scholarly journals THE DEVELOPMENT BOOK OF STORY BASED SUNDANESE CULTURE AS MEDIA ON INDONESIAN LANGUAGE WITH PANTUN MATERIAL IN IV CLASS ELEMENTARY SCHOOL

2018 ◽  
Vol 5 (1) ◽  
pp. 70
Author(s):  
Helwiyah Makarim ◽  
Siti Holipah ◽  
Helmi Helmi

The Development Book of Story Based Sundanese Culture as Media on Indonesian Language with Pantun Material in IV Class, Elementary School. Djuanda Bogor University in 2017. This research is a Research and Development (R&D) which has a goal to know more a story of book based on Sundanese culture with learning method Indonesian language on pantun materials, another goal is to determine which one is the best of story book. The procedure of this research take a model of Borg and Gall theory, the development has five stages; find out the information, product plan, product development, validation product and evaluation of the product. To know quality of products is based on the learning aspect, materials, and looking with gift quetionnaires as a purpose to know the media developed worthy used or not as a learning media. The result of this a research are a book of story based on Sundanese culture used a learning method Indonesian language with pantun materials in class IV elementary school has good qualities based the material expert 43, maximum points from 50 with very good category. the media expert 68, maximum points from 75 with very good category. The teacher around  124.33, maximum points from 125 with very good category. Peer reviewer around 111.33, maximum points from 125 with very good category. Testing 49,44, maximum points from 50 with very good category. Temporary testing 49, maximum points from 50 with very good category, so that this is a book of Sundanese story has good using for taking in learning media Indonesian language with pantun material in grade IV Elementary School.

2017 ◽  
Vol 1 (3) ◽  
pp. 128
Author(s):  
Ni Wayan Surya Mahayanti ◽  
Ni Luh Putu Mira Suantari

This research aimed to (1) develop character based big book as a media for teaching English at sixth grade students at SD Lab UNDIKSHA Singaraja, and (2) find out the quality of character based big book developed. The subject of this research was thirty-two students of sixth grade students of elementary school at SD Lab UNDIKSHA Singaraja. The data of this research were obtained by using observation sheet, interview guide, item of questionnaire, checklist, rubric, and notes. This research was R & D (research and development) which followed several procedures based on Sugiyono model namely identifying potency and problem, collecting data, designing product, validating design product, revising design product, trying-out product, and revising product. The result of this research showed that there were five kinds of character based big book developed with the theme seasons, tourism, direction, airport, and transportation. Each big book consisted of fourteen up to fifteen pages and inserted character education in its story. For the quality of the media, it was found that the character based big book developed was categorized as excellent media. Thus, it was proper to be used as a media for teaching English at sixth grade students.


Author(s):  
Elas Sulastri ◽  
M. Taufik ◽  
Zerri Rahman Hakim

AbstrakPenelitian ini berawal dari kurangnya keantusiasan siswa dalam proses pembelajaran siswa merasa cepat bosan sehingga siswa meminta bermain pada saat pembelajaran berlangsung sedangkan materi yang belum tersampaikan masih banyak. Penelitian ini bertujuan untuk mengatahui bagaiman kelayakan media Quiet Book sebagai media pada pembelajaran tematik dikelas IV B dan untuk mengetahui bagaimana respon siswa setelah menggunakan media pemebelajaran Quiet Book pada pembelajaran tematik dikelas IV B. Penelitian ini dilakukan di SD Negeri Karundang 2 dengan subjek penelitian di kelas IV B dengan 20 siswa pada uji angket respon siswa. Hasil uji validasi oleh para ahli terhadap kualitas media Quiet Book yang dikembangkan termasuk dalam kriteria sangat layak dengan presentase sebesar 85,4%. Hasil uji angket respon siswa terhadap media Quiet Book mendapatkan kriteria sangat setuju dengan persentase sebesar 95%. Berdasarkan hasil penelitian dapat disimpulkan bahwa media Quiet Book pada pembelajaran tematik dapat dikatakan sangat layak digunakan dalam pembelajaran tematik. Kata Kunci: Media Quiet Book, Pembelajaran tematik.AbstractThis research starts from the lack of enthusiasm of students in the learning process students feel bored quickly so students ask to play while learning takes place while the material that has not been delivered is still a lot. This study aims to find out how the feasibility of Quiet Book media as a media in thematic learning in class IV B and to find out how students respond after using Quiet Book learning media in thematic learning in class IV B. This research was conducted at Karundang 2 Elementary School with research subjects in class IV B with 20 students on the student response questionnaire test. The results of the validation test by the experts on the quality of the developed Quiet Book media are included in the very feasible criteria with a percentage of 85.4%. The results of the questionnaire test students' responses to the media Quiet Book get criteria strongly agree with a percentage of 95%. Based on the results of the study it can be concluded that the Quiet Book media on thematic learning can be said to be very feasible to use in thematic learning. Keywords: Quiet Book Media, Thematic Learning


Author(s):  
Yulis Purwanita ◽  
Yatim Riyanto ◽  
Totok Suyanto

Researchers were interested in applying Inkuiry's learning method to teach my hero material. The media is called "Multimedia in the form of VCD". This study aims to analyze and observe the effect of inquiry learning methods on critical thinking skills and learning outcomes in grade IV elementary schools. This research was conducted at Elementary School 2 Experiment Malang, in the first semester of 2017-2018 school year. This study uses two classes namely the experimental class and the control class. The research sample was class IV B students as the experimental class and IVC class as the control class. The research instruments used were observation sheets of critical thinking skills and learning outcomes tests. Data analysis techniques used include normality test, homogeneous test, and independent test t-test. The results showed: Multiedia-assisted Inquiry learning method had an effect on critical thinking skills and learning outcomes of fourth grade students of SD Negeri Percobaan 2 Malang. Thus, the media is used as an alternative medium in social studies learning in the fourth grade.


2019 ◽  
Vol 10 (1) ◽  
pp. 87-96
Author(s):  
Subekti Kusumadewi

The purpose of this research is to solve the problems in elementary schools especially in the application of learning that still does not prioritize character education.This research methods is a type of research and development with reference to Borg and Gall model with only seven steps, including: (1) potential and problems, (2) data collection, (3) product design, (4) product validation, (5) revision products, (6) product trials, and (7) product revision. Data obtained through observation, interviews, questionnaires, and documentation. Sources of data are Class IV students and Class IV teachers at Masehi Kudus Elementary School, Tanwirul Qulub School, and 2nd Panjunan School.The results of the effectiveness test show that “Curriculum Management Based on Strengthening Character Education for Improving the Quality of Learning in Elementary Schools is effectively used in learning in Class IV Elementary Schools Theme “Beautiful Togetherness” Sub Theme 1 “Diversity of My Nation’s Culture” with the average results of individual completeness in Masehi Elementary School reaches 91%, while in Tanwirul Qulub Elementary School and 2nd Panjunan Elementary School reached 82%. The classical completeness of the three elementary schools is also very high with an average classical completeness of almost 100%. The classical completeness in the three elementary schools in a row is at Masehi Kudus Elementary School reaching 100%, at Tanwirul Qulub Elementary School and 2nd Panjunan Elementary School are reaching 95%. Classical absorption is also relatively high with the acquisition in each elementary school as follows: at Masehi Kudus Elementary School by 91%, at Tanwirul Qulub Elementary School and 2nd Panjunan Elementary School by 82%. 


2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


2020 ◽  
Vol 7 (1) ◽  
pp. 61-77
Author(s):  
Ahmad Zubaidi

This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of  Borg and Gall model through analysis, design, and testing. Eligibility is based on the expert validator test and the final operation field test. The results of the study can be concluded that: 1) Preparation of the Test Instrument refers to the 5 objectives or indicators of Mahmud Kamil an-Naqah into 50 questions in product design using the Kahoot! application, 2) From the results of the expert validator it is known that the results of the material quality are obtained by an average 5.37 and the media quality of the application is obtained by an average of 4.75 (very feasible), 3) After being obtained from the main field test to 20 students there are 6 questions or 12% that are not feasible because they are invalid and have not discrimination index, then the author revise and test the revision results to 70 students with 100% valid results and are suitable for use.


2013 ◽  
Vol 329 ◽  
pp. 503-506
Author(s):  
Zhe Wen ◽  
Qian Dong

Computer is high-tech equipment in the age of information, and has been widely applied in all industries by relying on its sharing, universality, intelligence and other characteristics. Seen from the structural composition, software and hardware are two core components of computer, and play a decisive role in the quality of computer and its system in the actual work. Software development is a process for building up software system or software of system according to the needs of users; in high-quality software research and development, multiple aspects such as market research, demand analysis, structure design and model debugging are involved, and the quality of products can be ensured only if each operation link is strictly controlled.


Author(s):  
Alexander Sukhodolov ◽  
Valentina Marenko

The article gives the rationale for the necessity of developing a theoretical and methodological basis of mass media theory and up-dating its research tools. It is shown that the main direction of further research should be its mathematization and software-based algorithm development of models for managing information flows. It is established that in order to implement this idea it is necessary to apply a process approach to mass media system research as solutions based on the process approach significantly increase the potential for planning and forecasting changes in the media system, as well as forming effective models of information flows management. In the framework of the process approach, mass information activities are considered as processes that result in creating an information product meeting the needs of a particular consumer or a group of consumers. By integrating all the information product processes that take place in media organizations, a process-type media system that in general results in meeting information needs of the society relevant to peoples interests, preferences and requests is formed. In order to study the system, the authors highlight its most important properties such as integrity, nonadditivity and focus. It is demonstrated that it is impossible to apply conventional mathematical methods and models in the conditions of transient influence of external factors and nonlinear interrelations between processes. The authors prove that revealed interrelations can be successfully visualized by means of cognitive mapping. The authors suggest а cognitive map for evaluation of mass media performance, where a target concept is the level of awareness of the population that provides them with landmarks to guide themselves in the world while governing concepts are the quantity demanded and supplied and the quality of information products. At the same time, it is specified that the quality of mass media products is determined by mass media accessibility, promptness, reliability and feedback from consumers. The proposed cognitive map is formalized by means of fuzzy information about concepts and power of their influence, which is presented in the form of a knowledge database according to fuzzy logic rules. Use of the given knowledge database allows to develop an algorithm for evaluating performance of the media system with the help of MATLAB Fuzzy Logic Toolbox, which provides an opportunity to set performance targets and thus to give different scenarios of information flows management.


Author(s):  
Eko Anis Setyorini ◽  
Lilik Bintartik ◽  
Sumanto Sumanto

Abstract: This research and development is to produce a puzzle media based on audio-visual material on the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku" in class IV SDN Kauman 1 Blitar City that is valid, practical, and interesting. This study uses a research and development model or research and development. The results of audio visual based puzzle media validation obtained a value of 93.3 percent, a very valid category by material experts, media experts and users. For practicality and attractiveness audio visual based media is obtained based on the results of student responses during product trials and field trials. The attractiveness of the media scored 97.3 percent in the very interesting category. Practicality of the media scored 84.4 percent in the category of very practical. So it can be concluded that the audio visual media based puzzle is very worthy used in the learning process in the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku". Abstrak: Penelitian dan pengembangan ini yaitu menghasilkan media puzzle berbasis audio visual materi pada subtema “Indahnya Persatuan dan Kesatuan Negeriku” di kelas IV SDN Kauman 1 Kota Blitar yang valid, praktis, dan menarik. Penelitian ini menggunakan model penelitian dan pengembangan atau research and development. Hasil validasi media puzzle berbasis audio visual memperoleh nilai 93,3 persen kategori sangat valid oleh ahli materi, ahli media dan pengguna. Untuk kepraktisan dan kemenarikan media puzzle berbasis audio visual diperoleh berdasarkan hasil dari respon siswa pada saat uji coba produk dan uji coba lapangan. Kemenarikan media memperoleh nilai 97,3 persen kategori sangat menarik. Kepraktisan media memperoleh nilai 84,4 persen kategori sangat praktis. Sehingga dapat disimpulkan bahwa media puzzle berbasis audio visual sangat layak digunakan dalam proses pembelajaran pada subtema “Indahnya Persatuan dan Kesatuan Negeriku”.


2020 ◽  
Vol 9 (2) ◽  
pp. 72-77
Author(s):  
Siti Eva Ariyanti Eva Ariyanti

Dalam seni tari, guru kelas II SD Negeri 03 Bawu diketahui belum menggunakan media pembelajaran yang inovatif, sehingga diperlukan media yang inovatif dalam pembelajaran. Penelitian ini bertujuan untuk mengembangkan media kartu kuartet DIKDA seni tari berbasis outdoor learning pada materi gerak keseharian dan alam. Untuk mengembangkan media tersebut digunakan penelitian Research and Development (R&D) diadaptasi dari Sugiyono. Penelitian ini diikuti oleh siswa kelas II SD Negeri 03 Bawu berjumlah 41 siswa. Teknik analisis data meliputi analisis data produk, analisis data awal, dan analisis data akhir berupa uji t-tes dan uji n-gain. Hasil pengembangan media kartu kuartet DIKDA Seni Tari berbasis outdoor learning sangat layak digunakan dengan memperoleh hasil persentase sebesar 96,88% oleh ahli media, 96,88% oleh ahli materi dan 93,75% oleh ahli bahasa. Dari hasil skala kecil tanggapan siswa terhadap media sangat baik dengan persentase 100% dan 92% dari tanggapan pada skala besar mendapatkan persentase 97,9% dari siswa dan 100% dari guru. Hasil uji peningkatan rata-rata diperoleh hasil sebesar 0,567 pada skala kecil dan 0,466 pada skala besar. Simpulan penelitian media kartu kuartet DIKDA Seni Tari berbasis outdoor learning materi gerak keseharian dan alam layak dan efektif dalam meningkatkan hasil belajar psikomotorik siswa kelas II Sekolah Dasar.   Kata Kunci: Media Pembelajaran; kartu kuartet DIKDA; outdoor learning; Seni Tari  In dance education, in the second grade aof Bawu 03 elementary school had not used innovative learning media, so that media development was needed in learning. This research aimed to develop, to find out the results of feasibility, and test the effectiveness of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material. The type of this study was Research and Development (R & D) adapted from Sugiyonos theory. The participants of this study were the second grade at Bawu 03 elementary school in the number of 41 students. Data analysis techniques included product data analysis, initial data analysis, and final data analysis in the form of t-test and n-gain test. The results showed that learning media in the media of DIKDA quartet cards on dance education based on outdoor learning was very feasible to use by obtaining a percentage of 96,88% by media experts, 96.88% by material experts and 93,75% by language experts. The results of small scale got a percentage of 100% of students and 92% of teachers and on a large scale get a percentage of 97,9% of students and 100% of teachers. The results of the test large scale got on average obtained results of 0.567 on a small scale and 0.466 on a large scale. The conclusion of this research was the media of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material was feasible and effective in improving students psychomotor learning outcomes in the second grade.   Keywords: learning media; quartet card DIKDA; outdoor learning; dance education


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