scholarly journals Pengembangan Media Racing Game Tematik Sub Tema Aturan Keselamatan di Perjalanan Bagi Siswa Kelas 2 Sekolah Dasar

2020 ◽  
Vol 3 (2) ◽  
pp. 343
Author(s):  
Rahajeng Prastiwigari ◽  
Filia Prima Artharina ◽  
Rofian Rofian

The purpose of this study was to determine the valid value and feasibility of developing Thematic Racing Game media as a learning medium on the Safety Themes at Home and on the Travel Themes Safety Rules in Travel for Grade 2 Elementary School students in terms of the validation of media experts, material experts, and acceptance of the media by the teacher as well as student responses. The type of research used is the Research and Development (RnD) research proposed by Borg and Gall with modifications to the initial field trials and revision of trial results based on preliminary field trial analysis including: (1) Research and information collecting, (2) Planning, (3) Developmet preliminary form a product, (4) preliminary field testing, (5) Main product revision. Data collection was carried out through interview techniques and questionnaires / questionnaires to teachers and students of grade 2 SD Negeri 1 Wanayasa and SD Negeri 3 Wanayasa, Banjarnegara Regency. The results showed that the assessment of the validation test by media experts obtained a percentage of 96.73% with very good criteria and the validation test by material experts obtained an average percentage of 94.30% with very good criteria. The results of field trials obtained a percentage of teacher acceptance of 91.18% with very good criteria and a percentage of student responses with an average acquisition of 96.52% with very good criteria.

2018 ◽  
Vol 6 (1) ◽  
Author(s):  
Siti Assma ◽  
Raudhatul Fadhilah ◽  
Dini Hadiarti

Students’ understanding towards learning materials is generally influenced by the learning sources used. Lack of analytical skills and reasoning of the material taught especially stoichiometric material leads to a lack of interest in students' learning, students do not have a handbook but while learning takes place students use an inadequate number of textbooks in addition to covering only one or two representations. This study aimed to develop a learning module of multiple representation-based Stoichimetry concept. This study was a R &D method which adopting development of Brog & Gall. Sampling used purposive sampling. Subject in this research were students of class X IPA 2 as many as 9 students at initial field trials and 30 students of X IPA 1 at main field trials. Data collecting technique used were questionnaire and test. The data was analyzed by using Likert scale. The study revealed that the material validity by the material expert was 91,5%, and the validity by the media expert was 92,5%. The responses from the questionnaire on the practicality of the module were 88,17% and 86,89%. The effectiveness of the module could be seen from the students’ learning mastery value by 80,4%. In conclusion, the module that has been developed is considered feasible, practical, and effective to be used for both teachers and students in teaching learning process.Keywords: Stoichimetry Concept, Learning Module, Multiple Representation, Research and Development


2019 ◽  
Vol 1 (1) ◽  
pp. 37
Author(s):  
Khotijah Khotijah ◽  
Arsini Arsini ◽  
Sheilla Rully Anggita

This study aims to determine the feasibility and the effectiveness of using a video tracker application for practicum of physics 1 on momentum conservation. This is included in research and development type. Stages carried out in this study include: 1) define, is done by giving questionnaires and interviews, 2) design, includes media selection, format selection and produce the initial product design, 3) development, includes product development and material expert validation assessment, media experts and linguists and limited field testing. The validation test results obtained that the media is feasible to use with a percentage of 88% based on material experts with very good categories, 85% based on media experts with very good categories, and 78% based on linguists with good categories. The effectiveness of media is shown by high average value of the experimental class of 84,06 compared to the control class of 70,97. Student responses to the use of products are categorized very well with a percentage of 89%.


2021 ◽  
Vol 7 (2) ◽  
pp. 202
Author(s):  
Renny Firdawati ◽  
Maison Maison ◽  
Nazarudin Nazarudin

This research and development aim to develop mobile learning media using the Appy Pie application for high school students. The research and development stages are carried out using the ADDIE model. The instruments used for validation in this development research are (1) a validation questionnaire filled in by the validator to determine the media's feasibility, (2) a teacher and student response questionnaire to assess user perceptions of the media used. There are two kinds of data collecting and analysis methods: qualitative methods to collect data and describe comments and suggestions for improvement from the validators and quantitative methods to collect and analyze responses from teachers and students. Based on the validation results of media development carried out by design, material, and media experts, it is stated that the media is valid and can be tested. The results of the teacher's response obtained a percentage of 90% in the very good category, the results of student responses in the one-on-one trial obtained a rate of 91.56% in the very good category, the results of student responses in small group trials received a percentage of 90.27% in the very good category


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


2019 ◽  
Vol 3 (1) ◽  
pp. 44-52
Author(s):  
Eti Setyaningsih ◽  
Ari Sunandar ◽  
Anandita Eka Setiadi

ABSTRACT. Based on the results of interviews with biology teachers of SMA Muhammadiyah 1 Pontianak, that not implemented yet local potential based learning is because of limited information. This research aims to develop local potential of West Kalimantan based booklet media on biodiversity material in Grade X of SMA Muhammadiyah 1 Pontianak.. Media development of this booklet used the Brog&Gall model development method, with stages:(1) Research and data collection,(2) planning,(3) Initial product development,(4) Initial field trials,(5) initial product repairs, and (6) field trials. The results research phase (1) that the book and worksheets teacher have not shown local potential, stage (2) the designed booklet contains core competencies, basic competencies, indicators, objectives, contents, evaluations, and bibliography, stage (3) shows the validity booklets on language aspects 85.3% (very valid), material aspects 95.3% (very valid) and media aspects 90.6% (very valid), stage (4) student responses was 85,7% (very positive) and the teacher's response was 88.7% (very positive). Then stage (5) and stage (6), student responses 90.0% (very positive) and teachers 90.4% (very positive), it concluded that developed booklet media valid and received very positive response from students and teachers.


2016 ◽  
Vol 3 (1) ◽  
pp. 13
Author(s):  
Ninja Panju Purwita ◽  
Ulfah Muhayani ◽  
Darma Nurfianto ◽  
Achmad Hadi Alfian

<p>Advancement in science and technology have enormous influence in the field of education. The media is one of tool that has an important role so that learning becomes more attractive, have variation and not boring. Making ArcGIS software-based media in learning how to create a digital map function shows the image and informations  contained in the map so that students can understand well. The purpose of this study   are:</p><p>(1) Describe the procedures for developing ArcGIS software media learning IPS mapmaterial. (2) To determine the extent of ArcGIS software can improve the results of student motivation. The data in this development was obtained from the initial trials through expert validation results media and subject matter experts. Then, the data is retrieved from field trials in the form of a questionnaire to 10 students. After that, the data was obtained from the questionnaire results of the field test to the class C in academic year 2013 major in Social Education UIN Maulana Malik Ibrahim Malang. The results of questionnaire before media was revised in field trials at 76%. While the results of questionnaire after media was revised in field trials at 83%. The results of questionnaire before media was revised in field testing at 80%. While the media after result was revised in field tests at 96%. The second stage shows the percentage of 85% and 84%. While the second phase material comprehension test showed results of 81% and 76%.</p><p><strong>Keywords: </strong><em>ArcGIS software, digital map</em></p><p><em> </em></p>


2020 ◽  
Vol 3 (1) ◽  
pp. 77-88
Author(s):  
Mukti Sintawati ◽  
Mifta Rudiyanta ◽  
Muhammad Nuryanto

Learning mathematics in elementary school is expected to adjust to the cognitive development of students. Abstract mathematical concepts make students need help to understand them. This study aims to develop mathematics learning media geometry for 4th grade elementary school students. This development research uses the Borg & Gall research model which was carried out to the seventh stage, namely research and information collecting, planning, developing preliminary form a product, preliminary field testing, main product revision, main field testing, and operational product revision. Product trials were conducted at Ngablak Public Elementary School. Data collection instruments were using a questionnaire. The questionnaire used to assess the appropriateness of the media was an expert validation assessment sheet, while the teachers’ assessment sheet and students’ response questionnaire were used to determine the practicality of the product. The validation results from the experts obtained that the Magic Geometry media was declared very appropriate to be used in learning mathematics with an average score of 4.45. The results of the teacher practicality assessment were stated to be very practical with a score of 4.9 and the student’s response questionnaire received an average score of 4.2 with a practical category. The results of the student response questionnaire also showed that Magic Geometry made learning becomes more interesting and materials easier to understand.


2021 ◽  
Vol 2126 (1) ◽  
pp. 012012
Author(s):  
S Saehana ◽  
I K Werdhiana ◽  
N Tuljannah ◽  
A Izzah

Abstract The aim of this study is to produce Simple IPA KIT as science learning media for dynamic electricity material. This Simple IPA KIT contains several puzzle blocks that could be set into several electrical circuits. The type of the study was Research and Development, which refers to the model of Puslitjaknov (a team in the Center for Policy and Inovation Studies). The five-scales Likert questionnaire were used to obtain the data. The product was assessed by the media and material experts, physics teachers and high school students. The result of media experts showed a percentage value of 85%, in “Very Good” category, while it was 80% in “Good” category for material expert assessment. Meanwhile, the responses of teachers and students showed 95.6% and 84%, respectively, with “Very Good” category. It indicates that the Simple KIT media is suitable for learning media.


2019 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Mahlianurrahman Mahlianurrahman ◽  
Fetro Dola Syamsu

The purpose of this research was to prove the improvement and effectiveness of video tutorial media as a result of development. The model in this study applied the research and development model of Borg & Gall. The procedure of this study included 9 steps, namely a) preliminary research and collecting initial information; b) planning; c) developing product drafts; d) conducting an initial trial; e) revising the results of limited trials; f) conducting field trials; g) making product improvements resulting from field trials; h) conducting operational field trials; and i) making improvements to the final product. Product testing was carried out on the fifth grade elementary school students in South Aceh. Data collection techniques used observation. The observation sheet was used to measure students’ process skills. The feasibility of the media was analyzed by score conversion using a scale of 5. Media effectiveness was analyzed by gain score, and t-test. The results of this study were video tutorial media products on style material that are feasible to apply to science learning on student process skills.


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