scholarly journals PENGEMBANGAN MEDIA PERMAINAN MATEMATIKA KARTU CERDAS TANGKAS BILANGAN ROMAWI

2019 ◽  
Vol 10 (1) ◽  
Author(s):  
Putik Vebimawarti

The aim of this research was to 1) find out the development of the learning media of fast smart cards of cardinal number; 2) find out the feasibility of the development of the learning media of fast smart cards of cardinal number; 3) find out the effectiveness of the learning media of fast smart cards of cardinal number toward the students’ learning achievement in fourth grade elementary school students; 4) find out the teacher’s response toward the learning media development in mathematics teaching-learning process using fast smart cards of cardinal number; and 5) find out the students’ response toward the learning media development in mathematics teaching-learning process using fast smart cards of cardinal number in fourth grade elementary school student. This research is a research and development research. The result of the development was the games media of fast smart cards of a cardinal number that had been tried-out fourth grade SD N Sokaraja Kidul. The result of the media validation showed that the learning media of fast smart cards of a cardinal number was in “valid” criteria. This research used an experimental design of The True Control Group, based on the result of the research. There was an effect on the learning media of fast smart cards of a cardinal number using games toward the students’ learning achievement, and the teacher’s response toward the media tryout was in “agree very much” criteria, while the students’ response toward the media tryout was in “very good” criteria. There were 19 students who all gave a very good response.

2018 ◽  
Vol 1 (1) ◽  
pp. 47
Author(s):  
Rivadatul Mahmudah ◽  
Shahibul Ahyan ◽  
Ahmad Rasidi

<span class="fontstyle0">This research aim to develop the media of mathematics teaching using lectora inspire software in proportion material. This research was conducted as the research development, such as: visual aspect and audio, languages, the effect of use teaching strategies and material aspect. This research was involved the media expert, material expert and students’ response to conduct the research. Totally the media was developed showing the excellent criteria, it is 97% score based on the media expert and 86% based on the material expert. Based on the student responses, it shows 76% as the good criteria. So that why, the researcher can be concluded that this media gave a positive effect for the user, based on the results of students with 74% score and it can be as the alternative media to conduct teaching learning process.</span>


2021 ◽  
Vol 11 (1) ◽  
pp. 1-13
Author(s):  
R Septiana ◽  
F Y Al Irsyadi

A remarkable school – B (SLB) YRTRW Surakarta is a spesial school for children with special school for children with special needs to help provide education. According to a survey of SLB-B YRTRW Surakarta, it is difficult for students to get the names of objects right anf there are still mistakes, and it is also difficult for students to play because the learing methods are less interesting and therefore not focus on the material presented by teachers. An alternative or solution is to provide the learning media in the form of applications. The appication is called BELMA (together learning) abaout the introduction of transportation tools, Musical Instruments, and objects in the school environment for fourth-grade elementary school students. The founding of the media of education is a method for observation, analysis or problem identification,  and interviews. The result of research based on questionnaires are 87.871%, and this application can thus help the learning process. The purpose of this study is to be expected to help both tearchers and students in the learning process in class so that students can be quick to understand and enthusiastic about material delivery.


2021 ◽  
Vol 4 (1) ◽  
pp. 25-33
Author(s):  
Florentina Zarco ◽  
Patricia Shalati

This research is conducted to know the effect of Team Games Tournament (TGT) learning model with “Numbered-Board Quiz” game in increasing science learning achievement of four grade students in Sawahan, Madiun. Although many research results show that students’ learning achievement are much improved, however the use of TGT learning model in science and the use of it in teaching learning process for elementary school are rarely found. Many teachers have not known about TGT learning model. The main requirement to observe science teaching learning process in the class refers to the requirement to the application of learning model TGT especially in science subject. The purpose is to know the effectiveness of the application of TGT to improve students’ achievement based on learning motivation. The population in this research is 154 students that come from 6 schools, 79 students are in experiment group and 75 students are in control group. Students in experiment group are given treatment with TGT learning model while students in control class are given treatment conventional learning model that is direct teaching. Collecting data is conducted two times, they are pretest and posttest. The result shows the significant differences of science learning achievement between students that are given TGT learning model and conventional method, also there is an interaction between the learning model used with student learning motivation.


2020 ◽  
Vol 2 (1) ◽  
pp. 9-19
Author(s):  
Sang Ayu Made Krisna Dewi Natalia ◽  
I Ketut Setiawan

This research aimed to produce an English learning media based on Android for grade V of elementary school students. This research belongs to Research and Development. In its implementation, this research has two steps such as pre-production and production. In the pre-production consists of planning, idea concept, research/visual analysis, designing menu plot, and asset making. In the next step that is production consists of arranging asset, adding action script for navigation of the media, and rendering the media. The result of this research is a learning media based on Android that later can be used in the English learning process in the classroom. The materials chosen in this media are in the form of basic materials for English, those are the introduction of Noun, Verb, and Adjective. In the Menu plot, first started with Intro, then enter the Menu Page, where in Menu Page there are three choices, those are Verb, Noun, and Adjective materials. From each material, there are nine examples of pictures for each category based on topic. This learning media based on Android will become an effective media that can be used in the learning process that later make the learning process become interactive, interesting, and a lot of fun. The next development is by doing affectivity test for the existing media. This affectivity test is done for the next media development.


2021 ◽  
Author(s):  
Larasati

In an effort to develop national education, teachers (educators) are urgently needed with guaranteed quality standards of competence and professionalism. learning at this time is an educator must be able to create creativity and the latest innovations in the learning process in order to improve student learning achievement. One form of innovation is to create effective and technology-based learning resources. So that the learning process with the aim of improving student learning achievement can be achieved, the media needed is right to support the maximum learning process


2019 ◽  
Vol 1 (1) ◽  
pp. 49-56
Author(s):  
Dinda Bahari Putri ◽  
Sri Endang Anjarwani ◽  
Royana Afwani

IPS is a lesson at the elementary school level. Based on the curriculum at SDN 22 Ampenan which uses the 2006 KTS curriculum, each student learns to use the media of LKS and books as the supporting media. The availability of the media has less influence on students. The purpose of this research is to develop an Android-based application which can support the school. This application aims to help the learning process of students with multimedia available in the application. This application displays materials, images, videos, and evaluations which are contained in the exercises and games of each chapter in grades 5 and 6.This application is built using android studio version 2.2.1 with the Java programming language. Besides this application is also developed using the waterfall model. The testing method used is a black box and MOS testing. Testing using the MOS method on application quality shows that 62.5% of the respondents stated strongly agree, teacher respondents stated strongly agree with the percentage of 62.75%.


2018 ◽  
Vol 24 (2) ◽  
pp. 262-269
Author(s):  
Pramudita Budiastuti ◽  
Moh. Khairudin ◽  
M.N.A Azman

Interactive learning media facilitate students to be understand and comprehend certain contents of engineering subjects. Therefore, this study aimed to develop e-instructional multimedia for students in the subject of basic electronics and electricity using adobe flash CS 5.5. This subject was selected to support the teaching-learning process at the Vocational Secondary Schools. There were five stages during the development of the learning media, including (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation (ADDIE). Furthermore, 30 students in total were selected to test the media practicability. The results revealed that this multimedia is acceptable based on five criteria: creativity, affectivity, efficiency, interestingly, and interactivity with the scores of 76.8, 76.8, 71.5, 77.4, and 74.4 respectively. This study suggested the implementation of the e-instructional multimedia for further understanding its empirical application.    


KINESTETIK ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 99-107
Author(s):  
Ramonsah Putra ◽  
Yarmani Yarmani ◽  
Arwin Arwin

AbstrakPenelitian ini bertujuan untuk mengetahui peningkatan proses belajar mengajar Permainan Bola Voli Melalui Metode Pembelajaran Games and competition Pada Siswa Kelas V SD Negeri 14 Lebong Selatan. Penelitian ini dilakukan pada jam belajar Penjasorkes kelas V SD Negeri 14 Lebong Selatan. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK), penelitian ini secara obyektif atau apa adanya dengan subyek siswa kelas V SD Negeri 14 Lebong Selatan berjumlah 15 orang. Penelitian ini dilakukan dalam 2 siklus, setiap siklus terdiri dari empat tahapan yaitu : (1) perencanaan,  (2) pelaksanaan tindakan, (3) observasi, dan (4) refleksi. Jenis data yang dikumpulkan adalah data kualitatif berupa hasil observasi aktivitas guru dan siswa pada saat proses belajar-mengajar berlangsung. Adapun hasil pengamatan terhadap siswa dalam proses belajar mengajar Permainan Bola Voli Melalui Metode Pembelajaran Games and competition pada siklus I adalah sebesar 55% dari keseluruhan pengamatan terhadap proses belajar mengajar. Pada siklus II meningkat menjadi 85%. Sedangkan hasil pengamatan terhadap guru pada siklus I sebesar 65% dan meningkat pada siklus II menjadi 90%. Sehingga dapat disimpulkan bahwa adanya peningkatan yang sangat berarti dalam penerapan metode pembelajaran games and competition pada siswa kelas V SD Negeri 14 Lebong Selatan.Kata Kunci : Proses Belajar Mengajar, Bola Voli, Games and competition.AbstackThis study aims to determine the improvement of teaching and learning process of Ball Games through Learning Methods of Games and competition In Grade V Students of Elementary school 14 Lebong Selatan. This research was conducted at the learning hour of class V of SD Negeri 14 Lebong Selatan. The research method used is Classroom Action Research (PTK), this research is objective or what it is with the subject of grade V students of SD Negeri 14 Lebong Selatan totaling 15 people. This study was conducted in 2 cycles, each cycle consisting of four stages: (1) planning, (2) implementation of action, (3) observation, and (4) reflection. The type of data collected is qualitative data in the form of observation of teacher and student activity during the teaching-learning process. The results of observation of the students in the learning process Teaching Ball Volleyball Through Learning Methods Games and competition in the first cycle is 55% of the overall observation of the teaching and learning process. In the second cycle increased to 85%. While the results of observations of teachers in the first cycle of 65% and increased in cycle II to 90%. So it can be concluded that there is a very significant improvement in the application of learning methods of games and competition on students of grade V Elementary school 14 Lebong Selatan.Keywords: Volleyball, Games and competition, Teaching and Learning Proces


2019 ◽  
Vol 10 (2) ◽  
Author(s):  
Nyai Cintang

Factual conditions require the development of teaching materials in thematic learning using a scientific approach to improve the available teaching materials. This study aims to: 1) examine the factual conditions for the use of teaching materials in thematic learning in the 2013 curriculum; 2) knowing the development of scientific based thematic teaching materials for fourth grade elementary students; 3) knowing expert judgment on the feasibility of scientific-based thematic teaching materials for fourth grade elementary students; 4) knowing the effect of the use of scientifically based thematic teaching materials on the learning achievement of fourth grade elementary school students; 5) knowing the teacher's assessment of learning using thematically based thematic teaching materials for grade IV elementary school students; 6) knowing the response of students to learning using thematically based thematic teaching materials for fourth grade elementary school students. This study uses Development Research with qualitative and quantitative research designs. The development process uses the 4-D model of Thiagarajan, Semel and Semel which has been modified to be the stage of defining, designing, and developing. Teaching materials that have been validated by experts get the category of "very valid and without revision" from expert responses and teacher evaluations with agreed criteria, student responses to the use of teaching materials in learning get very good responses from students. The results of the trials using the experimental design The Before And After Design show that there is an effect of the use of scientifically based thematic teaching materials on the learning achievement of PPKn; 2) there is the influence of the use of scientifically based thematic teaching materials on social studies learning achievements; 3) there is the influence of the use of scientifically based thematic teaching materials on the learning achievement of science. Scientific based thematic teaching materials for Grade IV Primary School students can be used in learning.


2018 ◽  
Vol 5 (1) ◽  
pp. 12-22
Author(s):  
Halimatus Sakdiyah

The Islamiceducation character of elementary school children is very important, as an effort to cultivate the students’ intelligence in thinking, acting and behaving in accordance with the noble values ​​that its’ become the identity, and can be realized in interaction with God, themselves, others and the environment as a manifestation. Schools are a strategic place for appear education character because the children of some circles will be educated at school. In addition, children spend most of their time at school, something they have been gotten in school will be affected the formation of their character. To realize a generation that has a strong character and strong faith and Islam, it is necessary to instill the values ​​of personality to the child. In this case, the role of educator is very important, especially when they were applying the teaching learning process to the students.To instill Islamic character education of elementary school, children need some methods that must be mastered by educators, such as exemplary, habituation, advice, attention (supervision), rewards and punishment. The educators can be given knowledge improvement, and can be internalized the spiritual values ​​to their students by using some methods.


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