scholarly journals Analisis Kebutuhan Pengembangan Permainan Kartu Domino sebagai Media Pembelajaran Operasi Hitung Perkalian Siswa Kelas IV SD

2021 ◽  
Vol 7 (3) ◽  
pp. 115
Author(s):  
Auliya Robiah Adawiyah ◽  
Kowiyah Kowiyah

Keterampilan operasi perkalian sangat penting dalam pendidikankarena operasi perkalian merupakan inti dasar mata pelajaran matematika hingga tingkat tinggi. Fungsi media pada pembelajaran yakni menyampaikan informasi selama pembelajaransehingga menginspirasi siswa untuk belajar. Terdapat banyak variasi media pembelajaran operasi perkalian, di antaranya media permainan kartu. Permainan kartu ini disebut domino. Penelitian ini menggunakan survei kuesioner dengan teknik pengumpulan data melalui kuesioner dan angket dikategorikan sesuai dengan kebutuhan target yang diujicobakan kepada siswa kelas IV SD dengan latar sekolah yang berbeda. Tujuan pada penelitian ini yakni ingin mengetahui kebutuhan dalam pengembangan permainan kartu domino, media pembelajaran yang digunakan oleh guru pada pembelajaran operasi perkalian, dan tingkat ketahuan para siswa terkait dengan media kartu domino tersebut. Adapun hasil penelitian menunjukkan tingkat implementasi media pada pembelajaran mendapatkan skor sebesar 78,1% dan respons positif terhadap permainan kartu sebesar 78,1%. Multiplication operation skills are very important in education, because multiplication operations are the basic core of mathematics subjects to a high level. The function of the media in the learning is to convey information during learning, so that it inspires students to learn. There are many variations of multiplication operation learning media, including card game media. This study used a questionnaire survey with data collection techniques through questionnaires and questionnaires categorized according to the needs of the target were tested on fourth grade elementary school students with different school backgrounds. The purpose of this study is to find out the needs in the development of domino card games, the learning media used by teachers in learning multiplication operations, and the level of discovery by students related to the domino card media. The results of the study show that the level of media implementation in learning gets a score of 78,1% and a positive response to card games is 78,1%.  

2021 ◽  
Vol 4 (1) ◽  
pp. 12-19
Author(s):  
La'bati Nur Aqrimna ◽  
Ida Putriani ◽  
Sripit Widiastuti

Thematic learning in elementary school has obstacles in its implementation, one of which is related to the media. The results of the observation show that students need pictorial media. The purpose of this research is to develop learning media in the form of pictorial modules to support learning. The researchers used research development or Research and Development (R&D), according to Borg and Gall. The data collection technique used a questionnaire. Based on the results of material expert validation, it was 89%, linguist validation was 88%, and media expert validation was 84%. The results of the student readability questionnaire were 88%, and the teacher's readability questionnaire was 92%. The conclusion is the thematic module of the development of transportation technology for elementary students was developed suitable for use in learning.


2021 ◽  
Vol 5 (2) ◽  
pp. 471
Author(s):  
Ni Komang Ayu Indah Pranyani ◽  
I Gusti Ayu Tri Agustiana ◽  
Alexander Hamonangan Simamora

The lack of use of learning media used for delivering material makes it difficult for students to understand the material. This study aims to develop media for fun thinkers based on HOTS questions for fourth grade elementary school students on theme 1, the beauty of togetherness. The development is carried out based on the ADDIE model procedure. The subjects in this development research are media fun thinkers based on HOTS questions for elementary school students grade IV theme 1 the beauty of togetherness while the object in this study is the validity of the media fun thinkers developed. This development research method is a qualitative and quantitative statistical analysis method. The data collection used is a questionnaire method with data collection instruments in the form of a rating scale by giving assessment instruments to 2 subject matter experts, 2 media experts, 2 practitioner responses, and 10 students as responses. The data obtained was calculated using the mean formula to determine the average media validity score. The average validity score of media fun thinkers based on HOTS questions in terms of material/assessment experts is 4.79 with very valid criteria, in terms of media experts it is 4.43 with very valid criteria, in terms of practitioner responses it is 4.63 with very valid criteria, and in terms of response students of 4.95 with very valid criteria. Based on the analysis conducted, the media for fun thinkers based on HOTS questions for elementary school students in grade IV, theme 1, the beauty of togetherness developed is valid and suitable for use in the learning process.


2020 ◽  
Vol 4 (6) ◽  
Author(s):  
Zaenal Arifin

This study aims to: (1) develop thematic textbooks based on local wisdom of our best friend's environmental theme material for grade V elementary school students, (2) Know the validity, practicality and effectiveness of thematic textbooks based on local wisdom of our best friend's environmental theme material for grade students V elementary school. The development of thematic textbook learning media based on local wisdom uses the Research and Development (R & D) method. The development stages include: (1) Potentials and problems, (2) Data collection, (3) Product design, (4) Design validation, (5) Design revision, (6) Product testing, (7) Product revision (Sugiyono, 2016). The research was conducted with 33 students from class V SDN 2 Sendang Jepara Regency. Initial product development is a process of making media based on needs analysis. Expert testing or validation was carried out by 2 experts, namely media experts and material experts. The data collection method in this research is observation, interview, and questionnaire. The data analysis technique used descriptive analysis and comparison test of two independent groups, namely using the independent t-test. Based on the results of the trial, this thematic teaching material is very valid, very interesting, effective and can be applied in learning. This can be seen from the results of the validation test from three experts which show that the product is good. The results of the effectiveness test showed that the experimental class students had better learning outcomes than the control class. This means that textbooks based on local wisdom of Jepara Regency are developed effectively


PALAPA ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 199-209
Author(s):  
Nurhayati Mardhatilla ◽  
Ramdhan Witarsa ◽  
Nurhaswinda Nurhaswinda

This study aims to determine and described the learning creativity of elementary school students using the number head together learning model. This research method is a literature review research method. The stages of this literature review are data collection, data reduction, data display, discussion, and conclusions. The results showed that from 17 articles published from 2010-2020 about the number head together learning model and learning creativity of elementary school students, there were 2 articles that matched these variables. The number head together learning model can increase the learning creativity of elementary school students. The novelty of this research is the connection between one article and another that discusses the same topic. The impact of the results of this study is the increasing number of literature review studies to reinforce existing theories.


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.


2020 ◽  
Vol 11 (1) ◽  
pp. 24-34
Author(s):  
Sri Subiyanti ◽  
Murtono Murtono ◽  
Suad Suad

The purpose of this study was to develop and test the effectiveness of the character education module based on the school literacy movement. This type of research uses Research and Development (RnD). The research subjects used were fifth grade elementary school students in the RA Kartini Cluster, Jaken District, Pati Regency. Data collection techniques by means of observation, interviews, documentation, and questionnaires. The data was collected using observation sheets, interview sheets, photos of activities, and filling out questionnaires. Sources of data obtained from filling out questionnaires, observations, and responses from school principals, class teachers, subject teachers, students, and school committees on the implementation of the module. The resulting module is validated by material experts and module experts. Small group trials were conducted in fifth grade SDN Mojoluhur, Jaken District, Pati Regency. Meanwhile, product use trials were carried out in fifth grade SDNs in the RA Kartini Cluster, Jaken District, Pati Regency. Data analysis techniques are data collection, data presentation, and drawing conclusions and using the t-test to determine the effectiveness of the module. The questionnaire instrument test used validity and reliability, while the quality of the module in the study used expert validation. The results showed: (1) a character education module developed based on the school literacy movement for elementary schools; (2) the character education module based on the school literacy movement is declared valid, the percentage of eligibility criteria for the validator is 75% (feasible) and 83% (very feasible); (3) the character education module based on the school literacy movement is effective for instilling character education in elementary school students. This is shown in the t test the effectiveness of -121.696 1.86 was obtained and the average student character questionnaire before and after using the module increased by 30.08%; (4) the results of teacher responses from observations showed 75.6% (good).


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


KINESTETIK ◽  
2018 ◽  
Vol 2 (1) ◽  
pp. 23-31
Author(s):  
Dita Hindriani ◽  
Sugiyanto Sugiyanto ◽  
Syafrial Syafrial

Abstrak  Penelitian ini bertujuan untuk mendapatkan gambaran mengenai kemampuan Kids Athletics Pada Siswa Sekolah Dasar di Kota Bengkulu. Jenis penelitian adalah deskriptif kuantitatif dengan tujuan untuk mengungkapkan atau menyelidiki suatu keadaan yang sebenarnya . Populasi yang digunakan dalam penelitian ini adalah siswa sekolah dasar Kota Di Bengkulu. Sampel penelitian adalah empat sekolah dasar yaitu SDN 19, SDN 74, SDN 02, dan SDN 01 sebanyak 129 siswa. Instrumen tes yang digunakan dalam penelitian yaitu kanga’s excape, lompat katak, lempar turbo dan formula 1, pada instrumen ini pelaksanaan tes Kids Athletics dilakukan 2 kesempatan ,hasil baik dar kedua kesempatan diambil sebagai skor terbaik yang diperoleh masin-masing teste.  Teknik pengumpulan data penelitian menggunakan tes dan pengukuran terhadap sampel. Teknik analisis data menggunakan deskriptif persentase. Berdasarkan hasil penelitian diketahui bahwa kemampuan Kids athletics SDN 19 Kota Bengkulu anak laki-laki berkategori kurang (46,7%), sedangkan anak perempuan  berkategori sedang (36,4%). Pada SDN 74 Kota Bengkulu anak laki-laki berkategori kurang (56,25%), sedangkan anak perempuan berkategori kurang (53,8%). Pada SDN 02 Kota Bengkulu anak laki-laki berkategori sangat kurang (90%), sedangkan anak perempuan berkategori sangat kurang (55%). Pada SDN 01 Kota Bengkulu anak laki-laki berkategori sangat kurang (90,9%), sedangkan anak perempuan berkategori sangat kurang (58,3%). Kemampuan Kids Athletics Seluruh Sekolah Dasar Kota Bengkulu berkategori sangat kurang (44,9%)Kata kunci: Analisis, Kids Athletics, siswa SD.                                                         AbstractThis study aims to get an idea  of the ability of kids athleics on the elementary school students in the city of bengkulu. This type of research is descriptive quantitav with the intention to reveal or investigate the real thing. The population used in this research of elementary school in Bengkulu city. The research sample is four primary school namely SDN 19, SDN 74, SDN 02,dan SDN 01 as many as  129 students. Instrument the test used are kanga’s excape, jumping frog, throw a turbo and formula 1, In this instrument the implementation of the Kids Athletics test is done 2 chance, the good results of both opportunities are taken as the best score obtained by each teste.Research data collection techniques using test and measurement to sample. The technique of data analysis using descripive percentage. Based on the survey results revealed that the abilitiy of Kids Athletics SDN 19 Bengkulu city boys category less (46,7%), while the girls most of the category of being (36,4%). At SDN 74 Bengkulu City boys mostly category less(56,25%), while the girls most of the category of less (53,8%). At SDN 02 Bengkulu City boys mostly  category is very less (90%), the girls most of the category is very less (55%). At SDN 01 Bengkulu city the male of the category is very less (90,9%), while the girls most of the category is very less (58,3%). The ability of kids athletics all elementary school city bengkulu most of the category is very less (44,9%)Keywords : Analysis,kids athletics , elementary school students


2020 ◽  
Vol 4 (3) ◽  
pp. 359
Author(s):  
Nur Alfiyatur Rohmaniyah ◽  
Khamdun Khamdun ◽  
Eko Widianto

The low level of discipline among elementary school students has resulted in a sustainable impact on students. The problem in this study is the level of student discipline which is less influenced by the lack of attention to the position of parents towards children. This study aimed to find out more about the position of democratic parents in the formation of discipline in learning for grade III SD students. This study used a qualitative approach and descriptive type in presenting the research data. The method used in data collection was using the method of observation, interviews, and field notes. The results showed that the position of democratic parents has a very strategic role in the formation of learning discipline for third grade elementary school students. Through the democratic parenting style, parents are able to provide learning assistance and the formation of student character. Not only have that students also been accustomed by parents to have regular activities in the family environment, especially in the discipline of learning. Therefore, the position of democratic parents plays a very important role in the formation of student learning discipline. The suggestions that can be taken from this study for parents are expected to be able to provide good learning assistance to children so that children have a high level of discipline and interest in learning.


2019 ◽  
Vol 50 (5) ◽  
pp. 598-620
Author(s):  
Yoshiko Okada ◽  
Toshiki Matsuda

Background. The latest Japanese National Curriculum emphasized the importance of active learning as well as communication skills in various subject areas. Following this trend, the social skills education (SSE) approach was adopted to promote and improve skills that facilitate interpersonal conflict resolution in elementary school students. Aim. This study developed a card game to help elementary school teachers perform SSE. The aims were to convince students to contemplate alternative solutions to problems in a way that incorporates suggestions from other students and to motivate children to think about problem solving in a social context. Methods. Our card game was developed based on Matsuda’s warp and woof model of problem-solving that emphasizes generating ideas concerning trade-off resolution in problem-solving. We then tested the game in a sample of 74 fourth grade (9-10 years old) elementary school students. Results. The findings suggest that the students understood the importance of considering new alternatives for trade-off resolution by playing our game. Conclusions. Despite the limitations of our study, such as the small sample size, our findings demonstrated that the game was successful in teaching most students the necessity of reaching a consensus in situations involving conflicting opinions.


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