scholarly journals KELAYAKAN PENGEMBANGAN MULTIMEDIA INTERAKTIF RAMAH ANAK UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP DAN KARAKTER CINTA TANAH AIR SISWA KELAS IV SD

2019 ◽  
Vol 7 (1) ◽  
pp. 57-77
Author(s):  
Melani Septi Arista Anggraini ◽  
E. Kus Eddy Sartono

The purpose of the research was to produce  development of  child-friendly interactive multimedia to improve the understanding of the concept and character of loving the country for fourth grade of elementary school student feasibility. The type of research that already done conducted is Research and Development through 10 stapes, 1) research and information collecting; 2) planning; 3) develop preliminary form of product; 4) preliminary field testing; 5) main product revision; 6) main field testing; 7) operasional product revision; 8) operational field testing; 9) final product revision; and 10) implementation and dissemination. The results of the research conducted show that the development of child friendly interactive multimedia products to improve the understanding of the concept and character of homeland love for grade IV elementary school students is "very feasible" to use. The following results of the validation by the expert judgement get a value of 91 from a maximum score of 100 so that it can be stated that the products developed in the category of "very feasible".The result of validation by media experts got a value of 113 from a maximum score of 128 so that it can be stated that the products developed in the category of "very feasible". Furthermore, students and teachers respond and fall into the category of "very feasible" in the development of  child-friendly interactive multimedia. ABSTRAKPenelitian ini bertujuan untuk  menghasilkan multimedia interaktif ramah anak yang layak.  Jenis penelitian yang sudah dilaksanakan yaitu penelitian dan pengembangan atau Research and Development (R&D) yang melalui 10 tahap yaitu: 1) penelitian dan pengumpulan informasi; 2) perencanaan; 3) pengembangan produk awal; 4) uji coba lapangan awal yang dilaksanakan di SDN Pakel menggunakan 12 subjek; 5) revisi uji coba lapangan awal; 6) uji coba lapangan utama yang dilaksanakan di SDN Mendungan 2 menggunakan 30 subjek; 7) revisi uji coba lapangan utama; 8) uji coba lapangan operasional yang dilaksanakan di SDN Kotagede 3 dan SDN Glagah menggunakan 60 subjek; 9) revisi uji coba lapangan operasional; dan 10) diseminasi yang dilaksanakan secara tervatas dan diperluas. Hasil penelitian yang dilakukan menunjukkan bahwa pengembangan produk multimedia interaktif ramah anak untuk meningkatkan pemahaman konsep dan karakter cinta tanah air siswa kelas IV SD “layak” digunakan. Hasil validasi oleh ahli materi dinyatakan bahwa produk yang dikembangkan dalam kategori “sangat layak”. Hasil validasi oleh ahli media dinyatakan bahwa produk yang dikembangkan dalam kategori “sangat layak”. Selanjutnya, siswa dan guru memberikan respon dan masuk dalam kategori “sangat layak” pada pengembangan produk multimedia interaktif ramah anak

2021 ◽  
Vol 5 (2) ◽  
pp. 308
Author(s):  
Tunjung Sekarwangi ◽  
Kus Eddy Sartono ◽  
Ali Mustadi ◽  
Abdulah Abdulah

Learning activities carried out online have several drawbacks. In online learning activities, teachers experience problems carrying out learning activities. These obstacles include the lack of appropriate media to be used in learning activities. The problems that occur indicate that in learning activities students have difficulty in understanding learning materials and learning motivation is still low. Therefore, in learning activities, teachers must prepare quality learning. One of the efforts that can be done to overcome these problems is through the use of appropriate learning media. So that it can improve the process and better learning outcomes. This study uses a research and development (R&D) approach. The purpose of this research is to develop learning technology in the form of interactive multimedia based on problem-based learning. The steps used in this research and development is the ADDIE development model. The research data was obtained through a media validation sheet instrument by an expert. Data analysis was carried out quantitatively descriptively. The results of the media feasibility test based on the validation results obtained a value of 80%. Based on the results of the research that has been done, it can be concluded that interactive multimedia based on problem-based learning is feasible to be used in learning activities. The results of this study imply that the use of interactive multimedia based on problem-based learning plays an important role in the effectiveness of learning activities.


2020 ◽  
Vol 8 (2) ◽  
pp. 251
Author(s):  
Santy Dinar Permata ◽  
Ali Mustadi

Welcoming the Golden Generation 2045 program the Indonesian government envisions the literacy movement in schools as an effort to improve the literacy abilities and character of students. The problem in the field is the lack of types of student reading that are able to develop students 'thinking power and character, therefore this study aims to produce reflective module development products based on child friendly schools that are fit for use by fifth grade elementary school students in school literacy activities as a means of increasing students' literacy abilities and character. The type of research used is Research and Development (RnD) research, referring to the type of research developed by Borg and Gall. The subjects of the study were the fifth grade 73 students at SDN Tegalrejo 3 and SDN Bangirejo 1. Collecting data through interviews, observations, questionnaires and response scales. The analysis technique used is descriptive analysis. The results showed that the child friendly school-based reflective module products met the eligibility criteria by referring to the results of the questionnaire validation by media experts and material experts as well as the scale of responses of teachers and fifth grade elementary school students. AbstrakMenyongsong program Generasi Emas 2045 pemerintah Indonesia mencangangkan adanya gerakan literasi di sekolah sebagai upaya untuk meningkatkan kemampuan dan karakter siswa. Permasalahan dilapangan adalah kurangnya jenis bacaan siswa yang mampu mengembangkan daya pikir dan karakter siswa oleh karena itu penelitian ini bertujuan untuk menghasilkan produk pengembangan reflective modul berbasis child friendly school yang layak digunakan oleh siswa kelas V SD dalam kegiatan literasi sekolah sebagai sarana meningkatkan kemampuan literasi dan karakter siswa. Jenis penelitian yang digunakan adalah penelitian Research and Development (RnD) mengacu pada jenis penelitian yang dikembangkan oleh Borg and Gall. Subjek penelitian adalah 73 siswa kelas V SD di SDN Tegalrejo 3 dan SDN Bangirejo 1. Pengumpulan data melalui wawancara,observasi,angket dan skala respon. Teknik analisis yang digunakan adalah analisis deskriptif. Hasil penelitian menunjukkan bahwa produk reflective modul berbasis child friendly school memenuhi kriteria kelayakan dengan mengacu pada hasil validasi angket oleh ahli media dan ahli materi serta skala respon guru dan siswa kelas V SD.


2017 ◽  
Vol 3 (2) ◽  
pp. 95-109
Author(s):  
Arief Darmawan ◽  
Muh. Asmawi

This study aims to develop basic movement model based on interactive multimedia for elementary school students. This research and development presented in the form of interactive multimedia. The research method used is research and development using 10 steps from Borg and Gall While the subject of this research is the first grade students of elementary school. This study begins with the needs analysis, planning,  product development, try out, revision, and final product. The result of this research showed that this product is appropriate for students in grade 1. It was confirmed by the test results of small group and large group that elucidate that the entire of models can be carried well. Consequently, it is showed that this model is essentially and effectively used by the first grader of elementary school students in increasing their ability especially in basic motor skills.Gain score obtained average score 0,59 which means that the comparison between pre-test score and post-test score differences is medium. Keywords: Development, Basic Movement, Interactive Multimedia, Elementary School


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.


2019 ◽  
Vol 1 (3) ◽  
pp. 120-126
Author(s):  
Rina Sepriana ◽  
Rini Sefriani ◽  
Indra Wijaya ◽  
Pipit Lestari

This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.


2020 ◽  
Vol 5 (6) ◽  
pp. 737
Author(s):  
Angga Bramansta Putrantana ◽  
Eko Hariyanto ◽  
Saichudin Saichudin

<p><strong>Abstract:</strong> This research aims to determine the feasibility of interactive multimedia-based teaching materials for elementary school students on traditional game materials. This research is a research development of traditional game teaching materials for small grade elementary school students. The product development then goes through a validation test by game experts, physical &amp; health education learning experts, multimedia experts and user experts. The results of the feasibility test are then analyzed descriptively. The results of this research product development in the form of interactive multimedia-based traditional game teaching materials, the percentage of product viability ranges from 75% to 100%. These results indicate the learning material developed in the appropriate category and can be used with a little revision.</p><strong>Abstrak: </strong>Penelitian ini bertujuan untuk mengetahui kelayakan bahan ajar berbasis multimedia interaktif untuk siswa sekolah dasar pada materi permainan tradisional. Penelitian ini merupakan penelitian pengembangan bahan ajar permainan tradisional untuk siswa sekolah dasar kelas kecil. Produk pengembangan kemudian melalui uji validasi oleh ahli permainan, ahli pembelajaran Pendidikan Jasmani &amp; kesehatan, ahli multimedia dan ahli pengguna. Hasil uji kelayakan kemudian dianalisis secara deskriptif. Hasil dari penelitian produk pengembangan ini berupa bahan ajar permainan tradisional berbasis multimedia interaktif, persentase kelayakan produk berkisar antara 75% hingga 100%. Hasil tersebut menunjukkan bahan perangkat pembelajaran yang dikembangkan dalam kategori layak dan dapat digunakan dengan sedikit revisi.


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.


2020 ◽  
Vol 5 (12) ◽  
pp. 1717
Author(s):  
Dhia Suprianti ◽  
Munzil Munzil ◽  
I Wayan Dasna

<p><strong>Abstract:</strong> This research was conducted with the aim of testing the influence of guided inkuiri strategies assisted by interactive multimedia and learning motivation on the learning outcomes of elementary school students. This research uses quasi experimental design. Research subjects of 60 elementary school students. The instruments used were questionnaires to measure the difference in student learning motivation with a reliability level of Croanbach's alpha 0.891 and a multiple choice assessment instrument with cronbach's alpha reliability level of 0.872. The research data was analyzed using the two way ANOVA method. The results of this study (1) there is an influence of student learning outcomes in the experimental class that get the treatment of interactive multimedia-assisted inkuiri strategies with control classes that get conventional treatment, (2) there is an influence between students in the experimental class and controls that have excellent different learning motivation, and (3) there is an interaction between guided and conventional inkuiri strategies with differences in student learning motivation.</p><strong>Abstrak:</strong> Penelitian ini dilakukan dengan tujuan menguji pengaruh strategi inkuiri terbimbing berbantuan multimedia interaktif dan motivasi belajar terhadap hasil belajar siswa  SD. Menggunakan desain quasi eksperimen. Subjek 60 siswa SD. Instrumen yang digunakan yaitu kuesioner untuk mengukur tingkat perbedaan motivasi belajar siswa dengan tingkat <em>reliability croanbach’s alpha</em> 0,891 dan instrumen penilaian hasil belajar berupa pilihan ganda dengan tingkat <em>reliability cronbach’s alpha</em> 0,872. Data penelitian dianalisis menggunakan metode <em>two way</em> ANOVA. Hasil penelitian ini (1) terdapat pengaruh hasil belajar siswa pada kelas eksperimen yang mendapatkan perlakuan strategi inkuiri terbimbing berbantuan multimedia interaktif dengan kelas kontrol mendapatkan perlakuan secara konvensional, (2) terdapat pengaruh antara siswa pada kelas eksperimen dan kontrol yang memiliki motivasi berbeda, dan (3) terdapat interaksi antara strategi inkuiri terbimbing dan konvensional dengan perbedaan motivasi belajar siswa.


2021 ◽  
Vol 8 (1) ◽  
pp. 1
Author(s):  
Hafiziani Eka Putri ◽  
Cahya Karisma Pertiwi ◽  
Aisyah Herlina Arrum ◽  
Rifa Nurhanifa ◽  
Aan Yuliyanto

AbstractThis study was motivated by the importance of mathematical connection ability for elementary school students. It was necessary to develop an instrument that suitable the indicators of mathematical connection ability to understand the students' mathematical connection ability. The goal of this research was to develop an appropriate mathematical connection ability instrument for primary school students. This study was applied using Research and Development. The participants were 34 third-grade students at an elementary school in Purwakarta, SDN Nagrikaler, chosen through purposive sampling. The instrument was an essay test consisting of six open questions about whole numbers. The indicators developed in composing questions were related to the mathematical connection ability, namely connections inter topics in mathematics, other subjects, and everyday life. The questions were made beforehand in the expert judgment, then tested to see the validity, reliability, difficulty index, and discrimination power index. The validity test analysis indicated that six items on the instrument were valid, the reliability of the test instruments was very high. Meanwhile, the difficulty level was classified as difficult and moderate, and the discrimination power was also categorized as good and very good criteria. Thus, those six developed questions could be applied to measure mathematical connections in the topic of operations of whole numbers for second-grade elementary school students and were suitable for further research instruments on similar subjects and variables even at different times and places.AbstrakPenelitian ini dilatarbelakangi oleh pentingnya kemampuan koneksi matematis bagi siswa sekolah dasar. Penelitian ini bermaksud mengembangkan instrumen yang sesuai dengan indikator kemampuan koneksi matematis untuk memahami kemampuan koneksi matematis siswa. Penelitian ini bertujuan untuk mengembangkan instrumen kemampuan koneksi matematis yang sesuai untuk siswa sekolah dasar. Penelitian ini menggunakan metode Research and Development. Partisipan adalah 34 siswa kelas III SD di Purwakarta, SDN Nagrikaler, yang dipilih secara purposive sampling. Instrumen yang digunakan adalah tes esai yang terdiri dari enam pertanyaan terbuka tentang bilangan cacah. Indikator yang dikembangkan dalam menyusun soal berkaitan dengan kemampuan koneksi matematis, yaitu koneksi antar topik dalam matematika, mata pelajaran lain, dan kehidupan sehari-hari. Soal-soal tersebut dibuat terlebih dahulu sesuai saran expert, kemudian diuji untuk melihat validitas, reliabilitas, indeks kesukaran, dan indeks daya diskriminasi. Analisis uji validitas menunjukkan bahwa enam item pada instrumen tersebut valid dan reliabilitas instrumen tes sangat tinggi. Sedangkan tingkat kesukaran tergolong sukar dan sedang, dan daya pembedanya juga termasuk kriteria baik dan sangat baik. Dengan demikian, 6 item soal yang dikembangkan tersebut dapat diterapkan sebagai instrumen untuk mengukur koneksi matematis dalam pembelajaran matematika pada topik operasi hitung bilangan cacah terhadap siswa kelas dua SD dan layak digunakan untuk instrumen penelitian selanjutnya pada subjek dan variable sejenis meskipun pada waktu dan tempat berbeda.


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