PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MASALAH PADA MATA PELAJARAN PENDIDIKAN KEWARGANEGARAAN

2020 ◽  
Vol 6 (2) ◽  
pp. 217
Author(s):  
Roy Fikri Tinambunan ◽  
R Mursid ◽  
Hamonangan Tambunan

Abstrak: Tujuan penelitian adalah:  (1) mendeskripsikan  rancangan multimedia  interaktif, (2) mengetahui hasil pengembangan media pembelajaran interaktif dan (3) mengetahui efektivitas penggunaan pengembangan media pembelajaran interaktif terhadap hasil belajar PKn.  Jenis penelitian  ini  adalah penelitian pengembangan, dengan  model  ADDIE.  Penelitian ini melibatkan siswa kelas VIII 30  orang. Hasil  penelitian  menunjukkan:  (1)  rancang  bangun  media pembelajaran interaktif  berupa  flowchart  dan  storyboard  yang  digunakan  untuk  mengembangkan  sebuah  produk pengembangan  berupa  media  pembelajaran  interaktif.  (2)  kualitas  hasil  pengembangan multimedia interaktif   menurut  ahli materi  yaitu  sebesar  91% berada pada  kualifikasi  sangat  baik. Hasil evaluasi  ahli  desain  sebesar  87,66%  berada  pada  kualifikasi  sangat  baik.  Hasil  evaluasi  ahli  media sebesar 83,1% berada pada kualifikasi baik. Hasil uji perorangan sebesar 79% berada pada kualifikasi baik.  Hasil  uji  perorangan  sebesar  82,25%  berada  pada  kualifikas  sangat  baik.  Hasil  uji  kelompok sebesar  91,4% dan hasil uji lapangan sebesar 92,9% berada pada  kualifikasi  sangat  baik.  (3) berdasarkan hasil uji efektivitas  penghitungan hasil  belajar secara manual maka  terdapat  perbedaan  yang  signifikan  hasil  belajar  PKn  siswa  antara   sebelum  dan sesudah  menggunakan  multimedia  pembelajaran  interaktif.  Nilai  rata-rata  setelah  menggunakan media (90,5) lebih tinggi dibandingkan sebelum menggunakan media (62,40). Kata Kunci: media pembelajaran interaktif, masalah, pendidikan kewarganegaraan Abstract: The research objectives are: (1) describing interactive multimedia design, (2) knowing the results of the development of interactive learning media and (3) knowing the effectiveness of using interactive learning media development on Civics learning outcomes. This type of research is development research, with ADDIE models. This research involved 30th grade VIII students. The results showed: (1) design of interactive learning media in the form of flowcharts and storyboards that are used to develop a product of development in the form of interactive learning media. (2) the quality of the results of the development of interactive multimedia according to material experts that is equal to 91% is in very good qualifications. The design expert evaluation results of 87.66% are in very good qualifications. The results of the evaluation of media experts by 83.1% are in good qualifications. Individual test results of 79% are in good qualifications. Individual test results of 82.25% are in very good qualifications. Group test results of 91.4% and field test results of 92.9% are in very good qualifications. (3) based on the results of the effectiveness of manually counting learning outcomes test results there are significant differences in student Civics learning outcomes between before and after using interactive learning multimedia. The average value after using the media (90.5) is higher than before using the media (62.40). Keywords: interactive learning media, problems, citizenship education

2016 ◽  
Vol 3 (2) ◽  
pp. 237 ◽  
Author(s):  
Purwosiwi Pandansari ◽  
Abdul Gafur

Penelitian ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran yang interaktif untuk peserta didik jurusan busana SMK Negeri 1 Depok, (2) menentukan kelayakan produk  multimedia interaktif untuk peserta didik jurusan busana butik yang digunakan dalam pembelajaran desain busana, (3) menguji efektivitas multimedia interaktif untuk mata pelajaran mendesain busana. Penelitian ini adalah penelitian pengembangan (R&D) adaptasi model Alessi dan Trollip. Prosedur pengembangan meliputi tahap perencanaan, desain, dan pengembangan. Validasi oleh ahli media dan ahli materi untuk menguji produk dan mengeliminasi permasalahan prosedur, kesesuaiannya dengan tujuan, dan alur petunjuk penggunaan multimedia sesuai pembelajaran desain busana. Kelayakan mencapai skor 4,64 dengan kategori “sangat baik” untuk materi dan untuk media mencapai skor 4,16 dengan katagori “sangat baik” dan peserta didik dengan nilai rata-rata 4,54,  Multimedia interaktif pembelajaran desain busana untuk kelas XI SMK Negeri 1 Depok efektif memotivasi kreativitas yang dimiliki peserta didik diketahui dari hasil belajar sebelum menggunakan multimedia dengan rata-rata nilai 72,4 dan hasil belajar setelah menggunakan multimedia rata-rata nilai 86,2.Kata kunci: multimedia, desain busana DEVELOPING  INTERACTIVE LEARNING MULTIMEDIA FOR FASHION DESIGN AT SMKAbstractThis study aims to: (1) produce interactive learning multimedia which include design, material, display, and programming for students majoring in fashion SMK Negeri 1 Depok, (2) determine the feasibility of Interactive Multimedia covering aspects of the display, programming and material for Learners Department Clothing Boutique used in learning fashion design, and (3) Find out the effectiveness of Interactive Multimedia for learning fashion design. This type of research is research development (R & D)  adapted from Alessi and Trollip models. The development procedure includes the planning, design, and development. Validation was done by expert media and materials experts to examine the feasibility of multimedia products and eliminate the problems procedures, suitability to the purpose, and the flow of instructions for use in accordance with learning multimedia  for fashion design. The feasibility of achieving a score of 4.64 is in the "very good" category for the material and for the media reaches a score of 4.16 in the "very good" category and learners with an average value of 4.54. interactive learning multimedia fashion design for class XI SMK 1 Depok effectively motivates creativity of learners known from prior use of multimedia learning out comes with an average value of  72.4 and learning outcomes after using multimediathe average value 86.2.Keywords: multimedia, fashion design


2018 ◽  
Vol 2 (4) ◽  
pp. 105-109
Author(s):  
Hasnul Fikri ◽  
Ade Sri Madona ◽  
Yetty Morelent

Development of interactive multimedia is one solution to problem unsatisfactory Indonesian language learning outcomes. This research is a research and development, especially the development phase, namely a wide-scale tryout. From the data analysis, it's found that the media is very practical seen from the students and teachers' responses. The media are also very effective from two aspects, namely the students’ learning outcomes and the students’ activities. Thus, the developed media can be applied and disseminated for Indonesian language learning in 5th elementary schools.


2018 ◽  
Vol 1 (1) ◽  
pp. 271
Author(s):  
Lilis Retno Sundari ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstrak:: Penelitian ini bertujuan 1)mengembangkan multimedia interaktif menggunakan Adobe Flash CS3 Profesional untuk meningkatkan hasil belajar IPS Kelas 4 SD. 2) pengembangan multimedia interaktif menggunakan Adobe Flash CS3 Profesional dapat meningkatkan hasil belajar IPS Kelas 4 SD. Penelitian ini menggunakan jenis penelitian pengembangan dengan Model pengembangan ASSURE. Hasil validasi pakar materi 70% (tinggi) dan validasi pakar media 92% (sanggat tinggi). Kemudian Rata-rata nilai tahun 2017 dan tahun 2018 mengalami kenaikan  74 menjadi 81. Hasil uji T diperoleh taraf signifikansi α 0,017. Berdasarkan perolehan hasil belajar siswa setelah menggunakan multimedia interaktif lebih tinggi dari sebelum menggunakan multimedia interaktif. Abstrak:: This study aims to 1) develop interactive multimedia using Adobe Flash CS3 Professional to improve learning outcomes IPS Class 4 SD. 2) development of interactive multimedia using Adobe Flash CS3 Professional can improve learning result of IPS Class 4 SD. This study uses a type of development research with ASSURE development model. Expert material 70% (high) material validation and media experts validation 92% (high conformity). Then the average value of 2017 and 2018 increased 74 to 81. T test results obtained significance level α 0.017. Based on the acquisition of student learning outcomes after using interactive multimedia is higher than before using interactive multimedia.


2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Elfa Zarnita ◽  
Nike Anggraini

This study aims to determine the increase in activity and student learning outcomes in dance subjects through the Peer Tutor Method for students of SDN 05 Kota Bengkulu. The research was conducted in February 2019. The subjects in this study were class Va. The methods used in collecting data are observation, interview and documentation. This research is a classroom action research using 2 cycles. Each cycle consists of four stages, namely: planning, implementing actions, observing and reflecting and evaluating. The instruments used were observation sheets, research sheets, questionnaire, interview guidelines and field notes. The results showed that there was an increase in activity and student learning outcomes in class Va SDN 05 Bengkulu City. The increase in students can be seen from the increase in the quality of the learning process as shown by the increase in learning outcomes, enthusiasm and activeness of students when participating in learning. The improvement of the learning process is seen from an increase in the score and the average learning outcomes before and after the action is taken. The average value before the action was 46.18. In the first cycle the average increased to 65.78 and in the second cycle it increased to 82.65. The average increase has increased by 36.47 and fulfills the minimum passing grade (KKM) 75. From the results of this study, it is known that through the sebay tutor method, the activity and learning outcomes of SDN 05 Bengkulu City students in class Va. Keywords: Activities, Dance Learning Outcomes, Peer Tutors


2019 ◽  
Vol 9 (2) ◽  
pp. 70-77
Author(s):  
Imarsih Ninkeula ◽  
Y T Filindity ◽  
Y H Dulanlebit

Comparative study of learning media of mysterious card box with the media of snake ladder on the material of atomic structure to the result of study of class X student of SMA N 5 AMBON. The mysterious card learning media box is applied to the X class MIA1 and the ladder snake media in the X class of MIA3. From the results, the mysterious card learning media box can improve student learning outcomes, seen from the presentation of the achievement of the final test results obtained by the two classes, where the two classes have a presentation of different final result qualification ie qualification completed for class X-MIA1 which uses the mysterious card box learning medium is 100%, and no qualifying fails with an average rating of 85.68. But for the class X-MIA3 using the learning media of snake ladder with qualified thoroughly is 51.51% and qualification failed 48.49% with an average value of 72.95, therefore Mann Whitney test results using SPSS 20 obtained a significance value of 0.002 (> 0.05 ) thus H0 is rejected and H1 is received so it can be concluded that there are differences in student learning outcomes using the mysterious box learning media and learning media snake ladder


2020 ◽  
Vol 8 (2) ◽  
pp. 139
Author(s):  
Mastura Mastura

AbstractThis study aims to increase the participation and listening learning outcomes of class X IPA 3 SMAN 5 Enrekang students through whispering game techniques. Data obtained from preliminary observations, observations of each cycle of teacher activities, activities and student participation during the learning process, student test results, questionnaire results before and after the application of actions, and structured interview results of students. Data analysis for each round includes data reduction, data exposure, and data inference. The whispering game steps in the listening class are carried out with initial, core, and final learning. The results of this study can improve the learning atmosphere more interesting, lively, and entertaining because learning is centered on students and student participation increases from time to time. The learning outcomes of students' listening increased from the preliminary study to cycle 1, the average value of students became 57.78, in cycle 2 it became 65.83, and in cycle 3 it became 74.72.Keywords: listening, Learning Outcomes, Participation, Whispering Games


2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Sukamto ◽  
Asry Kusuma Wardani

<em>The purpose of this research is consider the effectivness of mathematic learning using lectora inspire based interactive CD in primary school. This research is a research and development with design ADDIE. The validity of he return products developed by votes validator media experts and material to obtain a valid criterion.  Products in the validation by experts and the media matter experts, and then tested. Sample test was grade 4  students of elementary school Tandang 01 Semarang.  Results of the media validation analysis experts the average percentage of media ideals, respectively for 68.00% and 89.58%. Results of the validation  analysis matter experts the average percentage of media ideals, respectively for 74.67% and 90.42%, and the response to all students in grade IV B of elementary school of Tandang  01 Semarang  by 87.64%. Based on the test results are known t­<sub>0</sub> t over t<sub>table </sub>(9.056&gt; 2.030). Differences in student learning outcomes before and after being treated was 59%. From the analysis, AMT interactive CD categorized as very good. So it can be applied in teaching.</em>


2017 ◽  
Vol 2 (2) ◽  
pp. 105
Author(s):  
Yeti Nurizzati

The Tadris English Department 2015/2016 consists of 4 classes, but only 2 classes (C and D) using the practicum method in Basic Statistics learning. Class C and D Department of Tadris English has different characteristics. Class C is more preferable to class D in learning. This is evident from the level of attendance and liveliness in the classroom. So the alleged that the results of learning will cause a difference. Therefore, this study was conducted to compare differences in learning outcomes Basic Statistics before and after using the practice method in the Department of Tadris English class C and D; as well as comparing the differences in learning outcomes Basic Statistics using the class practice method C and D. Both classes are experimental classes that are independent with the treatment given that the basic statistical learning with the practice method so that it includes the type of quantitative comparational research. Homogeneity test results of two homogeneous class with p_v>α. The result of t test of the correlated sample that derived from the comparison of UTS value with UAS of both classes has increased significantly with the value of p_v<α. The free sample t test results obtained that the learning outcomes of the two classes are significantly different for both UTS and UAS values p_v<α. Class C has an average value of UTS greater than class D; but on the contrary the average grade of UAS class D is bigger than class C. It can be said that class C is more master of manual calculation theory, while class D is more master of SPSS practice


Author(s):  
Dian Aprianty ◽  
Somakim Somakim ◽  
Ketang Wiyono

The use of interactive multimedia has a big influence in the world of education, especially mathematics learning. This development research aims to produce interactive multimedia product on learning rectangles and triangles for grade IV to facilitate and motivate students in understanding and mastering mathematical concepts. Media development uses the Alessi & Trollip development model which has three stages, namely planning, design, and development including alpha testing and product beta testing to determine its feasibility. Alpha test results, product that has been developed is declared valid after repairs are made to the product. The beta test results show that multimedia is declared practical after a product revision is made. The application of interactive multimedia that has been developed in learning has an impact on improving the learning outcomes of fourth-grade students of SDN 157 Palembang, namely 85.71 percent of students have reached the minimum completeness criteria with an N-gain average value of 0.65 with moderate criteria.Pemanfaatan multimedia interaktif memberikan pengaruh besar dalam dunia pendidikan khususnya pembelajaran matematika. Penelitian pengembangan ini bertujuan untuk menghasilkan produk multimedia interaktif pada pembelajaran persegi panjang dan segitiga untuk kelas IV guna mempermudah dan memotivasi peserta didik dalam memahami dan menguasai konsep matematika. Pengembangan media menggunakan model pengembangan Alessi & Trollip yang memiliki tiga tahapan yaitu perencanaan, desain dan pengembangan termasuk uji alpha dan uji beta produk untuk mengetahui kelayakannya. Hasil uji alpha, produk yang telah dikembangkan dinyatakan valid setelah dilakukan perbaikan terhadap produk. Hasil uji beta menunjukkan bahwa multimedia dinyatakan praktis setelah dilakukan revisi produk. Penerapan multimedia interaktif yang telah dikembangkan dalam pembelajaran berdampak terhadap peningkatan hasil belajar peserta didik kelas IV SDN 157 Palembang yaitu 85,71 persen peserta didik telah mencapai kriteria ketuntasan minimal dengan nilai rerata Ngain yaitu 0,65 dengan kriteria sedang.


2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


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