scholarly journals DEVELOPMENT OF MATHEMATICAL SNAKES AND LADDERS MEDIA TO IMPROVE ELEMENTARY STUDENTS' LEARNING OUTCOMES ON CIRCLE MATERIALS

Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.

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.


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.


BIODIK ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. 45-54
Author(s):  
Wendra Priatama ◽  
Afreni Hamidah ◽  
Evita Anggereini

The use of Biology learning media that students can use to study fish morphological characters is still small. This is due to the limited available learning media. One way to overcome this problem is to use learning resources in the form of an Android-based fish encyclopedia. The purpose of this study was to generate, determine the feasibility, and effectiveness of the use of the Android-based Encyclopedia of Fish Diversity in Lake Kerinci on student learning outcomes and conservation attitudes. The research method used is development with the ADDIE model (Analysis, Disgn, Development, Implementation, Evaluation). Encyclopedia of Fish Diversity in Lake Kerinci based on Android was validated by media experts with the final percentage acquisition of 96.2% for very good categories and material experts with a final percentage of 85.2% for very good categories. Thus the encyclopedia product is said to be feasible. This product was then tried out at SMAN 6 Kerinci, the trial was carried out on 2 biology subject teachers, a small group consisting of 9 students, in a large group consisting of 30 students. The test results on teachers get a percentage of 84.37%. The results of the trial in the small group get a percentage of 89.02% which is included in the very good category. In the large group trial, the percentage of 87.96% was included in the very good category. The use of an Android-based encyclopedia of fish diversity in Lake Kerinci effectively improves student learning outcomes. Abstrak. Penggunaan media pembelajaran Biologi yang dapat digunakan siswa untuk mempelajari karakter morfologi ikan masih sedikit. Hal ini dikarenakan terbatasnya media pembelajaran yang tersedia. Salah satu cara mengatasi permasalahan tersebut adalah dengan penggunaan sumber belajar berupa ensiklopedia ikan berbasis Android. Tujuan penelitian ini adalah untuk menghasilkan, mengetahui kelayakan, dan efektifitas penggunaan Ensiklopedia Keanekaragaman Ikan di Danau Kerinci berbasis Android terhadap hasil belajar dan sikap konservasi siswa. Metode penelitian yang digunakan adalah Pengembangan dengan model ADDIE (Analys, Disgn, Development, Implementation, Evaluation). Ensiklopedia Keanekaragaman Ikan di Danau Kerinci Berbasis Android divalidasi oleh ahli media dengan perolehan persentase akhir 96,2% kategori sangat baik dan ahli materi dengan persentase akhir 85,2% kategori sangat baik. Dengan demikian produk ensiklopedia dikatakan layak. Produk ini kemudian di ujicobakan di SMAN 6 Kerinci, ujicoba dilakukan pada 2 orang guru mata pelajaran biologi, kelompok kecil, terdiri dari 9 orang siswa, pada kelompok besar terdiri dari 30 orang siswa. Hasil ujicoba pada guru mendapatkan persentase 84,37%. Hasil ujicoba pada kelompok kecil mendapatkan persentase 89,02% yang termasuk kategori sangat baik. Pada ujicoba kelompok besar mendapatkan persentase 87,96% termasuk kategori sangat baik. Penggunaan ensiklopedia keanekaragaman ikan di danau Kerinci berbasis Android efektif meningkatkan hasil belajar siswa.


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.


Author(s):  
Ardina Ardina ◽  
Abdurahman Adisaputera ◽  
Sumarsih Sumarsih

This study aims to determine: (1) Describe the audio visual learning media based on genius learning which is effective for class X students of SMK Tritech Informatika Medan, (2) Describe the results of the development carried out on genius learning-based audio visual media for class X SMK Tritech Informatika students. Medan, (3) Describe the reasons for using audio-visual learning media based on genius learning in developing exposition text learning media. This research is a development research using the Borg & Gall model which aims to develop an audio-visual learning media based on genius learning that will be used as an exposition text learning medium. This learning media will be tested from material experts, design experts, media experts, Indonesian language teachers, and students of SMK Tritech Informatika Medan, consisting of 3 students in individual trials, 9 students in small group trials, and 25 students in field trials. The instrument used in this study was a questionnaire. (1) The results of validation by material experts with an average of 79% with good criteria, (2) validation results by media experts with an average of 80% with good criteria, (3) validation by instructional media design experts with an average of 82 % with very good criteria, (4) the response of Indonesian language teachers with an average of 86% with very good criteria, (5) the acquisition of individual trial results with an average of 78.5% with good criteria, (6) The acquisition of trial results small group with an average of 79% with good criteria, (7) Acquisition of field trial results with an average of 83.54% with very good criteria, (8) Student learning outcomes before using audio-visual learning media based on genius learning were 66.2 and after using audio-visual learning media based on genius learning with an average score of 78 in the good category. The difference obtained is 11.8. This proves that the genius learning-based audio-visual learning media developed can improve student learning outcomes, thus, this genius-based audio-visual learning media is effectively used in learning exposition text.


This article aims to explain the practicality and effectiveness of interactive multimedia in Indonesian language learning at class V of elementary school. This research is an R&D conducted in four stages, namely define, design, develop, and disseminate. This article is prepared based on the development stage, i.e. a large scale try out. The respondents are 5 teachers and 130 students of 5 elementary schools in Padang Timur, Padang, Sumatera Barat, Indonesia. The data are the students’ and teachers’ response towards a questionnaire, scores of students’ learning outcomes, and recordings of the students’ activities during learning process. The teachers’ and students’ responses to the questionnaires and student learning outcomes were analyzed quantitatively, while the recordings of students’ activities were analyzed qualitatively. The result of the research shows that, firstly, the media are practical because the average score of the teachers’ responses is 4.58 and students’ responses is 4.53 on a scale of 1 to 5. Secondly, the media are effective to use because the student were learning seriously and enthusiastically by using this media, and the average of student learning outcomes is 87.20 on a scale of 1 to 100. Thus, the developed media can be applied and disseminated for Indonesian language learning in 5th elementary schools.


BIO-PEDAGOGI ◽  
2018 ◽  
Vol 7 (2) ◽  
pp. 50
Author(s):  
Mariana Wasti Enggelina Banu ◽  
Lilik Mawartiningsih

<p class="5abstrak">Education is the most important in human life especially with the development of science and technology as a supporter in education. The main problem faced by the world of education is the low level of student learning outcomes. Based on the results of field observations obtained data, that the average score achieved in grade VIII students less than KKM. So need to do research by using blended learning model. This study aims to determine the effect of blended learning model of learning outcomes of students of SMP Negeri I Brondong academic year 2017/2018. This research belongs to Quasi experimental research by using pretest-post test. The instruments used in this study are pretest and posttest test. The data obtained from this research is then analyzed using t-test. Based on the results of research on the effect of learning model of blended learning through the media of image on the students of class VIII SMPN I Brondong Lamongan Year 2017/2018 that is the influence of learning model blended learning through the media images of student learning outcomes on the subject of excretory system. The result of the research shows that there are significant differences in the results of the class biology study which are studied using the conventional model and the class that is taught using the blended learning model through the media of the picture in the VIII students of SMP Negeri I Brondong. The result of data analysis of student learning result showed that the average value of cognitive domain of experimental class is 76.2 while control class is 72,4%. From the analysis of data can be concluded the average value of the experimental class is higher than the control class. It is there influence the learning model blended learning through the media images of student learning outcomes.</p><p class="5abstrak"> </p>


2020 ◽  
Vol 5 (2) ◽  
pp. 80-90
Author(s):  
Yoki Afriandy Rangkuti ◽  
Nona Novita ◽  
Eko Purnomo ◽  
Rizkei Kurniawan

Mawashi Geri Jodan kick is one of the kicks that is often taken when competing with a score of 3 points (ipon). Mawashi Geri Jodan has a side-to-top kick towards the head from the side, how to do a mawashi geri jodan kick by lifting his straight leg up and aimed at the side target of the head. When practicing the Mawashi Geri kick, the athlete feels bored and lacks enthusiasm due to the lack of variation in the training provided by the coach. The purpose of this study was to determine the effectiveness of the variation of Geri Jodan's mawashi kick training and to determine the accuracy of the kicks in the training variations developed for kumite athletes. The method used in this research is the research and development method or Research and Development (R&D) by conducting trials in small groups and large group trials. The development of this variation of the mawashi geri jodan kick training exercise has been effective because the products offered have passed the product validation stage carried out by experts and phase I product trials have been carried out with an average value of 65.47% in the "Eligible" category. II with an average score of 85% in the "Very Appropriate" category. The accuracy of the kick training variations of the mawashi geri jodan kick in the small group trial was in the "Fair" and "Good" categories. And in the large group trial it fell into the "Good" and "Very Good" categories.


2021 ◽  
Vol 4 (2) ◽  
pp. 99-103
Author(s):  
Benny Angga Permadi

The aims of research and development included: 1) Design a magazine model development of teaching materials on the kid magazines model of thaharah material in class I Public Islamic Elementary School 2 Mojokerto. 2) Explain the feasibility of development of teaching materials on the kid magazines model of thaharah material as Instructional materials in class I Public Islamic Elementary School 2 Mojokerto. 3 ) Describe how much the increase of effectiveness of learning in teaching materials developed and applied magazine Instructional materials of Kid Magazines Model of Thaharah Material in class I Public Islamic Elementary School 2 Mojokerto. This type of research was research and development. The resulting product was Kid Magazines Model of Thaharah Material for students of class I Public Islamic Elementary School 2 Mojokerto. The model of development used the development model of Borg & Gall. The results of the development of teaching materials met valid criteria with the results of expert validation of material reached 90.91%, the validation results of design experts reached 89.28%, the results of teacher assessment reached 92.86%, small group trial reached 92.5%, and the test field experiment reached 90.83%. The average score of student learning outcomes of control class reached 87.22 and experimental class reached 78.51. On the results of the t-test using SPSS 16 with a significance level of 0.05 was obtained results tcount> ttable namely 3921> 2:00 meant that H0 was rejected and Ha. This showed that the teaching materials developed effective in improving the effectiveness of student learning outcomes in class I Public Islamic Elementary School 2 Mojokerto. 


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.


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