scholarly journals The Development of Comics as Social Studies Learning Media in International Trade Materials for Class VIII SMP

2021 ◽  
Vol 3 (2) ◽  
pp. 190-203
Author(s):  
Putra Bernadus Banilo ◽  
Yulita Pujiharti

This study aims to develop comics as a medium of learning with the subject matter of international trade for class VIII SMP. The approach used is research and development (R & D). This research method is mixed methods design. The subjects in this study were students of SMP 'Aisyiyah Muhammadiyah 3 Malang. Data collection techniques using questionnaires and observation. The comic developed refers to the stages of development by Thiagarajan (1974) namely the development of a modified 4D model according to research needs. The results of the study show that thelearning media is comic very feasible to be applied in social studies learning with the subject of international trade for class VIII SMP. Quantitatively, the assessment of the material expert is (3.27) with a very valid category. The expert assessment is based on the suitability of the curriculum, the truth of the content and the method of presenting the material is included in the very valid category), and the media expert's assessment obtained a score of (3.20) with a very valid category. The media expert's assessment is based on considerations of visual design, language in the media and the quality of graphics, the score (3.20) is in the very valid category. Meanwhile, the student response sheets that were distributed to measure the level of attractiveness ofmedia comics received a response of 84.5% with a very good category. However, the pilot phase in this study could not be carried out as a whole, this was caused by the constraints experienced by the researchers. The percentage level of attractiveness of the media obtained from the student response sheets shows that the learning media for comics is in a very good category, which means that the learning media for comics is effectively used in the subject matter of international trade for class VIII SMP. Qualitatively,media comics as learning media on the subject of international trade are able to attract students' attention to study, facilitate student learning, and assist students in relating international trade material to everyday events.

2019 ◽  
Vol 2 (2) ◽  
pp. 107-115
Author(s):  
Tri Oka Akram

This research aims to produce effective and practical learning media. To achieve this goal, the authors establish the press using a research method of development with steps: (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. The subject in this study is the participant Students at SMA N 1 Bandar Lampung with “data collection instruments used in the form of” polls provided to the material “experts, media experts,” test and effectiveness tests. The results of this study resulted in a media-shaped Video learning product; Knowing the feasibility of the quality of the developed product “is very feasible with a” score of 3.66 based on material “expert assessment” and 3.66 by the media expert in a very decent category. Student response in Math Learning media with Sparkol video scribe in trigonometric material obtained score 3.33 in MIPA 4 and 3.36 class in MIPA 5 with very interesting criteria in small class test. In the massive class test obtained the score 3.43 in grade MIPA 4 3.41 with fascinating measures. On the effectiveness test of learning video obtained calculation results using effect size 0.54 with moderate criteria can be concluded that there is a significant increase in learning outcomes.   Penelitian ini bertujuan untuk dapat menghasilkan media pembelajaran yang efektif dan praktis. langkah-langkah yang dilakukan untuk mencapainya tujuan pembelajaran tersebut peneliti mengunggnakan metode penelitian ADDIE yaitu“(1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation .”Adapun pada“penelitian ini”peserta didik SMA N 1 Bandar Lampung mejadi subjek pada penelitian, teknik“pengumpulan data yang digunakan”dengan menyebarkan instrument berupa“angket yang diberikan”pada“ahli materi, ahli media,”uji kemenarikan dan uji keefektifan. Video sebagai media pembelajaran yang dihasilkan dalam pengembangan yang dilakukan peneliti. “Mengetahui kelayakan dari kualitas produk yang dikembangkan adalah sangat layak dengan skor 3,66 berdasarkan penilaian ahli materi dan 3,66 oleh ahli media dalam katagori sangat layak. Respon peserta didik dalam media pembelajaran matematika berbantuan sparkol videoscribe pada materi Trigonometri diperoleh skor 3,33 dikelas MIPA 4 dan 3,36 dikelas MIPA 5 dengan kriteria sangat menarik pada uji kelas kecil.”pada uji kelas besar diperoleh skor 3,43 dikelas MIPA 4 3,41 dengan kriteria sangat menarik. Pada uji keefektifitasan video pembelajaran“diperoleh hasil perhitungan menggunakan effect size 0,54 dengan kriteria sedang, sehingga media tersebut layak dan dapat digunakan pada saat proses pembelajaran dengan menghasilkan peningkatan keefektifan yang signifikan.


INKLUSI ◽  
2014 ◽  
Vol 1 (1) ◽  
pp. 57
Author(s):  
Rofiqoh Utami ◽  
Winarti Winarti ◽  
Joko Purwanto

Blind students find difficulties whenever they are involved in the experiment of Archimedes principle as it requests an active visual role. Thus, it is very important to design a special tool for blind students so their practice of Archimedes principle become easier. This paper discusses a research finding which is an innovation of adaptive tools for blind students, such as beaker glass with Braille number, dynamometer with modification and Braille number (Braille Spring Balance) and recording lesson about Archimedes principle. This research done for students MTs LB / A Yaketunis Class VIII which aims at analyzing the quality of each tool by media experts, lesson experts, and physics teacher of MTs LB/A.This research is R & D with procedural models adapted from the development of the 4-D models, namely Define, Design, Develop, and Disseminate. According to media expert assessment, beaker glass with Braille number and Braille spring balance has a very good quality with percentage of their respective 100% of the ideal score, while the assessment by lesson experts for each tool have a good quality with percentage 80% and 73.33% of the ideal score, and physics teacher of MTs LB / A assessment for each tool have a very good quality with percentage 100%. According to the media and lesson experts, the recording lesson about Archimedes principle have a good quality with percentage 80% of the ideal score, according to physics teacher MTs LB / A, the recording tool has excellent quality either with percentage 91.82% of the ideal score. This research recommends the blinds students to utilize these innovative-adaptive tools which will enable them appropriately practice Archimedes principle as non-blind students.


2021 ◽  
Vol 1 (2) ◽  
pp. 150-162
Author(s):  
DANANG HADI NUGROHO

The development of the world of technology at this time has an influence and impact. The objectives of this research are (1) To produce a board game media product for mathematics, the subject matter of semester 1 of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. (2) To determine the effectiveness of the board game media product, the subject matter of the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. The development model used is the Research and Development (R&D) model because R&D development has more systematic and detailed steps at each stage. The data analysis technique in this study used a questionnaire, structured interviews and tests to determine the feasibility of the media. To determine the level of effectiveness using the t test analysis technique while for the feasibility of the Guttman analysis technique. The product feasibility data is determined through the analysis of the results of the validation of the material expert 100% which is included in the very good category, the media expert is 93.33% which is also included in the very good category, the learning design expert is 87.5% which is included in the very good category. good, the expert of the accompanying material is 95% which is included in the very good category. The trials that were carried out were both individual trials assessed that 91.11% was included in the very good category, small group trials assessed 83.33%, while large group trials were 94.4% and all were included in the very good category. From all the assessments and categories that have been assessed, it can be concluded that the development of a mathematical board game for the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta, is suitable for use by students. and media experts as well as individual product trials, small groups, and large groups get a very good category, so that the board game media is feasible to be applied in learning mathematics, the subject matter of semester 1 class VIII curriculum 2013 in everyday life. Meanwhile, the results of the t-test data analysis and the researcher can conclude that the average result of the posttest trial is 83.52, which is higher than the average result of the pre-test, which is 56.17. Through the t-test calculation, it is known that the t-count result is 15.337. In addition, based on testing using a significant level of 5% db = 34-1 = 33, it was obtained ttable = 2.034. So the researcher can conclude that tcount is greater than ttable, namely 15.337 > 2.034. So that there is a significant difference between the pre-test and post-test and it can be concluded that the board game media is effectively used in learning mathematics for the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. ABSTRAKPerkembangan dunia teknologi pada saat ini memberikan pengaruh serta dampak yang Tujuan dari penelitian ini adalah (1) Menghasilkan produk media board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta. (2) Mengetahui keefektifan produk media board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta. Model pengembangan yang digunakan adalah model Reseach and Development (R&D) karena pengembangan R&D memiliki langkah-langkah yang lebih sistematis dan terperinci disetiap tahapannya. Teknik analisis data pada penelitian ini menggunakan angket, wawancara terstruktur dan tes untuk mengetahui kelayakan media. Untuk mengetahui tingkat efektifitas menggunakan teknik analisis uji t sedangkan untuk kelayakan teknik analisis guttman. Data kelayakan produk yang dihasilkan, ditentukan melalui analisis hasil validasi ahli materi 100% yang termasuk dalam kategori sangat baik, ahli media yaitu 93,33% dimana juga termasuk dalam kategori sangat baik, ahli desain pembelajaran yaitu 87,5% yang termasuk dalam kategori sangat baik, ahli bahan penyerta yaitu 95% yang termasuk dalam kategori sangat baik. Uji coba yang dilakukan baik uji coba perorangan menilai 91,11% termasuk dalam kategori sangat baik, uji coba kelompok kecil menilai 83,33%, sedangkan uji kelompok besar 94,4% dan semua termasuk dalam kategori sangat baik. Dari semua penilaian dan kategori yang sudah dinilai maka dapat disimpulkan bahwa Pengembangan board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta, layak untuk digunakan oleh peserta didik. dan ahli media serta uji coba produk perorangan, kelompok kecil, hingga kelompok besar mendapatkan kategori yang sangat baik, sehingga media board game layak untuk diterapkan dalam pembelajaran matematika materi pokok semester 1 kelas VIII kurikulum 2013 dalam kehidupan sehari-hari. Sedangkan hasil analisis data uji t dan peneliti dapat menyimpulkan bahwa hasil rata-rata uji coba posttest yaitu 83,52 lebih tinggi dibandingkan dengan hasil rata-rata pre-test yaitu 56,17. Melalui perhitungan uji t diketahui hasil thitung sebesar 15,337. Selain itu, berdasarkan pengujian menggunakan taraf signifikan 5% db = 34-1 = 33 diperoleh ttabel = 2,034. Jadi peneliti dapat menyimpulkan bahwa thitung lebih besar dari ttabel yaitu 15,337 > 2,034. Sehingga terjadi perbedaan yang signifikan antara pre-test dan post-test dan dapat disimpulkan bahwa media board game efektif digunakan pada pembelajaran matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta.


Jurnal Socius ◽  
2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Sarkani Sarkani

Government efforts to improve the quality of education, especially in the areas of curriculum integration to maintain a general knowledge (in this case subjects IPS) with the values and religious norms (social values) has been developed in the Competency-Based curriculum (CBC) and Unit Level Education curriculum (SBC). This is a realization of the national education goals. Based on observations in SMP Negeri 2 Anjir Pasar District Market District Anjir Barito Kuala, that the integration of social values according to the religion of Islam into the subject of social relationships in social studies subjects have not been developed and implemented. Due to the lack of an integrated instructional design and the lack of teachers' ability to innovate in learning. The research objective to determine the design intergasi social values according to the religion of Islam into the subject of social relationships on the subjects social studies class VIII. The study uses a qualitative approach, namely the approach of trying to obtain descriptive data, speech or writing, and behavior can be observed.Research using qualitative methods with the steps of the research design Suheri adopting measures Bruog research and Gall.The results of this study found a design model of integration in social studies learning. Than 2 times the design implementation of integration in social studies learning, it is known that the first meeting of the obtained value of 5.80 with 51.44% completeness, while the obtained value of 6.14 second meeting with the thoroughness 71.42%. Kata Kunci : Desain Integrasi, Pembelajaran Terpadu, Hubungan Sosial, Nilai Sosial


Author(s):  
Rizki Ramadhansyah. P And Masitowarni Siregar

This research is aimed at developing good picture as a media, interest and easy to be learnt, and can be used for teaching writing descriptive text. This study is developmental research uses Borg and Gall model. The subject of this research is the class VIII 4 of SMP Negeri 5 Tanjungbalai which consists of 35 students. The evaluators of the media are two experts. This instruments employed in this study are observation, questionnaires and test. The finding of the study is the quality of the developed picture media viewed from the experts is excellent (87,5%). The final product of this picture media is continued with effectiveness exam. The samples are 35 students which is given a sequence pictures of pet. Test were administrated to measure students’ ability in writing descriptive text by using picture and also for testing the product. The scoring system was based on five aspects; they are content, organization, vocabulary, language use, mechanics. The result shows that there is an increase of students’ ability in writing descriptive text by using picture as a medium. Therefore, the writer suggest to English teacher to develop picture as one of the alternative ways to increase the students’ descriptive text writing ability.


2018 ◽  
Vol 6 (2) ◽  
pp. 156-176
Author(s):  
Kusumawati Dwiningsih ◽  
NFn Sukarmin ◽  
NFn Muchlis ◽  
Pipit Tri Rahma

This research and development aims to develop appropriate virtual laboratory-based chemical instructional media in the subject matter of Chemical Elements. The feasibility of chemical instructional media is based on two criteria, namely media validity based on the results of the validator's assessment and media practicality based on the results of the student response questionnaire and observation of student activities. The type of research used is Borg & Gall's research and development (R & D) and carried out in four steps, namely; investigation and data collection, planning, initial development of product formats, and initial trials. The research instruments used in this research were media review sheets, media validation sheets, student response questionnaires, and student activity observation sheets. The results show that; the media were declared valid with a very valid validity category and a validity percentage of ≥61%; The media is stated to be practical based on student response questionnaires in term of students' interest in the media were 98% and 93.33% in term of convenience understanding and use, while the results of student observation show an activity of 88.75%. Based on the results of this research, the virtual laboratory-based chemistry instructional media are feasible to be used as in the subject matter of Chemical Elements.ABSTRAKPenelitian dan pengembangan (R&D) ini bertujuan untuk mengembangkan media pembelajaran kimia berbasis laboratorium virtual yang layak pada materi pokok Kimia Unsur. Kelayakan media pembalajaran didasarkan pada 2 kriteria yaitu validitas media berdasarkan hasil penilaian validator dan kepraktisan media berdasarkan hasil angket respon siswa dan observasi aktivitas siswa. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (R&D) Borg & Gall dan dilakukan dalam empat langkah yaitu; penyelidikan dan pengumpulan data, perencanaan, pengembangan awal format produk, dan uji coba awal. Instrumen penelitian yang digunakan pada penelitian ini adalah lembar telaah media, lembar validasi media, angket respon siswa, dan lembar observasi aktivitas siswa. Hasil penelitian menunjukan bahwa; media dinyatakan valid dengan kategori sangat valid dan presentase kevalidan ≥61%; Media dinyatakan praktis berdasarkan angket respon siswa dalam hal ketertarikan siswa terhadap media diperoleh presentase 98% dan 93,33% dalam hal kemudahan pemahaman dan penggunaan, sementara hasil observasi aktivitas siswa sebesar 88,75%. Berdasarkan hasil penelitian tersebut, maka media pembelajaran berbasis laboratorium virtual layak digunakan sebagai media pembelajaran pada materi pokok Kimia Unsur.


2019 ◽  
Vol 15 (2) ◽  
pp. 24-32
Author(s):  
Yuliansah Yuliansah

Mutu pendidikan dipengaruhi oleh banyak faktor, salah satu faktor yang mempengaruhi mutu pendidikan adalah kualitas pembelajaran di sekolah. Salah satu indikator sebuah pembelajaran yang berkualitas dapat dilihat dari hasil belajar yang diraih siswa. Motivasi belajar dapat mempengaruhi pencapaian prestasi belajar peserta didik. Pemanfaatan media dalam proses pembelajaran di kelas untuk membuat suasana pembelajaran menjadi menyenangkan serta dapat menumbuhkan motivasi belajar peserta didik. Salah satu media pembelajaran yang dapat dimanfaatkan dalam meningkatkan motivasi dan prestasi belajar peserta didik adalah media powerpoint berbasis animasi. Penelitian ini bertujuan untuk mengetahui apakah pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatkan motivasi belajar dan prestasi belajar peserta didik didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas. Subjek penelitian ini adalah semua peserta didik kelas X Administrasi Perkantoran berjumlah 34 orang. Hasil penelitian ini menunjukkan bahwa 1) Pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatan motivasi belajar peserta didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas, 2) Pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatan hasil belajar peserta didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas. Kata kunci : Media Pembelajaran, Powerpoint, Motivasi Belajar, Prestasi Belajar   Abstract: The Effectiveness Of Learning Media Powerpoint Based Animation In Increasing Motivation And Learning Achievement. The quality of education is affected by many factors, one of the factors that affect the quality of education is the quality of learning at school. One of the indicators of a quality learning can be seen from the results of the study earned students. Learning motivation may affect the achievement of the learning achievements of students. The utilization of the media in the process of learning in the classroom to create an atmosphere of learning into fun learning motivation can grow as well as learners. One of the media learning which can be utilized in improving learning and achievement motivation of learners is a media-based powerpoint animation. This research aims to find out whether the utilization of media learning powerpoint based animation can increase motivation and learning achievements learning educates learners on standards of competence to make and keep the archives to ensure the integrity. The subject of this research is all learners class X Office Administration amounted to 34 people. The results of this study indicate that 1) utilization of instructional media in powerpoint based animation can improve the learning motivation of learners on the standard of competence to make and keep the archives to ensure the integrity of media Utilization, 2) powerpoint animation based learning can improve the learning results of students on the standard of competence to make and keep the archives to ensure integrity. Key word : learning media, powerpoint, motivation of learnier, the learning achievements


2021 ◽  
Vol 4 (2) ◽  
pp. 241
Author(s):  
Jummita Jummita ◽  
I Gusti Ayu Tri Agustiana ◽  
I Ketut Dibia

Continuous use of gadgets can hurt students. This has an impact on behaviour patterns and student learning activities. The need for balancing media in online learning is media that is concrete. This type of research is development research using the ADDIE procedure. The test subjects in this study were 2 subject matter experts, 2 learning media experts, 2 practitioners and 7 students. The method used to collect data in this study is the questionnaire. The data collection instrument used in this study was a rating scale. The data analysis technique used in this research is descriptive qualitative and quantitative data analysis. The results of the study are the results of the assessment given by subject matter experts assessing 4.63 (very good), learning media experts giving an assessment of 4.82 (very good), the assessment given by practitioner response experts is 4.85 (very good), and the results of the media student response test were 4.95 (very good). So media fun thinkers based on calistung questions can be used in the learning process. The assessment implies that this learning media can be used by teachers and in the learning process.


Author(s):  
I.N. Simonova

The paper considers the development of broadcasting in the Penza region in the late 1940s and early 1950s, Emphasizes that this period is characterized by active and widespread broadcasting across the country and on the territory of the studied region. Radio infection affected not only regional settlements and working centers of the region, but also remote collective farms. The leader in the development of local radio broadcasting was Kameshkir district, which had its own Studio. It is noted that the radio broadcasting of the Penza region was under strict control of the party and Soviet bodies. For each program, a mandatory verification procedure was introduced, and thematic plans of programs were sent to the places. The quality of local programs directly depended on the level of professional training of editorial staff. The most interesting and operative in content were the programs of the Penza, Kuznetsk and Kamenskaya editions, which actively attracted local party, Komsomol and Soviet workers, leading figures in industry and agriculture, propagandists and agitators to the speeches. Radio broadcasting in the Penza region in the 1940s and early 1950s was actively developed and had a strong propaganda orientation, which was reflected in the subject matter and the quantitative ratio of radio broadcasts.


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