scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIRTUAL REALITY UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK SEKOLAH DASAR

Author(s):  
Mardiki Supriadi ◽  
L. Virginayoga Hignasari

Educators use various methods to explain the material so that learning objectives can be achieved, one of the methods is by utilizing learning media. The purpose of using learning media in learning activities is to facilitate communication and learning. The use of media in learning activities aims to attract the attention of students and strengthen their concentration when receiving material from educators.The development of virtual reality media is an effort to realize educational goals. One of the success of learning lies in the ability of students' learning outcomes. Learning outcomes are very important for students as a benchmark of the extent to which students understand the material delivered by educators. Virtual reality media make learning outcomes the basis of development. The purpose of this study is to produce products in the form of virtual reality media to improve learning outcomes of elementary school students.This research is a development research with 4D development model from Thiagarajan. This development model consists of the stages define (design), design (design), develop (development), and disseminate (deployment). The research and development stage is carried out until the disseminate stage with the publication of articles and a trial process to students which is done on a limited basis. Data collection instruments in the form of a questionnaire distributed to experts in the material, media, and field application.Student learning outcomes of the experimental class and the control class can be concluded that the virtual reality-based learning media used in the experimental class are stated to be more effective and can improve student learning outcomes by a percentage of 100% while the control class gets 77.3%.Keywords: learning media, virtual reality, learning outcomes

2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Lidia Muri

The study aimed to describe the implementation of scaffolding game media to improve learning outcomes of thematic learning in VI-grade at SDN 27 Pontianak (Pontianak 27 State Elementary School). The research method used by researchers was descriptive. The form of research was Classroom Action Research. Data collection techniques in this study were observed and questionnaire responses of students. Research collection tools in the form of observation sheets. This research was conducted for two cycles. The results of this study included the ability of teachers to plan learning using scaffolding game media, namely cycle I (85.81%), increased 9.94% in cycle II (95.75%) with an average value of 87.41% (category very good). The ability of teachers to implement learning in the first cycle (76.19%) increased by 16.27%, and the second cycle to 92.46% with an average value of both cycles of 92.46% (very good category), an increase of 16, 27%. The first cycle learning activities with an average of 76.45% increased by 14.84% in the second cycle with an average value of 89.07%, the average score of the second cycle learning activities 81.65% (once category) and the questionnaire response positive students as much as 85.93% (very good category). The first cycle learning outcomes test with an average value was 76.45, and the second cycle was 79.48%, the average value of the learning outcomes test was 77.97% (good category), and an increase of 30.3%. Based on data analysis of student learning outcomes, shows that the use of Scaffolding Game media can improve student learning outcomes.


2021 ◽  
Vol 9 (2) ◽  
pp. 10-20
Author(s):  
Anita Ernawati ◽  
◽  
Sulifah Aprilya Hariani ◽  
Siti Murdiyah

The purpose of this study is to produce high school biology modules based on the ethnobotany of the people in Kediri and its surroundings to improve student learning outcomes. The development research used the Borg and Gall model which was tested on students of SMAN 1 Plemahan. Based on the results of the material expert validator's assessment, the percentage is 98.82%; according to development experts by 80%; according to media experts by 88%; and according to user experts the percentage is 95.25%. The results of the four expert validators are each at a very valid level. The results of the practicality test are 97.5% and interpreted in the very practical category. The results of the effectiveness test have an average N-gain of 0.58 with moderate criteria in the category of quite effective for improving student learning outcomes.


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.


Author(s):  
Moch Sukardjo ◽  
Lipur Sugiyanta

Web usability, if evaluation done correctly, can significantly improve the quality of the website. Website containing multimedia for education shoud apply user interfaces that are both easy to learn and easy to use. Multimedia has big role in changing the mindset of a person in learning. Using multimedia, learners get easy to obtain information, adjust information and empower information. Therefore, multimedia is utilized by teachers in developing learning techniques to improve student learning outcomes. For students with self-directed learning, multimedia provides the ease and completeness of the courses in such a way that students can complete the learning independently both at school and at home without the guidance of teachers. The learning independence takes place in how students choose, absorb information, and follow the evaluation quickly and efficiently. The 2013 Curriculum 2013 for Vocational High School (SMK) requires teachers to create engaging teaching and learning activities that students enjoy in the classroom (also called invitation learning environment). The creation of learning activity environment is still problem for most teachers. Various researches reveal that teaching and learning activities will be more effective and easy when assisted by visual tools. Using multimedia, learning material can be presented more attractively that help students understand the material easily. The opposite is found in the learning activity environment who only rely on ordinary lectures. Usability is a quality level of multimedia with easy to learn, easy to use and encourages users to use it. The website Multimedia Interactive Learning for Mathematics SMK Class X is targeted object. Usability website in Multimedia Interactive Learning for Mathematics SMK Class X is important indicators to measure effectiveness, efficiency, and student satisfaction to access the functionality of website. This usability measurement should be done carefully before the design is implemented thoroughly. The only way to get test with high quality results is to start testing at the beginning of the design process and continuously testing each of the next steps. This research performs usability testing on of website by using WAMMI criterion (Website Analysis and Measurement Inventory) and will be focused on how convenience using the website application. Components of Attractiveness, Controllability, Efficiency, Helpfulness, and Learnability are applied. The website in Multimedia Interactive Learning for Mathematics SMK Class X can be in accordance with the purpose to be accepted by student to improve student learning outcomes. The results show that WAMMI method show the usability value of Multimedia Mathematics SMK Class X is about from 70% to 90%.


2019 ◽  
Vol 7 (1) ◽  
pp. 94-108
Author(s):  
Nina Erlina

This research discusses the application of the SSCS type problem based learning model to improve student learning outcomes in class X1 AK1 SMKN 1 Sungailiat. The research method used in this study is PTK that is done with the type of search, solve, create, and share (SCSS) in the subject of Accounting material about closing journal. The findings show: 1) the SSCS type problem based learning model can improve student learning outcomes, this can be proven by comparing the test scores in each cycle. 2) this learning model is also able to overcome miss-matches, especially on social concepts that are abstract and require real evidence from real life to brought into the learning process. 3) obstacles encountered related to the application of this learning method namely: a) the teacher involved was not accustomed to using PBL learning models with this type of SSCS before,  so that it had a little difficulty in applying it. After several meetings, the teacher is accustomed to adapt in optimizing their use for learning activities of students in the classroom. b) students want the learning phase and the experiments they do are designed to be more interesting and interactive, and contain examples of real activities that are more related to the material discussed.


Author(s):  
Zubaidah Matondang

This study aims to determine whether the use of learning model Listening Team can improve student learning outcomes. This research is a classroom action research conducted at SD Negeri 101768 Lesson Year 2015/2016. Subject of this research is student of class III which amounted to 24 people. Technique of collecting data is done by test method and observation method. Effectiveness research indicators in this assessment include student activities during learning activities and students' learning completeness in a classical way. The results showed the effectiveness of student learning reviewed through learning mastery that is equal to 83.3%. Increase in review through the learning activities of students is 92%. Based on the details of the results of the above research, then learning to use learning model Listening Teams in third grade students SD N 101768 TP 2015/2016 can improve student learning activities and improving student learning outcomes in terms of mastery of student learning classically on money history materials in Social Studies subjects.


Eksponen ◽  
2019 ◽  
Vol 9 (2) ◽  
pp. 35-43
Author(s):  
Yenniati Yenniati

This study aims to improve economic learning activities and outcomes using the Jigsaw learning model on international economic cooperation material for class XII IPS 3 students of SMA Negeri 3 Kotabumi in the 2018-2019 academic year. This research is a classroom action research, which was conducted to students of class XII IPS 3 of SMAN 3 kotabumi in the 2018-2019 academic year. In this study tested the use of Jigsaw learning models on international economic cooperation material to determine its effect on student learning outcomes. The study was divided into 2 cycles, namely for the material of cooperation between countries in the economic field and the multilateral economic cooperation body. Data collection techniques with cognitive tests and student attitude questionnaires obtained from each cycle, the results were analyzed whether there was an increase in each cycle. The results of this study indicate that, the use of Jigsaw learning models on international economic cooperation material can improve student learning outcomes in class XII IPS 3. Student learning outcomes have increased by 58% from cycle I to cycle II, while student activity based on questionnaires has increased in cycle II where students, more disciplined, cooperative, polite and tolerant in learning. Thus the use of Jigsaw learning models in the material of international economic cooperation can improve the economic learning outcomes of students of class XII IPS 3 at SMAN 3 Kotabumi in the academic year 2018-2019.


2021 ◽  
Vol 1 (2) ◽  
pp. 178-182
Author(s):  
HERMA YUNIS

This study aims to improve student learning outcomes using LKPD. The online learning process causes students to ignore the assigned tasks, lack mastery of science material and lose focus in learning. This classroom action research is designed in two cycles. Actions taken by observing during learning activities with indicators include: attendance level, activeness in answering teacher questions and collecting assignments on time. The scope of the material given in the first cycle is Measurement and in the second cycle is the Properties of the Solution. The subjects of this study were 35 students of Class VII D SMPN 248 Jakarta in the 2021/2022 academic year. The results of Classroom Action Research were obtained in two cycles, there has been an increase in learning activities seen from the increase in attendance reaching 100% in the second cycle from 77.14% in the first cycle. The activeness of students in answering questions increased from 8.6% in the first cycle to 28.57% in the second cycle. The increase in student activity in collecting assignments increased from 68.57% in the first cycle to 85.71% in the second cycle. ABSTRAKPenelitian ini bertujuan untuk meningkatan hasil belajar peserta didik menggunakan LKPD. Proses pembelajaran secara daring menyebabkan peserta didik abai terhadap tugas yang diberikan, kurang menguasai materi IPA dan kehilangan fokus dalam belajar. Penelitian tindakan kelas ini dirancang dalam dua siklus. Tindakan yang dilakukan dengan melakukan observasi saat kegiatan belajar dengan indikator meliputi: tingkat kehadiran, keaktifan menjawab pertanyaan guru dan pengumpulan tugas tepat waktu. Cakupan materi yang diberikan pada siklus I adalah Pengukuran dan pada siklus II adalah Sifat Larutan. Subyek penelitian ini adalah Peserta Didik Kelas VII D SMPN 248 Jakarta tahun ajaran 2021/2022 sebanyak 35 orang. Hasil Penelitian Tindakan Kelas didapatkan dalam dua siklus, telah terjadi peningkatan aktivitas belajar dilihat dari peningkatan kehadiran mencapai 100% pada siklus ke II dari 77,14% di siklus I. Keaktifan peserta didik dalam menjawab pertanyaan meningkat dari 8,6% di siklus I menjadi 28,57% di siklus ke II.  Peningkatan keaktivan peserta didik dalam mengumpulkan tugas meningkat dari 68,57% di siklus I menjadi 85,71% di siklus II.


Author(s):  
Septi Dariyatul Aini ◽  
Sri Irawati

This research aims to determine the increase in student learning activities and outcomes after being taught by using the quick on the draw learning strategy in the interpolation material. This type of research is classroom action research with a qualitative approach. This research was conducted at Madura University and those who were the subjects of the study were fourth semester students of 2017/2018 academic year mathematics education. Data collection techniques used are observation and test methods. From the data analysis it can be concluded that: (1) student activity has increased from 3.20 (good category) in the first cycle to 3.76 (excellent category) in the second cycle, (2) student learning outcomes have increased from 42.86 in the first cycle then increased to 85.71% in the second cycle. From the results of this study it can be concluded that the application of quick on the draw learning strategies can improve student learning activities and outcomes in interpolation material.


2020 ◽  
Vol 11 (1) ◽  
pp. 20
Author(s):  
Rafhi Febryan Putera ◽  
Zahratul Qalbi

This research is motivated by the initial reflection of researchers who conduct observation of teaching and learning activities in Paninjauan Elementary Schools elementary schools, that the civic education learning was dominated by the teacher using conventional learning method in learning low when the daily test exam and the final exam semeseter. The purpose of this study is to describe how learning planning, learning implementation, and learning outcomes. The approach used in this research is a qualitative approach and a quantitative approach with four stages, namely learning planning, learning implementation, learning observation, and learning reflection. The subjects used in this study were grade IV students of SDN 11 Paninjau Agam Regency. From the data analysis, it was found that the Group Investigation (GI) type of cooperative learning model was proven to improve student learning outcomes. This can be seen from the percentage of completeness learning Cycle I of 58.6 and in the second cycle increased to 72.25.


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