scholarly journals PENGEMBANGAN MEDIA INTERAKTIF BERBASIS KOMPUTER PADA PEMBELAJARAN TEMATIK KELAS V SEKOLAH DASAR

Author(s):  
Siti Namiroh

The purpose of this study is to produce multimedia product that is useful for use in the learning process and can improve student learning outcomes. This study uses the Dick and Carey research and development methodology. The research instruments used in this study were interviews, questionnaires, and observations. The product feasibility is carried out by media experts, material experts and students. The results obtained from experts and students showed that the media developed showed feasibility as a learning medium.

2020 ◽  
Vol 3 (2) ◽  
pp. 75
Author(s):  
Helman Helman

This research was a classroom action research (CAR) carried out to improve the learning process with the steps of planning, implement, observing, and reflecting. This research was carried out in mathematics by utilizing the media of crime tests on integer count material. The formulation of the problem in this research were: (1) Can the media of crime be able to improve mathematics learning outcomes in integer counts ?; (2) What are the learning outcomes of each cycle by utilizing the learning outcomes of students ?. The results of the study showed that the use of stikrim media in mathematics learning integer count material could improve student learning outcomes. The results of the first cycle test were obtained by six students or 60% complete, and four students or 40% incomplete. Then the results of the second cycle test showed nine students or 91% complete and three students or 10% not complete. The increase occured in students who have reached 88% of students have completed and exceeds 75% indicators of success, and it is stated that the improvement of this learning has been successful.


2018 ◽  
Vol 1 (1) ◽  
pp. 10-17
Author(s):  
Tiurida Intika

Media booklet dapat dijadikan sumber belajar karena bentuknya sederhana serta menyediakan data akurat yang dapat membantu siswa memahami konsep materi. Tujuan pengembangan adalah untuk mengetahui pentingnya cara pengembangan serta efektivitasnya. Penelitian ini merupakan penelitian Research and Development (RD) yang dilakukan mengacu pada teori Borg dan Gall. Data yang diambil adalah kebutuhan pengembangan booklet, kelayakan booklet, tanggapan siswa mengenai kelayakan booklet dan hasil belajar siswa melalui media booklet. Hasil penelitian menunjukkan bahwa guru dan siswa memberikan tanggapan positif terhadap penggunaan booklet. Terlihat pada penilaian validasi produk booklet dari pakar materi dan media yang memperoleh skor rata-rata 3,28 dengan kriteria sangat baik atau layak digunakan. Siswa memberikan tanggapan dan respon positif sangat baik dengan memperoleh skor rata-rata sebesar 9,26%. Sedangkan ketuntasan hasil belajar siswa dengan ≥75 pada uji coba pemakaian 84,5%. Berdasarkan hasil penelitian dapat disimpulkan bahwa media booklet science for kids booklet efektif dan layak digunakan untuk meningkatkan hasil belajar siswa dan dikembangkan berdasarakan kebutuhan guru dan siswa.  Media booklet can be used as a source of learning because it is simple and provides accurate data that can help students understand the concept of the material. The purpose of development is to know the importance of development and its effectiveness. This research is a Research and Development (R D) research which is done referring to Borg and Gall theory. The data taken is the need of booklet development, booklet feasibility, student responses about booklet feasibility and student learning outcomes through booklet media. The results showed that teachers and students responded positively to the use of booklets. Seen on the validation assessment of product booklets from material and media experts who scored an average of 3.28 with criteria very good or feasible to use. Students responded positively very well with an average score of 9.26%. While the completeness of student learning outcomes with ≥75 on the trial use 84.5%. Based on the results of the study can be concluded that the media booklet science for kids booklet effective and worthy used to improve student learning outcomes and developed based on the needs of teachers and students. Media booklet can be used as a source of learning because it is simple and provides accurate data that can help students understand the concept of the material. The purpose of development is to know the importance of development and its effectiveness. This research is a Research and Development (R D) research which is done referring to Borg and Gall theory. The data taken is the need of booklet development, booklet feasibility, student responses about booklet feasibility and student learning outcomes through booklet media. The results showed that teachers and students responded positively to the use of booklets. Seen on the validation assessment of product booklets from material and media experts who scored an average of 3.28 with criteria very good or feasible to use. Students responded positively very well with an average score of 9.26%. While the completeness of student learning outcomes with ≥75 on the trial use 84.5%. Based on the results of the study can be concluded that the media booklet science for kids booklet effective and worthy used to improve student learning outcomes and developed based on the needs of teachers and students.


2020 ◽  
Vol 8 (1) ◽  
Author(s):  
Nurfajriyanti Nurfajriyanti.

In accordance with the demands of the development of technology and information teachers are required to innovate in learning, one of them teachers should master the various uses of media in learning. The problems examined in this study are how the activities of teachers and students in the use of media variations and whether the use of media variations in Civics material can improve student learning outcomes in class IV MIN Adan Beureunuen. This study aims to see the activities of teachers and students in using media variations on the Civics material to improve student learning outcomes in class IV MIN Adan Beureunuen. The approach used in this study is qualitative with a type of classroom action research (CAR). Data collection is done by observation and tests. Observations were made to see the use of variations in the media in the learning process, while the test to see student learning outcomes. Furthermore, all data is processed using a percentage formula. The results of the first cycle showed that there were still many shortcomings. Both in terms of the media, teachers, and student activities. So the learning outcomes of students in the first cycle under the KKM. So it continues in the next cycle. In cycle II shows that there are better changes in the media, teacher activities, and students. So that student learning outcomes increase. In the first cycle the teacher's activity reached 90% with a very good category, but in the second cycle it had increased to 96% with a very good category too. In the first cycle the activity of students reached 66% in the good category, but in the second cycle it had increased to 79% in the very good category. Likewise in cycle 1 learning outcomes 52% of students are complete and in cycle II it increases to 79% which is complete. This means that the use of media variations can improve student learning outcomes in grade IV MIN Adan Beureunuen.


2016 ◽  
Vol 13 (1) ◽  
Author(s):  
Suripno Suripno

This study was aimed at: 1) producing an appropriate learning multimedia for agrarian laws in terms of the material and presentation aspects student responses, and 2) investigate the effectiveness of the developed multimedia to develop student learning outcomes. This was a research and development study. The results of the study were as follows. 1) Regarding the developed learning multimedia product: a) it had good quality in terms of the material aspect with a mean score of 4.10; b) it had good quality in terms of the presentation aspect with a mean score of 4.07; and c) the students’ responses to the media attractiveness showed that the multimedia was attractive with a mean score of 3.82. 2) The effectiveness of the use of the developed learning multimedia to improve learning outcomes was indicated by the fact that: a) there was a score improvement (30.16%) from a mean score of 51.50 in the pre-test to 73.75 in the post-test; and b) there was an improvement in mastery by 60% among 20 students, from five students (25%) attaining mastery in the pretest to 17 students (85%) attaining mastery in the posttest. Therefore, the multimedia for Agrarian Laws learning is appropriate to apply.


JURNAL RANDAI ◽  
2021 ◽  
Vol 1 (2) ◽  
pp. 79-96
Author(s):  
Wardiah

Low activity, student creativity in the learning process can result in the teaching and learning process being less than optimal so that the material presented is incomplete according to the expected completeness criteria. From the results of observations and discussions with the history subject teacher, information is obtained that the learning system has not fully involved students as the subject of learning consequently the final result to be achieved, namely individual and classical learning completeness with KKM (minimum completeness criteria) has not been achieved. One of the efforts made to improve the process and student learning outcomes, a learning method is used that makes it easier for students to compile and understand information or the content of the lesson text in increasing understanding of social studies subject matter so that learning outcomes are expected to increase, through the use of the SQ3R method. Based on the background of the problem, the formulation of the problem in this study is: "How are the students' learning outcomes increased through the SQ3R method in history learning for students of XII SMA Negeri 1 Tembilahan Hulu Indragiri Hilir? "The purpose of this study is to determine the activities of teachers and students as well as the improvement of student learning outcomes in history subjects through the SQ3R method for class XI SMAN 1 Kateman Indragiri Hilir. The conclusion of this study is that the student learning outcomes, before CAR the average daily test was 64.3, after the CAR based on the daily test cycle I increased to 81.8 and was included in the good category. In the second cycle of daily tests, it increased again to 92.8 and was included in the very good category. Thus, the use of the SQ3R method can improve student learning outcomes in history learning for class XII at SMAN 1 Tembilahan Hulu, Indragiri Hilir Regency


2020 ◽  
Vol 3 (1) ◽  
pp. 54-61
Author(s):  
Royhatul Jannah ◽  
Jun Surjanti ◽  
Riza Yonisa Kurniawan

The purpose of this paper is to improve student learning outcomes. This study is a Research and Development (R&D) using the 4D model Thiagarajan which includes stages Define, Design, Develop, and Disseminate but the Disseminate stage is not carried out. The findings showed that the feasibility of the material, language, evaluation, and graphics of 87%, 85%, 85%, 87% with a very decent category. The average N-gain score got a score of 0.6 categorized as moderate and classical completeness of student learning outcomes is 90%. While the results of the responses of students get an average percentage of 90,4% categorized as very feasible. Improved learning outcomes can be obtained using MMPII worksheets which include metacognitive features namely planning, monitoring, and evaluating. This study uses limited trials that were conducted on 20 students of XI IPS class Kanjeng Sepuh Senior High School.


2020 ◽  
Vol 12 (1) ◽  
pp. 33-47
Author(s):  
Pi’i Susanto

Abstract This research is aligned with the wishes of researchers to: 1) Develop a Cerber Method (Continuous Story) to increase the activities of students of Social Sciences Subjects in Class IX A Students of SMP Negeri 1 Sekaran 2018/2019 Academic Year. (2) Knowing the Cerber Method (Continuous Story) can improve Student Learning Outcomes Achievement in Social Studies Subjects in Class IX A Students of SMP Negeri 1 Sekaran 2018/2019 Academic Year. The activeness of students in asking from 30.43% in cycle 1 to 91.30% in cycle 2. The activeness of students in answering the original question 26.09% in cycle 1 to 86.96% in cycle 2. The activeness of students in expressing their original opinion was 30.43% in cycle 1 became 78.26% in cycle 2, so did the percentage of mastery learning 78.26% to 95.65% in cycle 2, the average grade of grade IX A was 75.00 in cycle 1 being the average grade of grade IX A was 94, 00 in cycle 2. The activeness of students also seems to be very enthusiastic in completing assignments given to students showing improvement from cycle I to Cycle II. From the results of interviews with students about the learning process that has been going on, the results are the same as in cycle 1, where all students express very happy. Thus, after analyzing the results of the second cycle, it was decided not to proceed to the next cycle because this research was considered complete. From the results of the analysis of the learning process carried out in cycle 1 and cycle 2 it can be concluded that the Cerber Method (Continuous Story) can increase the activity of Social Studies Subjects in Class IX A Students of SMP Negeri 1 Sekaran 2018/2019 Academic Year. The Cerber Method (Continuous Story) can also improve the Achievement of Student Learning Outcomes in Social Studies Subjects in Class IX A Students of SMP Negeri 1 Sekaran 2018/2019 Academic Year.


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2018 ◽  
Vol 8 (3) ◽  
pp. 293-301
Author(s):  
Hana Septina Kristanti

This study aims to improve communication skills and learning outcomes of Civics in Grade 6 students of SDN Dukuh 03 Salatiga with the application of the Talking Stick assisted h slideshow. This type of research is classroom action research. The location (setting) in this study is grade 6 SDN Dukuh 03 Salatiga. The subjects of the study were 28 students in 6th grade. The object of this research is communication skills and Civics learning outcomes. This research was carried out in 2 cycles. This study was declared successful if the average achievement of indicators of communication skills and classical completeness of student learning outcomes in the good category (60% -75%), very good (76% -99%), or special (100%). The results of the study show that the implementation of the slideshow-assisted Talking Stick in the Civics learning process can improve communication skills and Civics learning outcomes. The communication skills have increased by 23.8% from pre-cycle to cycle 1 meeting 1. Cycle 1 meeting 2 increased 8.34% from cycle 1 meeting 1. Students' communication skills increased from cycle 1 meeting 2 to cycle 2 meeting 1 by 6.75%. Increased again by 7.93% from cycle 2 meeting 1 to cycle 2 meeting 2. Increased student communication skills proved to be able to improve student learning outcomes in Civics learning. In the pre cycle, only 13 students (46.43%) were completed, the remaining 15 students (53.57%) were not completed. In cycle 1, there were 16 students (57.14%) completed, while 12 students (42.86%) were not completed. After the cycle 2 action was carried out, as many as 22 students (78.57%) were completed and 6 students (21.43%) were not completed.


2017 ◽  
Vol 5 (2) ◽  
pp. 213 ◽  
Author(s):  
Saminan Saminan ◽  
Nafilah Risa ◽  
Tarmizi Hamid

The low outcomes of studying physics by student at MTsN Tungkob can be influenced by several factors. One of this factor is the implementation of the method or model of learning is not suitable with the submitted materials by teachers.This study aims to find out the activities of teachers and students, the skills of teachers in managing the learning, student learning outcomes and student responses to the use of ARIAS learning model which integrated by constructivist theory of learning process. The results showed improvement of the activities both teachers and students, increasing the skills of teachers in managing the learning, and improving students’ learning outcomes. Students' response to the use of ARIAS learning model integrated by constructivist theory tend to be positive. From this study it can be concluded that the implementation of ARIAS learning model integrated by constructivist theory can improve student learning outcomes on the topic of Aircraft Simple.


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