scholarly journals PENGEMBANGAN MULTIMEDIA INTERAKTIF MENGGUNAKAN ADOBE FLASH CS3 PROFESIONAL UNTUK MENINGKATKAN HASIL BELAJAR IPS KELAS 4 SD

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.

2021 ◽  
Vol 5 (2) ◽  
pp. 153
Author(s):  
Annge Rani Liono ◽  
M Arifuddin ◽  
Andi Ichsan Mahardika

Model pembelajaran yang digunakan di sekolah adalah model pembelajaran guided discovery namun hasil belajar yang diperoleh peserta didik masih rendah. Tujuan penelitian untuk mendeskripsikan ada atau tidaknya perbedaan hasil belajar yang signifikan menggunakan model pembelajaran guided inquiry dan guided discovery di kelas XI MIPA SMAN 6 Banjarmasin. Penelitian ini merupakan penelitian eksperimental dengan desain penelitian randomized pretest-posttest design. Pengambilan sampel menggunakan teknik cluster random sampling. Sebelum sampel diambil terlebih dahulu melakukan pengujian normalitas dan homogenitas pada hasil ulangan harian. Berdasarkan teknik tersebut diperoleh sampel, yaitu kelas XI MIPA 1 sebagai kelas kontrol dan XI MIPA 2 sebagai kelas eksperimen. Data penelitian diperoleh dari tes hasil belajar dalam bentuk soal uraian, yaitu pretest dan posttest. Data dianalisis menggunakan uji independent sample t-test. Nilai rata-rata posttest yang diperoleh kelas eksperimen lebih tinggi dibandingkan nilai rata-rata kelas kontrol. Hasil uji statistik menunjukkan bahwa nilai signifikansi yang lebih kecil dari pada taraf signifikansi a = 0,05. Hal ini menunjukkan bahwa terdapat perbedaan hasil belajar yang signifikan menggunakan model pembelajaran guided inquiry dan guided discovery di kelas XI MIPA SMAN 6 Banjarmasin. Dengan demikian model guided inquiry dapat direkomendasikan untuk digunakan sebagai alternatif untuk meningkatkan hasil belajar siswa. This research based on the low student learning outcomes seen from the results of daily tests. The study aims to determine whether or not there are significant differences in learning outcomes using the guided inquiry learning model and guided discovery in the XI MIPA class of SMAN 6 Banjarmasin. This research is experimental research with a randomized pretest-posttest design research design. The sample was taken by using the random cluster sampling technique. Before the samples were taken, they first tested the normality and homogeneity of the daily test results. Based on this technique, samples were obtained, namely class XI MIPA 1 as the control class and XI MIPA 2 as the experimental class. The research data were obtained from learning outcomes tests in description questions, namely pretest and posttest. Data were analyzed using an independent sample t-test. The average value of the posttest obtained by the experimental class is higher than the average value of the control class. Statistical test results show that the significance value is smaller than the significance level = 0.05. This shows significant differences in learning outcomes using guided inquiry and guided discovery learning models in class XI MIPA SMAN 6 Banjarmasin. Thus the guided inquiry model can be recommended to be used as an alternative to improve student learning outcomes. 


2019 ◽  
Vol 1 (2) ◽  
pp. 107
Author(s):  
Frindly Makarawung ◽  
I Dewe Ketut Anom ◽  
John Lombok

This research aims to determine the effect of mind mapping learning methods on the basic laws of chemistry toward learning outcomes of students of class X MIPA in SMA Negeri 2 Langowan. The sample used in this study were all students of class X MIPA of SMA Negeri 2 Langowan. This research uses an experimental method, with the research method used is Quasi Experiment  with Nonequivalent Control Group Design design. The research data were obtained from post-test results. Obtained the average value of student learning outcomes Experiment class is 85. The results showed the value of tcount = 15.7> ttable = 2.21, so H0 was rejected and H1 was accepted. Based on the results of the research it can be concluded that there is an influence on student learning outcomes on the basic laws of chemistry using mind mapping learning methods.


2020 ◽  
Vol 4 (2) ◽  
pp. 78-88
Author(s):  
Andar Gunawan Pasaribu

This study aims to develop strategies learning motivational from the repository for student learning outcomes.  . This research was conducted on IAKN Tarutung students by using the development research method. Development is carried out through stages, namely symbol, development tools, ease of accessing the repository.  completeness of lecture materials, and the Effective repository.   The results of testing the use of applications repository with an average value of 88%. 


Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


2018 ◽  
Vol 7 (4.7) ◽  
pp. 449
Author(s):  
Wirdah Yanti Nasution ◽  
Efendi Napitupulu ◽  
Baharuddin . ◽  
Janner Simarmata

This study aimed to find out the feasibility of interactive media-based learning model and the effectiveness of interactive media-based learning model in m Enhancing student learning outcomes. This learning product development model was a model structured in a programmed and systematic sequence and fulfilled the characteristics of students in learning. The results showed (1) test of Civics subject matter experts were at very good qualifications of 96.1%, (2) test of design experts with excellent qualifications of 97.27%, (3) test of software experts at very good qualifications 96 , 1%, (4) individual trials were in excellent qualifications of 92.3%, (5) small group trials were in very good qualifications of 93.9%, (6) field trials were in very good qualifications of 97, 61%. The results of testing the hypothesis proof that there were significant differences between student learning outcomes in the control class and the experimental class. This was indicated by the results of data processing tobserved = 1.97 , at the significance level α = 0.05 ttable = 1.69. It was concluded that interactive media-based learning models that were developed were feasible and effective to improve Civics learning outcomes.  


Mangifera Edu ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 62-70
Author(s):  
Asrizal Wahdan Wilsa

Learning is a process that requires resources as a support in the success of learning. As an educator, teachers must be careful in choosing the learning resources needed by students, so that the learning process can be achieved according to the purpose of learning. But in fact, the learning that teachers do in schools is still not utilizing the media as an appropriate learning resource for students, especially in the understanding of abstract biological concepts that require supporting media for student learning. This study aims to describe differences in student learning outcomes that use interactive multimedia with textbooks in biology learning at senior high school. The method used in this study is quasi-experimental, with Control Group Pretest - Posttest Design. Population in this research is class XI-MIPA I and XI-MIPA II. Class XI-MIPA I as experimental class and class XI-MIPA II as control class. The data were obtained by using a multiple choice test instrument of 30 questions. Based on the results of the pretest and posttest it was found that the average value of the experimental class was greater than the control class. Based on these findings, it can be concluded that there are differences in student learning outcomes that use interactive multimedia with textbooks in biology learning at senior high school.


Author(s):  
Vivi Oktavia ◽  
Hanesman Hanesman

This study aims to determine the effect of the use of jobsheets on student learning outcomes in the workshop workshops and technical drawing of class X Audio Video Engineering. This type of research is quasi-experimental (quasi experiment). The subjects of this study were students of class X TAV of SMK Negeri 1 Koto XI Tarusan who in the 2018/2019 school year consisted of 34 students. Data collection in this study using the results of posttest in the form of objective questions as many as 30 items that have been tested for validity, reliability, index of difficulty and power difference questions. Data that has been obtained is analyzed using two different test averages (t test). From the results of the study obtained the value of the experimental class average of 84.94 and the average value of the control class 75.26. With the analysis of t test, it is obtained tcount = 6.131 which is smaller than t table = 2.037 at the significance level of 0.05. Thus it can be concluded that the use of jobsheet has a significant influence on improving student learning outcomes in the workshop workshops and technical models of class X TAV at SMK Negeri 1 Koto XI TarusanKeywords: jobsheet, workshop work and engineering drawings, Improving Learning Outcomes.


2017 ◽  
Vol 1 (2) ◽  
pp. 159-164
Author(s):  
Molani Paulina Hasibuan ◽  
Ramlan Silaban

Abstrak. Penelitian ini bertujuan menganalisis kualitas buku ajar kimia di SMA/MA Kelas XI Semester 1 yang dihasilkan dalam penelitian ini sehingga memenuhi standar kualitas seperti yang dipersyaratkan oleh BSNP dan sesuai dengan kurikulum 2013. Populasi dari penelitian ini adalah guru-guru kimia  di SMA/MA yang ada di Kota Medan, Propinsi Sumatera Utara. Sampel penelitian diambil secara purposive. Pendekatan yang digunakan untuk mencapai tujuan yang telah dirumuskan adalah penelitian deskriptif kualitatif dan kuantitatif. Data berupa penilaian kualitas buku diperoleh dari angket yang diberikan pada responden yaitu guru-guru kimia SMA/MA di Kota Medan. Teknik analisis data menggunakan independent sample t-test dengan SPSS 20 for windows pada taraf signifikansi α = 0,05. Hasil penelitian menunjukkan bahwa model pembelajaran kooperatif berbasis masalah dapat meningkatkan hasil belajar siswa. Hal ini ditunjukkan dari hasil penelitian yang menunjukkan rata-rata nilai hasil belajar siswa dengan model pembelajaran kooperatif berbasis masalah lebih tinggi dibandingkan rata-rata nilai hasil belajar siswa dengan model pembelajaran kooperatif. Kata Kunci: buku ajar, kurikulum 2013  Abstract. This study aims to analyze the quality of chemistry textbooks in SMA/MA Class XI Semester 1 which is produced in this research so as to meet the quality standards as required by BSNP and in accordance with the curriculum 2013. The population of this research is chemistry teachers in SMA/MA is in the city of Medan, North Sumatra Province. The sample was taken purposively. The approach used to achieve the objectives that have been formulated is qualitative and quantitative descriptive research. Data in the form of book quality assessment obtained from questionnaires given to respondents ie high school chemistry teachers MA in Medan City. Data analysis technique using independent sample t-test with SPSS 20 for windows at significance level α=0,05. The results showed that the problem-based cooperative learning model can improve student learning outcomes. This is shown from the results of research that shows the average value of student learning outcomes with model-based cooperative learning is higher than the average value of student learning outcomes with cooperative learning model.Keyword: textbooks, curriculum 2013


JURNAL PETIK ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 63-70
Author(s):  
Martin Kahfi ◽  
Nurparida Nurparida ◽  
Erna Srirahayu

Abstract — The purpose of this study is to use interactive multimedia in learning so that teachers can learn abstract information to be more concrete. The method used was an experimental method with a population of class V SDN 2 Keresek and a sample of 21 students. The results showed an increase in learning motivation based on the test results of 0.72 with high interpretation. Furthermore, the increase in student learning outcomes is 0.33 in the medium category. The application of interactive multimedia can increase learning motivation and student learning outcomes in grade V SDN 2 Keresek learning science.Keywords— Learning Outcomes, Learning Motivation, Interactive Multimedia. Abstrak  —  Tujuan penelitian ini menggunakan multimedia interaktif dalam pembelajaran agar guru dapat mempelajari informasi yang bersifat abstrak menjadi lebih konkret. Metode yang digunakan adalah metode eksperimen dengan populasi kelas V SDN 2 Keresek dan sampel yang diambil sebanyak 21 siswa. Hasil penelitian menunjukan peningkatan peningkatan motivasi belajar berdasarkan hasil uji sebesar 0,72 dengan interpretasi tinggi. Selanjutnya peningkatan hasil belajar siswa sebesar 0,33 dengan kategori sedang. Penerapan multimedia interaktif dapat meningkatkan motivasi belajar dan hasil belajar siswa kelas V SDN 2 Keresek pembelajaran IPA. Kata Kunci : Hasil Belajar, Motivasi Belajar, Multimedia Interaktif. 


Author(s):  
Vera Septi Andrini

This study aims to determine the effectiveness of the Team Quiz learning model on student learning outcomes. In this study, the research design used a quantitative approach. The population of this study was all eighth grade students of SMP Negeri 3 Nganjuk in the 2019/2020 academic year. The subjects used were mathematics with the Pythagorean Theorem material for class VIII students at SMPN 3 Nganjuk in the 2019/2020 academic year. While the samples used were students in class VIII-E and VIII-H. Data collection techniques using tests, observations, and documentation. The results showed that the experimental class using the Team Quiz model obtained better results than the control class using the conventional method. From the data analysis of the post-test results of the experimental class, the average value = 76.23 of 35 students. While the data of the post-test results for the control class obtained an average value of 58.97 from 35 students. The achievement of student learning outcomes using conventional learning methods is Good Enough. Team Quiz is a learning model that emphasizes teamwork in groups. So that it can make students more motivated and active in learning.


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