scholarly journals PENGEMBANGAN MEDIA GAME ULAR TANGGA BERBASIS FLASH PADA MATERI TEORI ATOM KELAS X SMA NEGERI 2 PONTIANAK

2017 ◽  
Vol 5 (1) ◽  
Author(s):  
Surati Surati ◽  
Dini Hadiarti ◽  
Tuti Kurniati

ABSTRACTThis study was initiated by the ineffectiveness and inefficiency of the media used by the teacher in Atomic Theory class. As a result, proper media such as flash media-based snakes and ladders game is urgently needed. Thus, this study aimed at developing a practical, valid, effective, and applicable flash media -based snakes and ladders game on Atomic Theory for grade X students of SMA Negeri 2 Pontianak. A 3D (Define, Design, and Develop) development model suggested by Thiagarajan was carried out in this study. The data collection technique used were indirect communication, and measurement. While the instruments used were pre-test and post test questions, and the test sheets of learning outcomes. The study revealed that flash media-based snakes and ladders game was considered valid (3,52) and attracted positive response from both students and teachers with the practicality score of 85,78 % and 75 %. This media has fulfilled the effectiveness aspect, as well, as there were significant difference of before and after the media used (<0,05). Based on the results of data analysis, flash media-based snakes and ladders game is applicable to be used as the teaching materials in learning process.Keywords: flash media-based game, atomic theory, snakes and ladders

2016 ◽  
Vol 4 (2) ◽  
Author(s):  
Ananda Rizki Shelawaty ◽  
Dini Hadiarti ◽  
Raudhatul Fadhilah

ABSTRACTThis study aimed by the students’ low mastery score on Chemical Bond material at SMA Negeri 1 Pontianak. The mastery score gained by the students was only 44,3%. Based on the results of the questionnaires given to the students, they tend to study by using computer than power point program and video that have been used by the teachers. Therefore, this study aimed to develop teaching materials of Chemical Bond flash media for the students of grade X, SMA Negeri 1 Pontianak. A 3D (Define, Design, and Develop) development model suggested by Thiagarajan was carried out in this study. The data collection technique used were indirect communication, measurement, and observation. While the instruments were questionnaire sheets, pre-test and posttest questions, and observation sheet. The feasibility of the flash media developed was based on the aspects of validity, practicality, and effectiveness. The results obtained in this study were: (1) the average score of the flash media validity was 89.78% and was considered valid, (2) the practicality of the media based on the students’ response was 80.02% and was considered very strong and the teacher’s response was 75% and considered strong, and (3) the effectiveness of the media based on the learning outcomes showed significant results between before and after using the media (0.000 <0.05). As a result, flash media is regarded successful developed for the students of SMA Negeri 1 Pontianak and it is applicable to teach Chemical Bond material. Keywords: Chemical Bond, Flash media, media development


2020 ◽  
Vol 1 (2) ◽  
pp. 92-99
Author(s):  
Desi ◽  
Ismi Trihardiani

Efforts to deal with nutrition problems include increasing nutritional knowledge in children, especially school-age children. Through their freedom of imagination, children often use puppet media as a reference that is important and fun, so that in this case the role of the media is very important in increasing children’s knowledge. This research is a pre-experiment. one group pre-post test. Data analysis in this study used the Paired Sample T-test. The subjects of this study were 35 students of public elementary school 1 Rasah Jaya, Kubu Raya Regency. Direct interview chose the data collection technique for filling out the questionnaire, to see the differences in knowledge before and after. Based on the results of the statistical test scores of knowledge before and after the intervention of 35 respondents, the p-value is 0.000 <0.05, which shows that there is a significant difference between the knowledge scores before and after the study.  


Jurnal Socius ◽  
2015 ◽  
Vol 4 (2) ◽  
Author(s):  
Wahyudin Noor

The purpose of this study was to determine; (1) wheter there is a difference in student’ learning outcomes in the experimental class before and after the treatment of documentary film given (pre-test-post-test), (2) Whether there is an increase (gain) of students’ learning outcomes , (3) Whether documentary film are effective media in improving students’ learning outcomes, (4) how the response of the students  towards the utilization of documentary films in the teaching and learning of Social Science. This study was designed by using Pre Experimental Design of the study One Group Pre-test - Post-test. Based on the results of the study, it was found that (1) there is a significant difference in students’ learning outcomes in the experimental class before and after treatment by using documentary film given (pre-test - post-test), (2) There was an increase of (gain) of students’ learning outcomes in the experimental class after the treatment by using documentary film of 0.53 which was interpreted as moderate, (3) the effectiveness of documentary films as media to improve student learning outcomes can be seen from the increase/ difference of the pre-test and post-test result with an average of 26.48 with a deviation standard of 14.13 tasted on the media feasibility, namely judgment test where the results obtained from the test were of 73.85% from matter experts, 76.47% media expert test, 75% from computer expert so that these percentages showed that the media used in this study were feasible to be utilized (4) The  students’ responses regarding the media used from the questionnaire’s total scores ranged from 36 to 44.Keywords: teaching and learning media, documentary film , learning outcomes.


Author(s):  
Konstantina Adinda Putrilani ◽  
Renariah Renariah ◽  
Neneng Sutjiati

Ketika mempelajari bahasa Jepang di sekolah, aspek dasar yang harus dipelajari siswa adalah huruf Jepang. Dalam sistem penulisan, bahasa Jepang memiliki empat huruf, yaitu huruf kanji, hiragana, katakana, dan roomaji. Tetapi sebelum tahap belajar huruf kanji, terlebih dahulu siswa mempelajari huruf hiragana dan katakana yang biasa disebut huruf kana. Huruf kana terdiri atas 96 huruf dimana huruf hiragana dan huruf katakana tersebut bentuknya mirip. Hal ini menyebabkan siswa kesulitan untuk mempelajari huruf kana. Oleh karena itu, diperlukan suatu media untuk mempermudah pembelajar mempelajari huruf kana. Salah satu media yang dapat digunakan adalah media permainan. Dalam penelitian ini, media permainan yang digunakan adalah media permainan sudoku yang sudah di modifikasi. Tujuan dari penelitian ini adalah untuk mengetahui kemampuan siswa dalam pembelajaran huruf kana, sebelum dan sesudah menggunakan media permainan sudoku. Selain itu, penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media permainan sudoku terhadap pembelajaran huruf kana, dan untuk mengetahui respon siswa terhadap penggunaan media permainan sudoku. Penelitian ini menggunakan metode experimen quasi dengan desain eksperimen yaitu one group pre-test - post-test. Sampel penelitian adalah anggota Japanese Club sebanyak 20 orang yang diambil dari populasi SMP Laboratorium Percontohan UPI Bandung. Instrumen yang digunakan adalah tes, angket dan obsevasi. Berdasarkan hasil analisis data, nilai t hitung sebesar 6.53. Nilai t tabel sebesar 2.09 pada taraf signifikansi 5% dan 2.86 pada taraf signifikansi 1%. Dengan demikian, diperoleh hasil t hitung lebih besar dibandingkan nilai t tabel pada taraf signifikansi 5% (6.53 > 2.09). Hal ini menunjukkan bahwa pengguanaan media permainan sudoku dalam pembelajaran huruf kana sangat efektif. Selain itu, berdasarkan hasil analisis data angket, responden memberikan tanggapan yang positif terhadap penggunaan media permainan sudoku yaitu menarik, dan mudah diikuti. When studying Japanese at school, basic aspects must study is the Japanese letter. In its writing system, Japanese has four letters, namely kanji, hiragana, katakana, and roomaji. Before the stage of kanji learning, firstly, students have to learn hiragana and katakana which are commonly called kana. Kana, composed of 96 letters where the letter of the hiragana and katakana are barely different. This causes difficulties for students to learn kana. Therefore, we need a media to facilitate learners to learn kana. One medium that can be used are game as the learning media. This study, the media used is a sudoku game that has been modified. The purpose of this study is to acknowledge students’ ability in learning kana, before and after using the sudoku game as a media. In addition, this study also aims to analyze the influence of sudoku game usage as the media in learning kana Letters, and to find out the students' response to the use of sudoku game as a media. This study uses a quasi experiment method with the one group pre-test - post-test as experiment design. Samples were 20 students from Japanese Club members who were taken from a population of SMP Laboratorum Percontohan UPI Bandung. The instrument used was test, questionnaire and observation. Based on the data analysis, the t value at 6.53. T table at 2.09 on a significance level of 5% and 2.86 at 1% significance level. Thus, the results obtained that t value is greater than t table at a significance level of 5% (6.53> 2.09). This shows that the usage of sudoku game as media is a very effective in learning kana. In addition, based on data analysis of the questionnaire, the respondents gave a positive response to the use of media sudoku game that are attractive, and easy to follow


Author(s):  
Nehru Pasoloran Pongsapan ◽  
Andi Anto Patak

<span lang="EN-US">Writing implicates conveying or communicating ideas or thoughts obliges the media either in conventional (paper and pen) or digital material (computer). This research applied a pre-experimental approach with one group pretest and post-test design. The independent variable is movie trailers as teaching media. The dependent variable is students' writing skills consist of content, organization, vocabulary, language use, and mechanics. This research indicated a significant difference in writing skills before and after the treatment using movie trailers with narrative text. There were 30 writing class students participated in this research; hence, they are homogeneous. Students seemed to be more encouraged to learn more about writing skills with enjoyable and relaxing strategies. This research signposted significant impact on the movie trailer's usage of writing skills’ improvement. Movie trailers could be used as one of the learning media to foster students' resolution in telling stories in writing based on the imagination that comes after watching. Therefore, this research recommends using a movie trailer as one strategy to improve the students' writing ability.</span>


2017 ◽  
Vol 5 (1) ◽  
Author(s):  
M. Khoiruddin

The objectives of this research are (1) to find out the speaking ability of SMA Negeri 2 Rembang students before being taught using series pictures of storytelling, (2) to find out the speaking ability of SMA Negeri 2 Purwodadi students after being taught using series pictures of storytelling, and (3) to find out whether or not there is a significant difference of speaking ability of SMA Negeri 2 Purwodadi students before and after being taught using series pictures of storytelling.This study uses Experimental method. The number of populations in this research is30 students. The method of data collection is spoken test. First the writer gives pre-test to the students and scores. Second the writer gives a treatment for two meetings at this time, the writer implements the series pictures in classroom activities. At last, the writer gives the students a post test. The data analysis reveals that the mean of pre-test score is 61,03 ; it is at fair level. The mean of post-test score is 76,1 ; it is at good level. Then the result of t-test is9,71, and the t-table of 30 students is2,04. The result of t-test is higher than t-table. Based on research analysis, the writer takes conclusions: first the speaking ability of the students before being taught using series pictures of storytelling is fair, second the speaking ability of the students after being taught using series pictures of storytelling is good, and last there is significant improvement of English speaking ability of the students taught by using series pictures of storytelling. The writer also suggests to all of teachers of senior high school. It is better for them to use the media of series pictures of storytelling to improve the students’ speaking ability. It is for the simple reason that a series pictures are a media to improve the speaking ability at storytelling. The writer also suggests to the students that the study is as recommendation to motivate the students in improving the students’ speaking ability. The students are encouraged to give their opinions, ideas and imagination about the presented pictures. Definition of key terms (1) series picture A picture is an illustration of pictures that can be used as a two dimensional visual representation of percent, place, or things. (2) Media is any extension of man which allows him to affect other people who are not in face to face with him. (3) Story telling is In this research storytelling is used to improve the students’ speaking ability. It caused that storytelling can improve the ideas and imagines their story and express it by telling the story. It helps the students to speak and talk active.


Author(s):  
Yeva Lenda Mahyastuti

the purposes of this research are(1) Developing Index Card MatchModel in learning earthquake mitigation in Indonesia(2) to now the effectivenes of Index Card Match Model in learning earthquake mitigation in Indonesia(3) Improve students learning outcomes in learning earthquake mitigation in Indonesia a. This research is a RnD research (research and development) by following the steps suggested by Sugiyono. the study was conducted in SMA Negeri 6 in Kerinci Regency. The sample was determined through simple random sampling. The data was collected by using teacher questionnaire and student questionnaire. the rpoduct to be developed was Index Card Matchyang model implemented in teaching and learning the materials of eartquake mitigation in Indonesia. the model had been validated by model and material experts and then being tesed. The result found that there was a significant difference between students’ learning outcomes before and after the development of model. After calculating the data, t-test value was setelah sig(2-tailed) 0,000. This means, Ho (null Hypothesis) was rejected and H1 (researcher hypothesis) was accepted. in other words, there a significant result of pretest and post test.


2020 ◽  
Vol 1 (1) ◽  
pp. 8-17
Author(s):  
Rina Rusdiana ◽  
Udjang Pairin M. Basir ◽  
Muhammad Nuruddin

The study was backed by teachers who did not use the learning media while learning to teach and students felt difficulties in remembering and understanding fractional matter so that many students gained value under the embassy. Based on the background, the research aims to describe the influence of the use of media puzzles on student learning outcomes. This method of research is Pre-Experimental Design with One Group Of Pre-Test Post-Test which only involve one class. The purpose of this research is to learn the students ' learning outcomes before and after using the media puzzle in grade III students at SDN Pucangsimo 1. The samples in this study were grade III students numbering 49 children. This study was conducted for two meetings with a 1-week time interval. The results showed that in pretests activities (without using media) There are 30 students in the category of incomplete, there are 10 students who are in the category completed or reach the value of the KKM and there are 9 students who value above the KKM. As for the average student learning results when Pretests reaches 68 in the classical has not fulfilled the KKM, while in post-test activities There are 35 students who obtained a value above the KKM with an average of 83. The influence of learning the fractional material mathematics of grade III students at SDN Pucangsimo 1 shows that there is a significance difference of 0.00 smaller than the significance of 0.05 (0.000 < 0.05), then the hypothesis (H1) in this study was declared acceptable. This means that the variable use of media puzzles affects students ' learning outcomes before and after using the media puzzle in the learning process.


2019 ◽  
Vol 1 (2) ◽  
pp. 82
Author(s):  
Wahyu Islami ◽  
Agustiansyah Agustiansyah

One of the activities in Posyandu cadres are doing the weighing babies or toddlers. Weight infant or toddler then plotted on Towards Health Card (KMS) to determine if the infant or toddler is growing. Weighing and plotting activities in this KMS is one form of activity assess nutritional status.The important role of Posyandu as the frontline in service to the community, especially toddlers through Posyandu.Already, there is a disc Nutritionlat practical and easy to know the nutritional status and health of children and adults. Can also be used for nutrition education and health in Posyandu, health centers, hospitals or other medical facilities. Category of nutritional status on nutritional disc apparatus 3 that there is an upper limit, ideal, and the lower limit so that in determining the nutritional status determines only normal or not and on disc nutrition there is no way the use of tools. The tObjective of this study is to determine the effectiveness of nutritional modification discs as media circles nutritional status to improve the skills of cadres in determining nutritional status. This type of research is an experiment that was conducted to determine the increase in the skills of cadres before and after using the design of one group pre-test - post-test design. This draft was no comparison group (controls). Take measurements before (pre-test) with anthropometric standard books and do another measurement (post-test) with the media circle nutritional status. Based on the test results Wilcoxcon significant differences between the skillsbefore using the circle tool nutritional status and after using the circle tool nutritional status,with the result of a significant degree (0.000 <0.05) with the difference that a score of 10.67 points. The conclusion of this empirically is There is a significant difference in the improvement of the skills of cadres before and after the study to determine the nutritional status of children. Suggestions that there needs to be more research on the effectiveness of the media in terms of the size of the circle of the status of writing, colors and shapes on the nutritional status of the circle, so that it can be used by volunteers to determine the nutritional status


2019 ◽  
Vol 7 (1) ◽  
pp. 25
Author(s):  
Ni Made Ayu Putri Maharani . ◽  
Drs. I Ketut Ardana,M.Pd. . ◽  
DB.KT.NGR. Semara Putra,S.Pd., M.For. .

Penelitian ini bertujuan untuk mengetahui pengaruh metode bercerita berbantuan media gambar berseri terhadap keterampilan berbicara anak kelompok A di TK Ikal Widya Kumara Sidakarya Tahun Ajaran 2018/2019. Jenis penelitian ini tergolong Pre-Experimental Design dengan menggunakan desain penelitian One Group Pretest-Posttest Design. Sampel dalam penelitian ini adalah 15 anak yang terdiri dari 6 anak perempuan dan 9 anak laki-laki. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi. Data keterampilan berbicara anak menunjukkan nilai rata-rata pre-test sebesar 45,80, sedangkan nilai rata-rata post-test sebesar 80,67, dan diperoleh nilai thitung sebesar 21,26.Pada ttabel dengan kriteria signifikansi 5% dengan dk = 14 menunjukkan nilai 2,145. Hasil tersebut menunjukkan terdapat perbedaan yang signifikan keterampilan berbicara yang dibelajarkan dengan metode bercerita berbantuan media gambar berseri sebelum dan setelah perlakuan. Data keterampilan berbicara menunjukkan bahwa thitung 21,26 > ttabel 2,145, maka dapat disimpulkan bahwa metode bercerita berbantuan media gambar berseri berpengaruh terhadap keterampilan berbicara anak kelompok A di TK Ikal Widya Kumara Sidakarya Tahun Ajaran 2018/2019.Kata Kunci : keterampilan berbicara, metode bercerita, media gambar berseri. This study aims to determine the effect of the storytelling method assisted by serial image media on speaking skills of group A children in Ikal Widya Kumara Sidakarya Kindergarten Academic Year 2018/2019. This type of research is classified as Pre-Experimental Design using the research design of One Group Pretest-Posttest Design. The sample in this study were 15 children consisting of 6 girls and 9 boys. The data collection technique used in this study was observation. Data on children's speaking skills showed an average pre-test value of 45.80, while the post-test average value was 80.67, and a tcount of 21.26 was obtained. At ttable with a significance criterion of 5% with dk = 14 shows a value of 2.145. These results indicate that there is a significant difference in the speaking skills taught by the method of telling a picture of serial media before and after treatment. Speech skill data shows that tcount 21.26> t table 2.145, it can be concluded that the method of storytelling assisted by serial image media affects the speaking skills of group A children in Kindergarten Ikal Widya Kumara Sidakarya Academic Year 2018/2019.keyword : speaking skills, storytelling methods, serial image media.


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