifth grade elementary school students.


2020 ◽  
Vol 5 (1) ◽  
pp. 557-567
Author(s):  
Moses Kollo

This study aims to determine: (1) Learning media used by history teachers so far; (2) Development of the Kupang Japan cave visualization media; and (3) Effectiveness of the application of the Japanese Cave Visualization Media in Kupang in learning history. This research was conducted on students of class XI IPS at Sudirman Kupang High School. This research is a research or development called research and development (R&D) by adopting the ADDIE model. The results showed that (1) the use of media in history learning that took place so far in class XI of Sudirman Kupang high school was still said to be minimal; (2) after learning in the classroom using the Kupang Japan cave visualization media, class XI students at SMA Sudirman Kupang felt it was important to visit the Kupang Japan cave site; (3 the development of instructional media is carried out through several stages including (a) the selection of material stage, namely selecting the subject used in the development activities, (b) the design of the development that is examining other references relevant to the subject matter of the research, (c) producing the learning video; d) product validation by both material experts and media experts as a result of the media is suitable for use (4) effectiveness test of Japanese cave visualization media developed through three stages namely one-on-one trials of 3 students, small group trials of 10 students and field trials were carried out on class XI IPS as a control class and class XI IPA as an experimental class with 27 students in each class.The results of the three stages of the trial were declared "Good". Thus, the Japanese cave visualization media was stated effective to increase motivation to learn history of class XI Sudirman Kupang high school students.


2018 ◽  
Vol 1 (1) ◽  
pp. 71
Author(s):  
Rendy Wijayanto ◽  
Sutriyono Sutriyono

Abstrak: Penelitian ini bertujuan untuk mengetahui apakah media flashcard  valid, praktis, dan efektif digunakan dalam pembelajaran matematika. Subjek penelitian ini adalah siswa kelas VIII SMP N 3 Salatiga sebanyak 26 siswa. Jenis penelitian ini adalah pengembangan dengan model ADDIE. Hasil penelitian menunjukkan bahwa flashcard  valid dengan nilai validitas materi sebesar 90.00% (sangat baik) dan validitas tampilan sebesar 84.74% (sangat baik) serta praktis dengan nilai kepraktisan sebesar 81.54% (baik). Selain itu, flashcard juga dapat meningkatkan hasil belajar dengan nilai N-Gain sebesar 0.66 yang termasuk kategori peningkatan sedang dan mendapat respons positif dari siswa sehingga flashcard efektif digunakan dalam pembelajaran.Abstract:  This research is aimed to know whether flashcard is valid,practical, and effective to be used in Math learning. The subject of this research is eight grade student of SMP N 3 Salatiga. The kind of the research is ADDIE model development. The result of the research showed that flashcard is valid with the material validity of 90.00% (very good) and the display validity of 84.74% (very good) also practical with the practicity score of  81.54% (good). Besides, flashcard can also improve the learning outcomes with N-Gain score of 0.66 which is included into medium improvement category and gets the positive responds from students so flashcard is effective to be used in the teaching and learning.


2014 ◽  
Vol 2 (1) ◽  
pp. 1 ◽  
Author(s):  
Ida Bagus Rini Jayanti ◽  
Suyidno Suyidno ◽  
Sri Hartini

LKS at schools still contained the materials and exercises without learning media have been caused the low ability of students in critical thinking skills. Therefore, carried out a research that aims to produce LKS and learning media of inquiry based on critical thinking skills of junior high school students on the subject of pressure effectively. The research spesific objectives are to describe the feasibility of LKS and learning media, critical thinking skills of students, and the response of students towards LKS and learning media. This research is ASSURE model development. The subjects were 30 students of class VIII-C SMP Negeri 1 Banjarmasin. The data were analyzed by descriptive quantitative and qualitative. Findings were obtained: (1) LKS which developed satisfied feasibility about approach content, presentation instruction, presentation of content, appropriateness of content, and performance of physic, (2) learning media which developed satisfied feasibility about benefits, presentation, and use of media props, (3) critical thinking skills of students categorized as good, (4) the students  response of interests and attitudes towards LKS categorized as good, (5) the students response of interests and attitudes towards learning media categorized as very good. Retrieved conclusion that LKS and learning media of inquiry based on critical thinking skills of students who produced effectively. 


2019 ◽  
Vol 4 (2) ◽  
pp. 115-127
Author(s):  
Tri Swaraswati ◽  
Teguh Wibowo ◽  
Riawan Yudi Purwoko

This study aims to describe the occurrence of pseudo thinking of high school students who have a normal IQ in solving the mathematical problems in the material Position and Distance from Point, Line, and Field. This research is a qualitative study with a phenomenological approach. Data were collected by through giving tests and verification with interviews. The subject is taken using the snowball technique. The research subjects were students who had a normal IQ (80-119). Where subject who have a normal IQ in this research are two students. The data analysis techniques used is data reduction, data presentation, and conclusion. Based on the results of the analysis it was found that high school students with normal IQ have a low understanding of the concepts in Geometry (Position and Distance from Points, Line, and Fields).


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