scholarly journals Interactive Learning Media Based on Sparcol Video Scribe Theme Care About Living Things

2021 ◽  
Vol 4 (3) ◽  
pp. 479
Author(s):  
Ni Luh Ade Junia Candra Dewi ◽  
I Gede Astawan ◽  
I Made Suarjana

The lack of availability of learning media that can meet the needs of learning materials can affect the learning process. This study aims to design a prototype and produce an interactive learning media product based on Sparkol Videoscribe on the theme of caring for living things in fourth-grade elementary school, tested for validity. This type of development research uses the ADDIE model (analyze, design, development, implementation, and evaluation). However, the implementation and evaluation stages were not carried out due to the COVID-19 pandemic, and learning was done using an online system. The trial subjects of this development research were two subject content design experts, 2 learning design expert lecturers, 2 media expert lecturers, 1 fourth grade teacher, and 9 students. Meanwhile, the object of this research is the acceptability of the pop-up book media that has been developed. The method used in this research is a questionnaire method by giving assessment sheets to 2 subject content design experts, 2 learning design expert lecturers, 2 media expert lecturers, and 1 fourth grade teacher and 9 students. The data were analyzed using the mean formula to determine the average validity score of the developed media. Based on the results of the analysis of validity tests by experts and teachers, the sparkol video scribe-based learning media on the fifth-grade ecosystem of elementary schools was declared valid with an average score of 3.82 and was suitable for use in learning. Based on the analysis results, the sparkol video scribe-based learning media on the theme of caring for living things in grade IV SD is suitable for use in the learning process.

2021 ◽  
Vol 2 (1) ◽  
pp. 68-74
Author(s):  
Pipin Nur Anggraini ◽  
Ratih Asmarani

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.


2021 ◽  
Vol 4 (2) ◽  
pp. 191
Author(s):  
Ni Made Ayu Christina ◽  
Ni Nyoman Ganing

The impact of covid-19, which requires all types of learning activities to be carried out online. As a result, teachers have limitations in finding learning media suitable for student characteristics and suitable for use in online learning conditions. The purpose of this development research was to determine the feasibility of designing interactive multimedia learning. This type of research is development research. The research model used is the ADDIE model. The subjects of this study were 3 grade III elementary school students. The data collection methods used were observation, interview and questionnaire methods. The product design test was carried out by several experts and students, learning material experts, learning design experts, instructional media experts, and individual trials consisting of three students. The form of data analysis used in this research was descriptive quantitative data analysis. Based on the results of the study, showed the feasibility percentage level of interactive multimedia according to learning material experts was 95%, the percentage level of the feasibility of interactive learning media according to learning design experts was 90%, and according to individual trials, the percentage level of the feasibility of interactive learning multimedia was 96.52% with excellent qualifications. This development research indicated that the development of interactive multimedia learning assisted was suitable for use in the learning process on Indonesian language content in literary appreciation for grade III elementary school students.


2021 ◽  
Vol 11 (6) ◽  
pp. 277
Author(s):  
Andi Kristanto ◽  
. Sulistiowati ◽  
Hirnanda Dimas Pradana

The learning model is a collection of activities that occur during the teaching and learning process with the objective of achieving the set goals. The brain-based online learning model developed is a solution to the students' learning problems. The majority of students struggle to interpret all of the learning materials they receive. This resulted in students' dissatisfaction with the learning materials. The purpose of this research is to develop a brain-based online learning process design based on the aforementioned problems. The Lee & Owens model of development was used in this development research. The stages of the Lee & Owens development model are analysis, design, development, implementation, and evaluation. The development research findings are as follows: (1) the media experts' assessment, which resulted in an 89.35% score with a valid category. (2) The assessment of the developed learning materials by material experts resulted in a score of 91.23% with a valid category. (3) expert evaluation, with an overall score of 86.35% for having a valid category. (4) The results of individual trials produced a percentage score of 88.5% with a valid category. (5) The results of small group trials indicated an overall percentage score of 81.60% of valid categories. (6) Field trials are classified as valid when they receive a percentage of 79.89%. The results of the development indicate that the brain-based online learning design is feasible for use.   Received: 11 August 2021 / Accepted: 27 October 2021 / Published: 5 November 2021


Author(s):  
Togi Martua Damanik ◽  
Saidun Hutasuhut ◽  
Fitrawaty Fitrawaty

To realize the success of improving education, efforts must be made from various sides, namely paying attention to all components that play an important role such as improving the quality of lecturers, curriculum, facilities and infrastructure, management and community participation. E-module with the sigil application really helps students in lectures because the tutorial content facility supports both descriptions in text, images, and videos so that students have an interest, are able to understand and review learning materials properly and motivate them to study independently. The objectives of this study are: 1) to produce problem solving-based e-modules that are suitable for use in learning, 2) to determine the effectiveness of e-modules developed in improving learning outcomes. Introduction to accounting I. This type of development research uses the Borg & Gahl model with the Dick n Carey development model. The results showed; (1) The instructional media expert test is at very feasible criteria (80.26%), (2) the learning design expert test is in the appropriate criteria (75%), (3) the material expert test is at very feasible criteria (92.5 %), (4) small group trials are in very feasible criteria (84.16%) (5) Limited field trials are in very feasible criteria (81.79%). Based on the results of the feasibility assessment of the developed problem solving-based e-module with the percentage of the average score of the overall variable score of 82.74%, it is included in the “very feasible” category, meaning that the developed e-module is proven to be feasible for use.


Author(s):  
Vera Ironita Christiani Sihombing

Presentation of historical material in social studies learning in elementary schools, in general, still uses media in the form of textbooks. Not many media are available so learning activities become menotonous and unattractive. The presence of media is very important in the learning process. This study aims to determine the feasibility of comic-based learning media media on historical concepts in social studies in grade V elementary school. This research is a development research in 4 stages of implementation, namely research and information gathering, planning, developing the initial form of the product, and validating. The results of the evaluation of comic media are shown by an average score, namely material expert I at 88% with a very decent category, material expert II at 90.33% with a very decent category, media expert at 95% with a very decent category. Based on the results of expert tests, educators and limited trials, comic media in social studies subjects in elementary schools are in the very feasible category and can be used as learning media.


2019 ◽  
Vol 15 (1) ◽  
pp. 34
Author(s):  
Muhammad Assaibin ◽  
Hamzah Upu ◽  
Muhammad Darwis

The research was Development Research with limited test which aimed to develop Mathematics learning devices with Cooperative Model with The Combination Of Experiences, Language, Pictorial, Symbol, Application (ELPSA) and Scientific Approach in Inequality Absolute Value, Fraction, and Irrational material which covered Lesson Plan, Students Book, and Students Worksheet. The subjects of the research were the students of class X at SMAN 2 Polewali Mandar District with the total of 35 students. The Development procedure of the research employed Thiagarajan Model (4-D) which covered four stages, namely defining, design, development, and dissemination. The result of limited test showed that (1) the average score obtained by the students in learning result test is 75.42 from ideal score by 100 with deviation standard 8.69 where 29 from 35 students or 82.85% met individual completeness which shows that classical completeness had been reached; (2) by using Mathematics learning devices with Cooperative Model with the Combination Of Experiences, Language, Pictorial, Symbol, Application  (ELPSA) and Scientific Approach, the students are more active in the learning process; (3) in general, the students gave good responses on the learning devices used; and (4) the level of teacher’ abilities in managing learning process of Cooperative Model with the Combination Of Experiences, Language, Pictorial, Symbol, Application  (ELPSA) and Scientific Approach is in good category, meaning that the teachers’ performances can be maintained. Based on the results of the research, it can concluded that Mathematics learning devices with Cooperative Model with the Combination Of Experiences, Language, Pictorial, Symbol, Application  (ELPSA) and Scientific Approach developed has met the requirement of valid, effective, and practical criteria.


Author(s):  
Handriani Milladya Ginting ◽  
R Mursid ◽  
Samsidar Tanjung

Abstrak: Penelitian ini bertujuank: (1) menghasilkan media pembelajaran interaktif yang layak digunakan untuk pembelajaran, (2) mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada pembelajaran ekonomi. Jenis penelitian ini adalah penelitian pengembangan menggunakan model Borg dan Gall dengan rancangan pembelajaran model Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli pada kualifikasi sangat layak (95,33%) (2) uji ahli desain pembelajaran kualifikasi sangat layak (91,25%) (3) uji ahli rekayasa perangkat lunak dan desain grafis  pada kualifikasi sangat layak (92,68%), uji coba perorangan pada kualifikasi sangat layak (91,25%) uji coba kelompok kecil pada kualifikasi sangat layak (93,59%) uji coba lapangan pada kualifikasi sangat layak (93,33%). Hasil hipotesis membuktikan bahwa terdapat perbedaan yang sangat signifikan antara hasil belajar siswa yang dibelajarkan dengan media pembelajaran interaktif berbasis economic literacy dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh t hitung> t tabel atau 5,785 > 1,667 atau terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan menggunakan media pembelajaran buku teks. Kata Kunci: media pembelajaran interaktif, buku teks, economic literacy, pelajaran ekonomi Abstract: This study aims to: (1) produce interactive learning media that are feasible to use for learning, (2) find out the effectiveness of interactive learning media developed in economic learning. The type of this research is development research using the Borg and Gall model with the learning design model Dick and Carey. The results of the study showed: (1) expert testing in very feasible qualifications (95.33%) (2) expert design tests of very feasible qualification learning (91.25%) (3) software engineering and graphic design tests in very decent qualifications (92.68%), individual trials in very decent qualifications (91.25%) small group trials in very decent qualifications (93.59%) field trials in qualifications are very feasible (93.33%). The hypothesis results prove that there is a very significant difference between student learning outcomes learned by interactive learning media based on economic literacy and student learning outcomes learned by using textbooks. This is indicated by the results of data processing obtained t count> t table or 5.785> 1.667 or there are significant differences between the learning outcomes of students who are taught using interactive learning media and using learning media textbooks. Keywords: interactive learning media, textbooks, economic literacy, economic lessons


2018 ◽  
Vol 4 (1) ◽  
pp. 1-10
Author(s):  
Mia Novita Ningrum ◽  
Novi Ratna Dewi ◽  
Parmin Parmin

Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan modul pop-up berbasis inkuiri terbimbing tema tata surya. Penelitian ini merupakan penelitian pengembangan yang terdiri dari sepuluh langkah dalam pelaksanaannya. Modul yang dikembangkan kemudian divalidasi oleh 3 ahli materi dan 3 ahli media untuk mengetahui kelayakan produk. Hasil penelitian menunjukkan bahwa penilaian kelayakan modul pop-up berbasis inkuiri terbimbing oleh ahli materi dan media memperoleh skor rata-rata 54 dan 39 dengan kriteria sangat layak. Uji coba skala kecil untuk mengetahui keterbacaan modul mendapatkan rata-rata skor 36,89 dari siswa dan 11,9 dari guru dikategorikan sangat baik. Hasil skor N-gain diperoleh  kriteria sedang sampai tinggi sebesar 93,75% dan siswa mendapatkan nilai posttest ≥75 sebesar 84,4%. Berdasarkan hasil penelitian dapat disimpulkan bahwa modul pop-up berbasis inkuiri terbimbing tema tata surya layak dan efektif digunakan dalam proses pembelajaran. Development of pop-up module with inquiry guided-based in the solar system’s theme for 7th grade students AbstractThis research aims to determine the feasibility and effectiveness of pop-up module with the inquiry guided based in the solar system’s theme. This research is a development research using research model that cited from Sugiyono (2015) which consists of ten steps in the implementation. Then, the modules which developed were validated by 3 material experts and 3 media experts to determine the feasibility of the product. The results show that the feasibility assessment of pop-up module with inquiry guided based is guided by material and the media experts obtain an average score of 54 and 39 with very reasonable criteria. Small-scale experiment  aims to determine the legibility of the module earned an average score of 36.89 from students and 11.9 from teachers. The classical exhaustiveness obtained is 84,4%, the average og gain normality is 0,55 with medium criterion. Based on the results of the research can be concluded that the pop-up module with inquiry guided-based in the solar system’s theme is feasible and effective use in the learning process.


2021 ◽  
Vol 11 (3) ◽  
pp. 269-278
Author(s):  
Eva Betty Simanjuntak ◽  
◽  
Astria Hospital Tampubolon ◽  

This study aims to produce sparkol videoscribe-based animated video learning media, to determine the feasibility of sparkol videoscribe-based animated video learning media and to determine the effectiveness of using Sparkol videoscribe-based animated video learning media on Theme 7 Sub-theme 2 Grade IV Students of SD Negeri 030355 Parratusan. This research and development was carried out using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) with the research subjects being fourth grade students of SD Negeri 030355 Parratusan. The results of this development research are appropriate and effective learning media to use. The final result by a material expert is 95% or in the “Very Eligible” category. Furthermore, the final result from the media expert is 100% included in the "Very feasible" category, then the results obtained from the fourth grade teacher are 97% and are included in the "very Eligible" category and at the time of product testing the average score obtained from students is 94 %. Then based on the results of the pretest and posttest obtained an increase in student learning outcomes with the achievement of KKM. Keywords: Development, Learning Media, Video Animation, Sparkol Videoscribe.


Studi Arab ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 27-36
Author(s):  
Mezan Kesuma ◽  
Reni Puspita Sari

The objectives of this study are: 1) Developing the sharaf modules with the deductive approach, 2) Knowing the feasibility of the sharaf module with a deductive approach and 3) Knowing the effectiveness of the sharaf module with the deductive approach of class X students in Pondok Modern Madinah Labuhan Maringgai, East Lampung. The development model used the Borg and Gall model with seven stages, namely: preliminary study, research planning, design development, limited trials, limited revision of trial results, wider product testing, and wider revision of trial results. Observing the above statement, the results of this study show that: development of sharaf module with deductive approach is very feasible to use, the results of the material expert validation are 89% and the learning design expert validation results are 86%, the average score of the student's pretest is 54.16 and the posttest value is 84.16. Based on the results of calculations using the SPSS application 24, it is known that the value of to = 15.288 and ttable 1.69913 at a significance level of 5%, so it can be concluded that there is a difference between the pretest value t and posttest grade X students, because t0 15.288> ttable 1.69913, Ha accepted and Ho rejected


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