scholarly journals ANALYSIS OF SHORT STORY WRITING SKILL BY USING INTERACTIVE MULTIMEDIA BASED ON THE RELIGIOUS CHARACTER OF STUDENTS PRIMARY SCHOOL GRADE 6

2019 ◽  
Vol 8 (2) ◽  
pp. 90
Author(s):  
Cerianing Putri Pratiwi ◽  
Fauzatul Ma’rufah Rohmanurmeta

Interactive multimedia here is a learning medium that combines text, amber, audio. Interactive multimedia based on religious characters here is an interactive multimedia which contains the value of religious characters. The purpose of this study is to determine the ability to write short stories using interactive multimedia based on religious characters of grade 6 elementary school students. This research was a qualitative descriptive study. Verbal data in this study are the results of recording short story writing using interactive multimedia based on religious characters and nonverbal data, namely the value of the evaluation results of the ability to write short stories of grade 6 students using interactive multimedia based on religious characters. Subjects in this study were students of grade 6 Kawedanan 2 State Elementary School, totaling 39 people. This study uses data collection techniques, namely (a) observation, (b) interviews, and (c) tests. Data in this study will be analyzed with interactive data analysis techniques, namely data reduction, data presentation, and conclusion drawing. Based on the results of the evaluation given, students' short story writing skills are good. All students have achieved the Minimum Completion Criteria that has been set, namely 75. In learning to write short stories, the average grade is 82.18% of the total 39 students. The lowest value is 75 and the highest value is 90.

Author(s):  
Cerianing Putri Pratiwi ◽  
Fauzatul Ma’rufah Rohmanurmeta

<p><em>The purpose of this study is to find out the application of character-based interactive multimedia in learning to write short stories for primary school grade 6. The type of this research is qualitative descriptive. This study has verbal data, namely the results of recording character-based interactive multimedia implementation activities on learning to write short stories for primary school grade 6. Nonverbal data in this study is the value of the evaluation of students' short story writing skills. Subjects in this study were teachers and students of grade 6 primary school. This study uses data collection techniques, namely (a) observation, (b) interviews, and (c) tests, (d) documentation. The technique used to analyze data analysis data is interactive data analysis techniques. There are three stages (a) data reduction, (b) data presentation, and (c) conclusion. The application of character-based interactive multimedia has been implemented in accordance with the plans that have been made by the teacher as outlined in the Learning Implementation Plan. Based on the results of the evaluations that have been given, the short story writing skills of primary school grade 6 are good enough. This was seen in the average writing value of 78.3% of 15 students. There were 5 students who received a score of 70. There were 5 students who scored 80, while the other 5 students got a score of 85. Minimum completeness criteria for Indonesian language study were 75. It showed that there were 5 students who had not yet completed or 33.3%, while students who have completed there are 10 students or as much as 66.7%</em></p>


Author(s):  
Hemas Haryas Harja Susetya ◽  
Tadkiroatun Musfiroh

This research was conducted to find out the results of the initial trials of interactive multimedia for learning to write short stories for eleventh grade high school students. This research is a development research that refers to the step of Borg & Gall's development model, which is carried out through several stages, namely: (1) needs analysis, (2) planning, (3) the development of several initial products, and (4) trials. The subject of field trials was 15 students. Data was collected by questionnaire of product trials to determine the response of students after using interactive multimedia in learning to write short stories developed. The results of the research are as follows: (1) The needs include the availability of learning media to write short stories that are new, interesting, appropriate, facilitate and motivate students to carry out short story writing learning. The weakness of students is that they are less able to find and develop ideas into several good paragraphs. The desire of teachers and students is the existence of learning media that can help students in writing short stories. (2) This interactive multimedia development product consists of short story text material. This strategy episodic mapping can really help students develop ideas because in this episodic mapping students are guided to determine intrinsic elements in short stories. (3) The final product fulfills the qualification of product feasibility as indicated by the results of the student response questionnaire that interactive multimedia with strategy episodic mapping is developed on the aspect of display quality in the "good" category with a score of 4.00, on the quality aspect of product presentation with the category "good "Score 4.00, and product benefits with a score of 4.3" good "category. From the results of interactive multimedia validation with strategy episodic mapping for learning to write short stories, it is very helpful for students to write short stories. Interactive multimedia with this strategy episodic mapping can be an alternative source of learning in writing short stories.


2019 ◽  
Vol 9 (1) ◽  
pp. 31-46
Author(s):  
Winda Dwi Hudhana

Abstrak Penelitian ini berawal dari rendahnya keterampilan menulis cerita pendek siswa kelas X di beberapa SMA Kabupaten Tangerang terkait dengan media pembelajaran. Tujuan penelitian ini yaitu mendeskripsikan hasil pengembangan media pembelajaran video scribe serta mengetahui efektifitas media video scribe dalam meningkatkan keterampilan menulis cerita pendek berbasis pendidikan karakter di kelas X SMA. Subjek penelitian ini yaitu siswa SMA kelas X di SMAN 1, SMAN 19 dan SMAN Mandiri Balaraja di Kabupaten Tangerang. Teknik pengumpulan data menggunakan lembar angket dan tes. Hasil penelitian berupa validasi ahli media, validasi materi, dan validasi pembelajaran pedagogik yang dinyatakan layak. Pada perolehan hasil belajar keterampilan menulis cerita pendek berbasis pendidikan karakter siswa kelas X di SMA N 1 Kabupaten Tangerang pada pretest yaitu rata-rata 61,5 meningkat menjadi rata-rata73,5 pada posttest. Hasil belajar keterampilan menulis cerita pendek berbasis pendidikan karakter siswa kelas X di SMA N 19 Kabupaten Tangerang pada pretest mendapat rata-rata 60 meningkat menjadi rata-rata 70 pada postest. Hasil belajar keterampilan menulis cerita pendek berbasis pendidikan karakter siswa kelas X di SMA Mandiri Balaraja Kabupaten Tangerang pada pretest yaitu rata-rata 61 meningkat menjadi rata-rata 68,5 pada postest. Media video scribe efektif digunakan karena menarik minat siswa, siswa menjadi aktif, imajiansi, dan meningkatkan kreatifitas siswa. Kata kunci : pengembangan, video scribe, menulis cerpen, pendidikan karakter Abstract This research originated from the low skill of writing short stories by students of class X in several Tangerang high schools related to learning media. The purpose of this research is to describe the results of the development of scribe video learning media and to know the effectiveness of scribe video media in improving short story writing skills based on character education in class X high school. The subjects of this study were high school students of class X at SMAN 1, SMAN 19 and SMAN Mandiri Balaraja in Tangerang Regency. Data collection techniques using questionnaires and tests. The results of the study were in the form of media expert validation, material validation, and pedagogic learning validation that was declared feasible. At the acquisition of learning outcomes, short story writing skills based on character education of class X students at SMA N 1 Tangerang Regency at pretest, namely an average of 61.5 increased to an average of 73.5 in the posttest. The results of learning short story writing skills based on character education in class X students in SMA N 19 Tangerang Regency at pretest got an average of 60 increasing to an average of 70 in the posttest. The results of learning short story writing skills based on character education for class X students at Mandiri Balaraja High School, Tangerang Regency, at pretest, that is, the average 61 increased to an average of 68.5 in the posttest. The video scribe media is effective because it attracts students' interest, students become active, study, and increase student creativity.   Keywords: development, scribe videos, short story writing, character education


2021 ◽  
Vol 2 (2) ◽  
pp. 127-135
Author(s):  
Wahyu Tanata ◽  
Safruddin Safruddin ◽  
Syaiful Musaddat

This study aims to describe the skill level of fifth grade students at SDN 16 Cakranegara in writing short stories. In this study, a qualitative approach was applied using descriptive qualitative methods. One form of assessment on students' short story writing skills is to look at the completeness of the intrinsic elements in students' short stories. The source of data in this study is the work of students' short stories, totaling 27 short stories. The results of students' short stories writing were analyzed and described based on the intrinsic elements of the short story, namely the theme, character, setting, plot, and mandate. Based on the benchmarks for the assessment of students' short stories writing skills, they are categorized as very good, good, sufficient, lacking, and very poor. The results of the analysis of short story writing skills, students who are categorized as very good are 11 students with a percentage of 40.74%. There are 4 students in good category with a percentage of 14.81%. There are 4 students who are categorized as sufficient with a percentage of 14.81%. Students who are categorized as less are 7 students with a percentage of 25.92% and 1 student gets a very poor category with a percentage of 3.70%. Thus, it can be concluded that the short story writing skills of the fifth grade students of SDN 16 Cakranegara are in good category, according to the calculation of the total score of 1883 with an average score of 69.74. This study also provides recommendations for teachers to be more active in providing writing exercises to students, especially writing short stories so that students' short stories writing skills are better. and for further researchers to analyze the short story writing skills of elementary school students in other classes.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2021 ◽  
Vol 5 (2) ◽  
pp. 393
Author(s):  
Isnaeni Wahab ◽  
Nurhadifah Amaliyah

Literacy is one way to build and develop children's thinking skills that are important for students. However, students' literacy habits are still low. Therefore, schools as one of the three educational centers should implement a literacy culture to improve children's thinking skills. This study aims to examine information about the application of literacy culture in schools and to apply literacy using children's stories for students. This study uses a qualitative descriptive approach with a survey method. The subjects of this study were elementary school students. Data collection techniques through observation, interviews, and documentation. Data analysis through the stages of data reduction, data presentation, and concluding. The results showed that literacy activities in schools had been implemented with literacy fifteen minutes before the lesson started and used every corner of the school as a reading corner, while the implementation of literacy using storybooks was done by inviting students to read books with various story titles. Based on these results, it can be concluded that elementary schools already have a good literacy program and the application of literacy using storybooks can invite students to retell the story content and the moral values of the story. This research implies that schools should optimize their role as one of the three educational centers to build and develop literacy habits for elementary school students.


2018 ◽  
Vol 2 (2) ◽  
pp. 87-96
Author(s):  
Kasmidawati Kasmidawati

To learn something well, we need to hear, see, ask questions about it, and discuss it with others. Not only that, teachers need to "do it", that is to describe something in their own way, to show their example, to try to practice their skills and to do tasks that demand the knowledge they have gained. Problems to be studied in this research are: a. How to improve learning result of Indonesian language especially about writing short story? b. Steps taken in improving learning outcomes Indonesian language ?.  The approach of this research uses a qualitative approach with classroom action research design, which is carried out cyclically. Cycle I with planning, action, observation, and reflection. Likewise the next cycles. In PTK as well as teachers can examine their own activities on their own done in its own class. By involving their students through planned, implemented and evaluated actions, TOD can be performed without interrupting other learning and will not burden the work of the teacher in performing daily tasks. PTK can be done in an integrated manner with daily activities. Precisely with PTK teachers can improve the quality of learning processes and products. The study considers the results or impact of classroom action research from various criteria based on reflections for revision. Reflection is a re-application of the lessons learned. The reflections are evaluations that have been made and suggestions for future learning.    Based on the description of researchers draw conclusions as follows: The ability of students to write short stories in class IV before using the method of writing (writing together) is categorized enough with the average value: 6.90 (unfinished). There is an increase in the ability to write short stories with the method of writing writing (writing together) grade IV students are categorized both with an average value of 7.69 (complete). This capability increases in cycle II and cycle III reaches an average value of 8.46 (complete). Matched material for writing short story experiences for students SDN 07 Pasar Salido is a material that suits the conditions, desires, experiences, and the ability to write short stories.      


2016 ◽  
Vol 5 (1) ◽  
pp. 55
Author(s):  
Nur Seha

Tulisan ini membahas citra perempuan Banten dalam cerpen yang dimuat di harian Radar Banten dengan menggunakan metode deskriptif kualitatif. Budaya Banten melatarbelakangi para cerpenis dalam melukiskan perempuan Banten. Para penulis dapat memotret sebagian kehidupan para perempuan tersebut melalui tokoh-tokoh rekaan yang diciptakan. Tujuan penelitian ini adalah mengkaji citra perempuan Banten melalui deskripsi para cerpenis dalam harian Radar Banten. Sumber data utama berasal dari empat belas cerpen yang dimuat tahun 2006—2010. Setelah analisis data melalui teori feminisme, diketahui bahwa citra perempuan Banten dalam cerpen tersebut adalah perempuan sebagai sosok pemimpin pemerintahan, penulis, perempuan berkekuatan magis, pemegang norma, pekerja keras, penyabar, penyayang, perempuan yang agamis, dan perempuan metropolis.Abstract:This paper discusses the image of Banten women in short stories published in Radar Banten. It  uses a qualitative descriptive method. Banten’s  cultural background depicts women in Banten. The writers of short story can capture some of the women’s real life through fiction’s characters. The purpose of this study is to examine the image of women through the description of the short story’s writers in Radar Banten. The main data sources were taken from fourteen short stories published in 2006—2010. Having analyzed the data using feminism theory, it is found out that the image of women in short stories of Radar Banten is the figure of woman as government leader, writer, woman with magical power, obedient norm woman, hardworking woman, patient and caring woman, religious woman, and  metropolitan woman.


2021 ◽  
Vol 30 (3) ◽  
pp. 529
Author(s):  
Yuni Setyaningsih

This study aims to 1) find out the technique of writing short stories with the "CANTIK" learning model, 2) improve students' skills in writing short stories. In this study, the subjects were teachers and students of class XI MIPA1 SMA N 1 Tawangsari in the even semester of the 2019/2020 school year. The object of research in general is the implementation of learning to write short stories. The data obtained by the technique of giving short story writing assignments, observation and documentation. The data were analyzed using a qualitative description method, namely data presentation and conclusion drawing/verification. The results showed that learning to write short stories in class XI MIPA1 SMA N 1 Tawangsari in the even semester of the 2019/2020 school year was carried out based on the 2013 Curriculum, the Indonesian language learning syllabus for class XI, and was carried out according to the Indonesian RPP for short story text teaching materials. The obstacles faced in learning to write short stories are 1) the implementation of the right learning model in learning to write short stories, 2) the low motivation of students in participating in short story writing lessons, 3) decreased concentration of students when learning Indonesian is scheduled in the final hours. learning. The ways to overcome these obstacles are 1) the application of learning methods to write short stories that are appropriate and interesting for students, 2) provide motivation and enlightenment to students about the benefits of having the ability to write short stories in everyday life. 4) variations in the allocation of learning schedules for writing short stories.


2020 ◽  
Vol 5 (6) ◽  
pp. 737
Author(s):  
Angga Bramansta Putrantana ◽  
Eko Hariyanto ◽  
Saichudin Saichudin

<p><strong>Abstract:</strong> This research aims to determine the feasibility of interactive multimedia-based teaching materials for elementary school students on traditional game materials. This research is a research development of traditional game teaching materials for small grade elementary school students. The product development then goes through a validation test by game experts, physical &amp; health education learning experts, multimedia experts and user experts. The results of the feasibility test are then analyzed descriptively. The results of this research product development in the form of interactive multimedia-based traditional game teaching materials, the percentage of product viability ranges from 75% to 100%. These results indicate the learning material developed in the appropriate category and can be used with a little revision.</p><strong>Abstrak: </strong>Penelitian ini bertujuan untuk mengetahui kelayakan bahan ajar berbasis multimedia interaktif untuk siswa sekolah dasar pada materi permainan tradisional. Penelitian ini merupakan penelitian pengembangan bahan ajar permainan tradisional untuk siswa sekolah dasar kelas kecil. Produk pengembangan kemudian melalui uji validasi oleh ahli permainan, ahli pembelajaran Pendidikan Jasmani &amp; kesehatan, ahli multimedia dan ahli pengguna. Hasil uji kelayakan kemudian dianalisis secara deskriptif. Hasil dari penelitian produk pengembangan ini berupa bahan ajar permainan tradisional berbasis multimedia interaktif, persentase kelayakan produk berkisar antara 75% hingga 100%. Hasil tersebut menunjukkan bahan perangkat pembelajaran yang dikembangkan dalam kategori layak dan dapat digunakan dengan sedikit revisi.


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