scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN IPS BERBASIS VIDEO ANIMASI PADA TEMA INDAHNYA KERAGAMAN DI NEGERIKU

Author(s):  
Audita Alfianti ◽  
M. Taufik ◽  
Zerri Rahman Hakim

Abstrak Penelitian ini bertujuan untuk mengetahui kelayakan dan respon siswa terhadap media pembelajaran IPS berbasis video animasi. Penelitian ini dilakukan di SDN Panancangan 2 dengan subjek penelitian di kelas IV dengan 20 orang siswa pada uji coba terbatas. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan yang telah dikembangkan oleh Sugiyono yang terdiri dari 6 tahapan yaitu analisis masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk. Video animasi di validasi oleh para ahli yaitu ahli materi, ahli media, dan ahli bahasa, selanjutnya dilakukan uji coba produk kepada siswa. Hasil uji validasi para ahli sebesar 79,9% dengan kriteria layak. Hasil uji coba produk sebesar 86,2% dengan kriteria sangat baik. Berdasarkan hasil penelitian dapat disimpulkan bahwa media video animasi layak untuk digunakan dalam pembelajaran IPS pada tema indahnya keragaman di negeriku. Kata kunci : media pembelajaran, IPS, video animasi.AbstractThis study aims to determine the feasibility and response of students to media learning based on animated video animation. This research was conducted at SDN Panancangan 2 with research subjects in class IV with 20 students on a limited trial. The research method used is a research and development method that has been developed by Sugiyono consisting of 6 stages namely problem analysis, data collection, product design, design validation, design revision, product trials. Animated videos are validated by experts namely material experts, media experts, and linguists, then the product is tested on students. The validation test results of experts amounted to 79.9% with reasonable criteria. Product trial results of 86.2% with very good criteria. Based on the results of the study it can be concluded that the video animation media is appropriate to be used in social studies learning on the beautiful theme of diversity in my country. Keywords :learning media, social sciences, animated video

2006 ◽  
pp. 16-33 ◽  
Author(s):  
Whitney Taylor ◽  
Brandon Plewe

Social Studies, including history and geography, is a core part of most state curriculum standards for K-12 education, and for the most part is in need of improvement. Among the technological solutions that have been developed, interactive maps show promise in making the complexities of the social sciences (especially historical geography) more interesting to students, and easier to visualize and understand, without demanding significant investments by schools. A two-group experiment examined this potential for the 7th Grade Utah Studies curriculum. After completing an exercise to analyze possible historical and geographical causes of settlement patterns in Utah, students using interactive maps showed significantly better improvement between a pretest and posttest than students using paper maps. Although some of the test results were inconclusive and highlighted technological and resource obstacles to the widespread adoption of interactive mapping in the classroom, it has been shown to help students learn social studies in a deeper, more engaging manner.


2020 ◽  
Vol 5 (5) ◽  
pp. 677
Author(s):  
Muhammad Khalil ◽  
Mohamad Amin ◽  
Betty Lukiati

<p><strong>Abstract:</strong> The aims of this development research are to produce teaching materials in the form of bioinformatics module based on problem-based learning titled analysis of the potential of natural compounds <em>in silico</em> as drug candidates that meet the requirements for validity and practicality to be used in bioinformatics courses. The research method used is research and development method with ADDIE development model which consists of five stages. The validation test result by media experts, material experts, and field practitioners in sequentially obtained the percentage of 98.15%, 91.07%, and 95.97%. The practicality test results obtained a percentage of 87.46%. The conclusion of this development research is the bioinformatics module that has been developed has met the requirements of validity and practicality and can be used without revision.</p><strong>Abstrak:</strong><em> </em>Tujuan dari penelitian pengembangan ini adalah untuk menghasilkan bahan ajar berupa modul bioinformatika berbasis <em>problem-based learning</em> berjudul analisis potensi senyawa alami secara <em>in silico </em>sebagai kandidat obat yang memenuhi syarat kevalidan dan kepraktisan untuk dapat digunakan pada matakuliah bioinformatika. Metode penelitian yang digunakan berupa metode penelitian dan pengembangan (<em>research and development</em>) dengan model pengembangan ADDIE yang terdiri atas lima tahapan. Hasil uji validasi oleh ahli media, ahli materi dan praktisi lapangan secara berurutan diperoleh persentase 98.15%, 91.07%, dan 95.97%. Hasil uji kepraktisan diperoleh persentase 87.46%. Kesimpulan dari penelitian pengembangan ini adalah modul bioinformatika yang telah dikembangkan telah memenuhi syarat kevalidan dan kepraktisan serta dapat digunakan tanpa perlu revisi.


2021 ◽  
Vol 10 (3) ◽  
pp. 669
Author(s):  
Syopiani Oktavia ◽  
Syachruroji Syachruroji ◽  
Nana Hendracipta

 This research aimed to develop scientific-based Wopipopu Book media as a means of visual learning style for students at grade IV elementary school and to know the feasibility of the Wopipopu Book  media. This research was conducted at SD Negeri Kebon Jahe, Kecamatan Serang, Serang, involving 23 students at grade IV in a limited trial. This research and development used a model modified by Sugiyono. This model consists of 6 stages namely problem analysis, data collection, product design, design validation, design revision, and product trial. The instruments of this research were questionnaires for media validation by lecturers and questionnaire for students. Based on the result of data analysis, it was concluded that the quality of Wopipopu Book learning media was categorized as very feasible with a percentage of 92.8% from 2 material experts, feasible with a percentage of 75.8% from 2 linguists, and 91.5% from 2 media experts. Furthermore, the percentage of students’ response to Wopipopu Book in the trial was 84.64% with excellent category. 


2022 ◽  
Vol 1 (1) ◽  
pp. 80-89
Author(s):  
Shofia Hattarina ◽  
Rofikha Eka Nurianti

Aim this development is to produce a instructional video thematic by mean of validation.  This research was conducted in Class 3 MI Arriyadlah Pandean Paiton probolinggo. The resulting product is a instructional video thematic. Development method with Bord and Gall model. The results of this study showed that the validation test results of experts stated very valid with the average score of  92,5% for efectivity criteria. 90% for eficiency criteria and 86,6% for attractive criteria.


Author(s):  
Zuni Eka Tiyas Rifayanti ◽  
Evi Rizki Salamah

<em>Digital literacy referred to in the study here is the use of information technology as an alternative learning resource to support student literature in elementary school social studies courses and the use of puppet media in teaching puppet material Indonesian independence figures. The rapid development of information technology requires us to be able to use it for educational purposes. If the world of education can make good use of information technology, it is not impossible, the development of education will be better. One of the uses of information technology is the use of Digital Literacy in the learning process. This type of research is descriptive research with qualitative and quantitative approaches. From the results of the research that has been done and by looking at the discussion above, it can be seen that there is an increase and success in the application of a digital literacy culture in the scope of the STKIP Bina Insan Mandiri PGSD Study Program. The results of this study indicate that students who are able to carry out digital literacy and are accustomed to literacy have been proven from the test results and observations obtained by researchers.</em>


2019 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Hermanto Hermanto ◽  
Muhammad Japar ◽  
Erry Utomo

AbstrakPenelitian ini bertujuan untuk mengetahuai implementasi pembelajaran Ilmu Pengetahuan Sosial (IPS) dalam membentuk karakter siswa dan mengetahuai pelaksanaan/penerapan pendidikan karakter siswa SD Negeri Karang Asih 12 Bekasi Dan SD Negeri Ganda Mekar 01 Bekasi. Penelitian ini merupakan penelitian deskriptif dengan menggunakan pendekatan kualitatif. Subyek penelitin ini adalah Guru Ilmu Pengetahuan Sosial (IPS) dan Siswa SD Kelas V dengan Teknik pengumpulan data yaitu wawancara, observasi, dokumentasi, dan content analysis, validitas data menggunakan triangulasi data dan triangulasi metode. Hasil penelitian menunjukan bahwa proses implementasi atau penerapan pembelajaran Ilmu Pengetahuan Sosial (IPS) dilaksanakan dengan baik sesuai dengan tujuan pendidikan nasional kemudian melaksanakan pendidikan karakter atau membentuk karakter siswa sekolah dasar sesuai dengan  karakter budaya masyarakat daerah setempat.AbstractThis study aims to find out the implementation of learning Social Sciences (IPS) in building the students’ character of students and knowing the implementation/application of character education of Karang Asih Elementari School 12 Bekasi and SD Negeri Mekar 01 Bekasi. This research is a descriptive study using a qualitative approach. The research subjects were social science teachers (IPS) and the 5th grade students’of elementary school which used data collection techniques namely interview, observation, documentation, and content analysis. Data validity used data triangulation and method triangulation. The results of the study showed that the process of implementing social sciences (IPS) learning is carried out well in accordance with the objectives of national education and then implementing character education or building the character of elementary school students in accordance with the local cultural character of the area.


2017 ◽  
Vol 1 (1) ◽  
pp. 55
Author(s):  
Eko Satriya Hermawan

Development of IPS learning media is still limited to the use of maps and power points, developed by teachers and students themselves. Teachers realize that in learning social studies (IPS) is needed the use of media learning, but because of the limitations of media owned schools so they rarely use the media as a supporter of the learning process. In addition to factors of facilities and infrastructure is also limited ability of teachers in making media and cost factors and time. This research used reseach and development (R & D) approach, which was conducted in Surabaya. The result obtained showed the characteristics of IPS education as a synthetic discipline. IPS education not only synthesizes the concept of relevant concepts between educational sciences and the social sciences but also the purpose of education and development as well as social problems in social life will be a consideration of educational materials IPS. That the identity and context of children's social and culture plays an important role in the development of social studies.


2021 ◽  
Vol 5 (3) ◽  
pp. 387
Author(s):  
Karina Balqis ◽  
Mulyadi Eko Purnomo ◽  
Santi Oktarina

The lack of learning media that facilitates students causes students to experience difficulties in learning. In addition, teachers still have difficulty presenting material for writing fantasy story texts and teachers use learning only to provide material, not at the evaluation stage. This has an impact on students' lack of understanding. This study analyses the validity of the learning media based on the alpha test, the practicality of the learning media and the effectiveness of the learning media. This type of research is development research. The model used to develop the media is Alessi and Trolip (2001), consisting of planning, design and development stages. Data was collected through expert review, interviews, and tests. The research subjects were nine experts, which included media experts, material experts, and linguists. The product trial subjects were 32 students. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The alpha test results showed the validity of the learning media of 92.50% with a very appropriate category. Beta test results show the practicality of the product is 85.49%, with an excellent category. It can be concluded that scientific-based learning media plus using adobe flash can be applied in learning to write fantasy story texts. This research implies that teachers in learning can use the developed media.


2021 ◽  
Vol 1 (1) ◽  
pp. 80-89
Author(s):  
SHOFIA HATTARINA ◽  
ROFIKHA NURIANTI

Aim this development is to produce a instructional video thematic by mean of validation.  This research was conducted in Class 3 MI Arriyadlah Pandean Paiton probolinggo. The resulting product is a instructional video thematic. Development method with Bord and Gall model. The results of this study showed that the validation test results of experts stated very valid with the average score of  92,5% for efectivity criteria. 90% for eficiency criteria and 86,6% for attractive criteria.


2021 ◽  
Vol 4 (2) ◽  
pp. 237-248
Author(s):  
Hendro Welas Setiawan ◽  
Muchlas Muchlas

The objectives of this study were to: (1) develop a blended learning model using Android-based learning media for basic electrical electronics subjects; and (2) determine the effectiveness and level of student satisfaction with the developed model. This study used the Research and Development method with the ADDIE development model which consisted of defining, designing, developing, implementing and evaluating stages. The research subjects consisted of 2 media expert validators, 2 material expert validators, and 31 product trial students. The research instrument used a questionnaire for media experts and material experts, as well as tests and questionnaires for students. The level of student satisfaction with the developed model was determined by the percentage technique, while the product testing was carried out with an experimental design (before-after) and a one group pretest-posttest pattern. This study produces a blended learning model using educational game media based on android for basic electrical electronics subjects. The results showed that the product developed obtained a validity score of 82.5% from media experts who were on valid criteria and a score of 93.7% from material experts was in very valid criteria. The model developed can be used effectively for basic learning of electronic electricity in vocational schools, which is shown by the post-test average score of 80.97, which is higher than the pre-test average score of 64.09. The level of student satisfaction with the product developed was very good with an average score of 85.8 on a scale of 100.  


Sign in / Sign up

Export Citation Format

Share Document