scholarly journals Pengembangan Buku Cerita Bergambar Islami Berbasis Pendidikan Lingkungan Hidup untuk Pembelajaran Membaca di SD/MI

2021 ◽  
Vol 5 (1) ◽  
pp. 27
Author(s):  
Nurul Hidayah ◽  
Rohmatillah Rohmatillah

This research stems from the lack of variation in instructional media in teaching and learning activities, so it is necessary to develop a product in the form of a picture story book as a learning medium. The formulations of the problem are: (1) How is the development of learning media for Islamic picture book based on environmental education for reading learning in class III SD / MI, (2) Is it feasible to teach Islamic picture book learning media based on environmental education for learning to read in the classroom? III SD / MI, (3) How is the response of educators and students to the learning media of Islamic picture book based on environmental education for reading learning in class III SD / MI. This study aims to make students more interested and motivated in teaching and learning activities and understanding the importance of protecting the environment. This research is a research development or Research and Development with the ADDIE model which includes 5 steps, namely analysis, design, development, implementation evaluation. The product feasibility test was carried out by several validators, namely 2 media experts, 2 material experts, 2 linguists, 1 religious expert, 2 class III educators on grade III SD/MI students. The results showed that the learning media for Islamic picture book based on environmental education obtained an average value of the percentage of media experts who obtained a score of 80.25% with a very feasible category, material experts of 86.5% with a very decent category, linguists obtained a score 82.5% in the very feasible category, religious experts obtained a score of 87% in the very feasible category, the assessment of educators obtained an average percentage of 88.25% with the very feasible category and the response of students obtained an average percentage of 95.5% with a very decent category. This shows that the Islamic picture story book based on environmental education for reading learning in grade III SD / MI is very suitable for use as a learning medium.

2020 ◽  
Vol 1 (1) ◽  
pp. 29
Author(s):  
Suhono Suhono ◽  
Defika Andriana Sari

This article was development students’ worksheet based educational comic for eleventh grade of vocatational high school (SMK) agriculture in Bumi Nabung.The development research model used is 4D which stands for Define, Design, Development and Disseminate. Based on the data analysis of the research obtained an average final score by media experts of 69 that is very worth category, on average by material experts of 44 that is worth category, average by language expert of 36 that is worth category, as well as testing students' worksheets conducted on 5 students obtained an average value of 71,6 that is very worth category. This shows that the developed teaching materials are suitable to be used as teaching materials in teaching and learning activities. Keywords : Developing, Students' Worksheets, Educational Comic


2022 ◽  
Vol 6 (1) ◽  
Author(s):  
Windi Yuliani

 DEVELOPMENT OF PICTURE STORY BOOKS AS LEARNING MEDIA Windi [email protected] UniversityABSTRACTThe background of this research is that the level of the education unit which is considered the basis for the cultivation of knowledge is at the elemntary school. Education pursued in basic education will be the foundation for the next education process. This study aims to develop a picture book of “Batu Belah Batu Betangkup” and to find out the feasbility of the picture story book. This picture book product is made using the cup studio paint application. The research method used is the 4D model consisting of four stages, namely difine, design, development, and dessiminate. Data collection was carried out using a questionnaire, the research instrument used had gone through a validation process with a validator. The type of data generated is quantitative data which is analyzed using the assessment criteria guidelines to determine the quantity of the product. Validation results from experts state that the pictorial story book product “Batu Belah Batu Betangkup” developed by the researher is very suitable for use. Expert assessment of product design with an average percentage pf 88,91% with a very feasible category, assessment of linguists with an average percentage of 95,8% with a very decent category, and field users based on the product with an average percentage of 95,83% and language assessment with an average percentage of 95,5% in the very feasible category and the student response product frial obtained 91,5% with the very good category.


2017 ◽  
Vol 8 (1) ◽  
pp. 46
Author(s):  
Suri Dwi Lesmana ◽  
Esy Maryanti

Faculty of Medicine University of Riau has been implementing Competency Based Curriculum (KBK) with theProblem Based Learning (PBL) since 2007 with the implementation of teaching and learning activities of the systemconsists of a tutorial activities, skillab, expert lectures, independent and practical. However, there are still manyproblems in the implementation of the KBK on preclinic degree. One part of the block that is identified to be one ofthe causes of low graduation exam block is less efective coaching laboratory practice. Parasitology is one part of thetask is to provide laboratory practice in several blocks on the stage of preclinic especially digestive and hematoimunologyblock. This study aimed to compare the results of the evaluation of parasitology laboratory practice in hematoimunologyand digestive assistance and posttest in large classes with small class. Assistance and posttest in large class performedon the digestive block implementation and hematoimunologi in 2011 while assisting and posttest of small classes ona block implementation in 2012. Average value of small class digestive laboratory practice was not significantlylower than the large class but the proportion of the value of quality B and C more many in small classes. The meanvalue of the block hematoimunologi laboratory practice significantly higher on small class assistance and posttest aswell as the proportion of the value of quality A, B and C was higher in small classes than large classes.


2021 ◽  
Vol 1 ◽  
pp. 20-22
Author(s):  
Faris Salman Faza

The existence of the COVID-19 outbreak has an impact on all sectors of life, one of which is in the education sector, many schools are forced to dismiss their students and teaching and learning activities are carried out online. the transition of Geography teaching and learning activities at MA PPPI Miftahussalam Banyumas from face to face to online creates new problems in learning so that a special strategy is needed in this learning. Although online learning is not effective for achieving learning goals, the teacher must be able to make new innovations so that learning objectives can be achieved. This study uses a qualitative description method by observing the behavior of students when online learning takes place. Learning online Geography class XII at MA PPPI Miftahussalam Banyumas uses educational games. This study aims to find out the right media in learning Geography class XII during the COVID-19 pandemic at MA PPPI Miftahussalam Banyumas. The results of this study showed that 76 students of class XII MA PPPI Miftahussalam Banyumas who had taken the test showed an average value> 8.00. This shows satisfactory results.


2019 ◽  
Vol 2 (1) ◽  
pp. 1-14
Author(s):  
Alni Alni

This study aims to find out that there is an increase in the use of teaching aids so that they are motivated to study in Grade III Islamic Elementary School Datok Sulaiman Palopo, To find out student learning motivation can be improved by using teaching aids in class III Islamic Elementary School Datok Sulaiman Palopo. (PTK) which consists ofB two cycles each cycle carried out 3 meetings with the stages of planning, implementation, observation and reflection. The subjects of this study were Grade III Islamic SD Datok Sulaiman Palopo students in the odd semester of the 2018/2019 academic year with 28 students. Sources of data used in this study are primary data and secondary data, data collection techniques in this study are interviews, observation, questionnaires and documentation. data obtained shows that the average value in class III before the use of props in prasiklus 53.39. In the first cycle researchers have used teaching aids and the results of the average student scores are 80.53, but in this learning there are still a number of students who have not been maximal and researchers plan to make improvements and continue to cycle II. Then the average student score reaches 89.82. Based on completeness criteria (KKM) in mathematics subjects have achieved results and researchers ended this study until the second cycle.


Instruksional ◽  
2020 ◽  
Vol 2 (1) ◽  
pp. 64
Author(s):  
Ahmad Fauzi ◽  
Widia Winata ◽  
Ansharullah Ansharullah

The writing of this article is motivated by the existence of a narrow view of human intelligence, the reality is that smart children are children whose mathematical value or language is high while children who have good character, have a high awareness of the surrounding environment are considered not intelligent and at finally, intelligent human resources emerged, but they lacked the nature of care, so the writer was moved to examine whether the nature of caring could be developed through teaching and learning activities in this case through the central approach using the ADDIE model. The method used is by using the Research and Development (R & D) method with a qualitative approach and the ADDIE model. The results of the study show that the nature of caring can be developed through learning strategies outlined through learning implementation plans (RPP). This is evidenced by the authors making observations, interviews and field notes and merging learning activities at SDIT Permata Madani by recording each incident, which in the end through design development of the nature of student care can increase awareness of the environment, teachers, peers, things and school in general.


2021 ◽  
Vol 3 (1) ◽  
pp. 61-69
Author(s):  
Kun Hayyuningtyas, Hamdan Husein Batubara

Abstrak  Media interaktif berbasis PowerPoint adalah media pembelajaran kembangan, berisi materi pembelajaran IPA yang dirancang tersistem untuk peserta didik di kelas 3 Madrasah Ibtidaiyah melalui program dasar powerpoint dan dikembangkan dengan ispring, agar kegiatan belajar mengajar  dapat lebih efektif dan maksimal meskipun  pembelajaran di lakukan tanpa tatap muka atau pembelajaran jarak jauh. Penelitian ini termasuk penelitian dan pengembangan (Research and Development), dengan menggunakan model penelitian ADDIE dari tahap Analyze, Design, Develop, Implement, dan Evaluate (Branch, 2009).  yg melalui beberapa tahap yaitu analisis, desain (perancangan), pengembangan, implementasi, dan evaluasi. Uji coba media pembelajaran interaktif didukung dengan penilaian kevalidan tim ahli, dan data angket kevalidan dari para responden yaitu guru guru Madrasah Ibtidaiyah, dan berdasarkan hasil penelitian 76% media pembelajaran ini layak untuk digunakan. Kata kunci : media interaktif, berbasis powerpoint, Android. Abstract PowerPoint-based interactive media is a developed learning media, containing science learning materials that are systematically designed for students in grade 3 Madrasah Ibtidaiyah through the basic powerpoint program and developed with ispring, so that teaching and learning activities can be more effective and maximal even though learning is done without face-to-face or distance learning. This research includes research and development (Research and Development), using the ADDIE research model from the Analyze, Design, Develop, Implement, and Evaluate stages (Branch, 2009). which goes through several stages, namely analysis, design (design), development, implementation, and evaluation. Interactive learning media trials are supported by a team of expert validity assessments, and validity questionnaire data from respondents, namely Madrasah Ibtidaiyah teachers, and based on research results 76% of this learning media is feasible to use. Keywords : interactive media, powerpoint based, Android.


2019 ◽  
Vol 8 (2) ◽  
pp. 229-236
Author(s):  
Ulfaturrona Nur Labibah ◽  
Insih Wilujeng ◽  
Syazana Sulaiman ◽  
Lia Rahmawati

The purpose of a learning media is to become a learning device to facilitate the teaching and learning process in class. The learning process would be more efficient, and it would help students concentrate better. This research aims to develop an android-based learning media application so teachers and students can use it in the teaching and learning process. This research uses the R&D (Research and Development) method.  This research uses ADDIE (Analysis, Design, Development, Implementation, and Evaluating) development model which results in a product, which is a valid learning media that can be implemented according to validator assessment that was done in the product trial test in Universitas Negeri Yogyakarta. It can be concluded that this media belongs in the good category based on assessment from media and material specialists validator, 85,7% average percentage is obtained and belongs to the valid category, so android-based physics media integrated with landslide disaster education is feasible to be used in physics learning. This media is made with an interesting and interactive interface so students can have a better understanding of physics learning integrated with landslide disaster education as well as disaster preparedness.


2019 ◽  
Vol 3 (1) ◽  
pp. 01
Author(s):  
Elsa Farapatana ◽  
Yunita Septriana Anwar ◽  
Abdillah Abdillah

Abstrak: Penelitian ini bertujuan untuk menghasilkan komik dengan metode pembelajaran PQ4R pada materi lingkaran kelas VIII SMP yang memiliki validitas, kepraktisan, dan efektifitas yang baik. Penelitian ini menggunakan model 4-D yaitu tahap pendefenisisan (define), tahap perancangan (design), dan tahap pengembangan  (develop). Instrumen penelitian adalah lembar validasi komik, lembar kepraktisan komik dan lembar efektifitas komik. Hasil penelitian menunjukan bahwa (1) komik matematika dengan metode pembelajaran PQ4R termasuk dalam kategori valid dari aspek materi, bahasa, dan desain dengan skor rata-rata 4.01; (2) komik tersebut termasuk dalam kategori praktis dengan skor rata-rata 4.14; (3) komik tersebut termasuk dalam kategori efektif dengan skor rata-rata 4.06. Kemudian pencapaian aktivitas meliputi (1) aktifitas dalam kegiatan belajar mengajar aktif dengan skor rata-rata aktivitas siswa 4.19; (2) respon siswa terhadap pembelajaran efektif dengan skor rata-rata respon siswa sebesar 4.27; (3) aktifitas dalam kegiatan belajar mengajar aktif dengan skor rata-rata aktivitas guru sebesar 4.42; dan (4) hasil belajar siswa efektif dengan skor rata-rata hasil belajar siswa sebesar 4,00 dan persentase rata-rata siswa yang mencapai nilai ketuntasan minimal 70 adalah 86%.Abstract:  This study aims to produce comics with the PQ4R learning method on the material of the class VIII of junior high school that has good validity, practicality and effectiveness. This study uses a 4-D model, namely the stage of define, design, and  develop. The research instruments were comic validation sheets, comic practicality sheets and comic effectiveness sheets. The results showed that (1) mathematical comics with the PQ4R learning method included in the valid category of material, language, and design aspects with an average score of 4.01; (2) the comic is included in the practical category with an average score of 4.14; (3) the comic is included in the effective category with an average score of 4.06. Then the achievement of activities includes (1) activities in active teaching and learning activities with an average score of student activity 4.19; (2) student responses to effective learning with students' average response scores of 4.27; (3) activities in active teaching and learning activities with an average score of teacher activity of 4.42; and (4) effective student learning outcomes with an average score of student learning outcomes of 4.00 and the average percentage of students who achieve a minimum completeness score of 70 is 86%.


Author(s):  
Tri Mutmainnah ◽  
Munoto Munoto ◽  
Marniati Marniati ◽  
Tri Rijanto

The purpose of this study was to determine the activities of students in the basic learning activities of sewing technology using video media, to determine the learning outcomes of basic students of sewing technology using video media, and to determine students' responses to the basic learning activities of sewing technology using video media. This type of research is Classroom Action Research (CAR). The learning method is implemented using the direct learning method. Data collection techniques use observation to get data about student activities, performance tests to determine student learning outcomes, and questionnaires to determine student responses. Data analysis using quantitative descriptive. The results showed that student activities which include preliminary, core, and closing activities were said to be very good with an average value of 93% in the first cycle and rose to 96% in the second cycle. Student learning outcomes reached 73% grade completeness in the first cycle and rose to 82% in the second cycle. The average percentage of success in cycle I and II was 77% in the good category. The results of students' responses stated that they agreed that video media made them have a high willingness to participate in learning by 56%, with 47% of students strongly agree that learning with video media was very interesting and not boring, 58% agreed that it was easier to understand learning materials with video media, and 39% agree that video media motivate students to excel.


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