scholarly journals Developing Digital Media E-Calf As Self-Directed Learning Media For The Fifth Grade Students At Sd Lab Undiksha Singaraja

2018 ◽  
Vol 2 (3) ◽  
pp. 294
Author(s):  
I.M.A. Gunottama ◽  
G.A.P Suprianti

This research aimed to develop digital game ‘e-CALF’ as a self-directed learning media in teaching English for fifth-grade students of elementary school. The subject of this research was thirty eight of fifth-grade students in SD Lab UNDIKSHA Singaraja at even semester academic year 2017/2018. This research classified as ‘Research and Development’ (R&D) in which it was adapting the five procedures of ADDIE model by Romiszowski (1996) in Tegeh, Jampel, and Pujawan (2014). Since this research was adapting the ADDIE model, the procedures used were limited until ADD only. The three procedures consist of Analyze, Design, and Development. In conducting the procedures, some instruments were used to operate this research. There interview guide, observation sheet, expert judgment rubric, item of questionnaire, and researcher diary. At the end of this research, there was a prototype product called e-CALF media which was in a form of a digital game. The result of this research is one e-CALF media that was developed based on syllabus competences, syllabus analysis, and also characteristics of media developed based on four topics which are public places, things and transportation, family tree, and describing people. Each topic consists of three types of questions which are vocabulary lists; fill in the blank, and comprehension. In the term of quality, based on the result of expert judgment it was found that e-CALF media was categorized as an excellent media. Furthermore, this media was proper to use for teaching English for fifth-grade students of elementary school

2018 ◽  
Vol 2 (3) ◽  
pp. 280
Author(s):  
Ida Ayu Sri Mahadewi ◽  
I. A. N. W. S. Mahayanti ◽  
I. A. M. I. Utami

This study aimed at developing e – CALF as self directed – learning media for teaching English for third grade students of elementary school. This study was conducted at SD LAB UNDIKSHA Singaraja, in which the subjects of this study were the third grade students in III class. This study used ADDIE model. Since it is still a prototype media, there were only three procedure used namely Analysis, Design, and Develop. The data were collected by using observation sheet, teacher’s interview guide, students’ questionnaire, expert judgment rubric and syllabus analysis. The result of this research is a digital game media named e – CALF as self – directed learning media in form of application.  The digital game of e – CALF consists of four topics namely part of body, days, school environment, and animals. To know the quality of the digital media, the result from expert judgments rubric was used. Based on the result of expert judgment rubric, it is find that the digital media of e – CALF is categorized as excellent digital game and also proper to use for learning English for third grade students.


2018 ◽  
Vol 2 (3) ◽  
pp. 285
Author(s):  
Yuda I. W. A. K.

This research aimed to develop digital game e-CALF as self-directed learning media. The subject of this research was 23 students (30%) of first grade students at SD Lab UNDIKSHA Singaraja. The design of this research adapted to research and development ADDIE model proposed by Romiszowski (1996). Since, it was still a prototype product, there were only three procedures used namely Analyze, Design and Development. In collecting the data, some instruments were used to conduct this research. There were observation sheet, teacher’s interview guide, expert judgment rubrics, students’ questionnaire, and syllabus analysis. In the end of this research, there was a prototype product named e-CALF as self-directed learning media in form of application. The result of this research is digital game that is developed based on syllabus analysis and the students’ needs. It is developed based on four topics namely; family, things in the classroom, fruits, and vegetables. Each topic consists of six sheets; there are two sheets about the vocabulary, two sheets about filling the blank text, and two sheets about comprehension text with the questions. Based on the result of expert judgment rubrics, it is found that e-CALF is categorized as excellent media. Thus, this prototype product is proper to use for learning English for first grade students


2020 ◽  
Vol 25 (1) ◽  
pp. 33
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Dwi Agus Kurniawan ◽  
Qalbi Shanaz Anandari

This research develops e-module teaching materials by using a digitalized book application based on ethno constructivism and also discerns students' responses to the e-modules. We employed the ADDIE model (Analysis, Design, Develop, Implement, and Evaluate) to create the books. The ADDIE model consists of five steps, namely (1) introduction, (2) planning, (3) development, (4) implementation, and (5) evaluation. The subjects of this study were 21 fifth-grade students of elementary schools 112/I. The re-sults of this study captured that the product was favored by most of the students with percentages of interest (72.73%), motivation (77.27%), and perception (63.6%).


2017 ◽  
Vol 1 (2) ◽  
pp. 123
Author(s):  
Sri Yuliani

The aim of this study was to find out whether it was effective or not to teach English vocabulary by using guessing game to the fifth grade students of Elementary school 117 Palembang. The population of this study was all the students of elementary school 117 Palembang in the academic year of 2016/2017 with the total number of students was 205. Meanwhile, the sample of the study was taken convenience sampling method. There were 40 students who were classified as the control group and 40 students who were classified as experimental group. The method of the study was quasi experimental method. In collecting the data, the researcher gave a test. In analyzing the data, the researcher used student’s individual score, conversion score range, and t-test. Based on findings, independent sample t-test indicated that value of t-obtained was 5.046 at significant level p>0.005 for two-tailed test t-table is 1.9908. It was concluded that Ho was rejected and Ha was accepted. It is clear that teaching English vocabulary by using guessing game was effective to the fifth grade students of Elementary school 117 Palembang.


2019 ◽  
Vol 8 (1) ◽  
pp. 65
Author(s):  
Ni Wayan Surya Mahayanti ◽  
Suprianti G.A.P. ◽  
I.A.M.I. Utami ◽  
I.P.I. Kusuma

The study aimed at developing a prototype digital game e-CALF (electronic version of Contextual Attractive Logical and Fun) as self-directed learning media for elementary school students. The research was conducted in SD Lab Singaraja in which the subjects of the study were one class representative in each grade of the students. The design of this research was adapted from ADDIE Model. The data was gained by using interview guide, observation sheet, questionnaire and expert judgment rubric. Since it was found that almost 90% of students in SD Lab Undiksha have their own smartphone, it is a need to design digital media which can facilitate them doing self-directed learning at home. As the result, e-CALF is designed, developed, and revised and at the end of this study, the e-CALF can be categorized as an excellent media. The score of the material given by the first, second, and third judges are 110, 110.5, and 111. Those scores are in a range of X ≥ 103.5 which is categorized as an excellent content. From media expert, the accumulation score gained is 148. The score is in a range of X ≥ 139.5 which is also categorized as an excellent media.


2019 ◽  
Vol 7 (2) ◽  
pp. 70
Author(s):  
Abdullah Farih ◽  
Wahyu Maulidah

The research aims at developing vocabulary materials based on Word Bubble Games for the students of Elementary School students’. The main purpose of this study is to help the English teachers to create fun activities in teaching English by introducing traditional Word Bubble games to the students. To reach the purpose of the study, the researcher employed Research and Development method (R&D) and adapted ADDIE’ model. The researcher used three instruments to obtain the data such as interview, questionnaires and observation. The obtained data will be classified based on the instrument used. To show the results, the researcher explained them in quantitative and qualitative approach. The results show that most of fifth grade students of MI Fathul Huda give a good response toward the developed games. In addition, the experts gave an excellent judgment to the developed materials. After finishing all the stages, the researcher finally provided prototype product. The prototype product is a handbook for the teachers to teach vocabulary. The book entitled “Gladhi English” which comprises of six lessons and ten games which have been modified in order to be applicable in teaching vocabulary. Key words: Word Bubble Games, Teaching Vocabulary


2020 ◽  
Vol 4 (2) ◽  
pp. 110
Author(s):  
Megawati N.M.S ◽  
Utami I.G.A.L.P

The use of technology media for teaching young learners was really needed. In daily teaching, teacher rarely use the technology based on media. This happened because it was quite difficult to find the media which was appropriate with the syllabus. Therefore, the aim of this research was to develop PowToon Animation Video on fifth grade students of SD N 3 Banjar Jawa. This research used Design and Development as the method with ADDIE model as the research procedures. This research answered the research questions related to the development of the product. Some steps were conducted to develop the product. In developing the product, it needed analysis, designed the blueprint, asked for expert judgments before the product was developed, evaluated and revised the product. The result of this research was categorized as the best media based on the expert judgment rubrics. So it could be said that PowToon media was effective applied in elementary school, this would directly able to enrich the existing media technology in learning English.


2017 ◽  
Vol 1 (2) ◽  
pp. 71-81
Author(s):  
Tustiyana Windiyani

ABSTRACTThe research is an action research aiming at improving the learning output of social science using cooperative learning model of Numbered Head Together. The subjects of the research are the fifth grade students of Sekolah Dasar Negeri Batu Kembar in the even semester, the year of 2015/ 2016 with the number of students of 21 consisting of 12 boys and 9 girls. The research used cycling procedure containing four steps of planning, doing, observing, and reflecting. The action research is done in two cycles. Each cycle is conducted in one meeting. After the implementation of Numbered Head Together, the learning output of students social science improves from the first to the second cycle. The result shows that the average score in the first cycle is 65, and the learning completion is 50.00%, while in the second cycle, the average score is 74 and the learning completion is 85.00%. The learning process score in the first cycle is 75.75%, and it improves in the second cycle to be 90.00%. The result of students behavior observation shows improvement of students discipline, cooperation, bravery which in the first cycle is 80.50% and it improves in the second cycle to be 85.50%. Therefore it can be inferred that the implementation of the cooperative learning model of Numbered Head Together is able to improve the learning output of the fifth grade students social science in an elementary school. Keywords: Learning Output, Social Science, Numbered Head Together.ABSTRAKPenelitian ini merupakan penelitian tindakan kelas yang bertujuan untuk meningkatkan hasil belajar mata pelajaran Ilmu Pengetahuan Sosial melalui penerapan model pembelajaran kooperatif Numbered Head Together. Subjek penelitian ini adalah siswa Sekolah Dasar Negeri Batu Kembar kelas V semester genap tahun pelajaran 2015/ 2016 dengan jumlah siswa sebanyak 21 siswa, terdiri dari 12 siswa laki-laki dan 9 siswi perempuan. Prosedur penelitian dilaksanakan bersiklus yang terdiri dari empat tahap, yaitu: perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Pelaksanaan tindakan kelas ini dilakukan dalam dua siklus. Setiap siklus dilaksanakan satu kali pertemuan, setelah diterapkan model pembelajaran Numbered Head Together hasil belajar Ilmu Pengetahuan Sosial siswa meningkat dari siklus pertama ke siklus kedua. Hasil penelitian menunjukkan bahwa nilai rata-rata hasil belajar pada siklus I memperoleh nilai 65, dengan ketuntasan hasil belajar sebesar 50,00%, sedangkan siklus II memperoleh nilai rata-rata 74 dengan ketuntasan belajar 85,00%. Begitu pula dengan penilaian pelaksanaan pembelajaran pada siklus I sebesar 75,75%, meningkat pada siklus II sebesar 90,00%. Sedangkan hasil observasi perilaku siswa menunjukkan adanya peningkatan pada sikap berupa disiplin, kerja sama dan keberanian yang diperoleh pada siklus I dengan persentase sebesar 80,50% dan meningkat pada siklus II sebesar 85,50%. Dari hasil penelitian dapat disimpulkan bahwa Penerapan Model Pembelajaran Kooperatif Numbered Head Together dapat Meningkatkan Hasil Belajar Pada Mata Pelajaran Ilmu Pengetahuan Sosial di kelas V Sekolah Dasar.Kata Kunci: Hasil Belajar, Ilmu Pengetahuan Sosial, Numbered Head Together.


2018 ◽  
Vol 2 (3) ◽  
pp. 336
Author(s):  
Ni Pt Rasni Karwati ◽  
Km Ngurah Wiyasa ◽  
I Kt Ardana

This research aims to determine the significance of the difference in science learning results between the group of fifth-grade students in Gugus I Elementary Schools, North Kuta District, in the school year of 2017/2018, that take lessons with the multimedia-assisted probing-prompting learning model and the group of students that take lessons with the conventional learning. The design of this research is a quasi-experimental research with the nonequivalent control group design. The population of this research are all the fifth-grade students of Gugus I Elementary Schools in North Kuta District that still implement the KTSP, which consists of 10 classes with a total of 339 students. The sampling is conducted using the random sampling technique. The sample in this research are the students of class VB in SD (Elementary School) No.7 Dalung, with 36 students as the experiment group and the students of class VB in SD No.4 Dalung with 28 students as the control group. The data collection is conducted using the test method in the form of the multiple choice objective test. The science learning results are analyzed using the t-test. Based on the average the experiment groups =80,89 > the control group =72,85, which means that the multimedia-assisted probing-prompting learning model has an influence on the science learning result. Based on the hypothesis test, tvalues =4,517> ttable =2,000, with dk=62 and a significance level of 5%. Based on the test criteria, H0 is rejected and Ha is accepted. Thus, it can be interpreted there is a significant difference the science learning result between the group of students that were taught using the multimedia-assisted probing-prompting learning model and the students that were taught using the conventional learning. It can be concluded that the the multimedia-assisted probing-prompting learning model has an influence on the science learning result of the fifth-grade students in Gugus I Elementary School, North Kuta District, in the school year of 2017/2018. Keywords : probing prompting, multimedia, science learning result


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