DEVELOPMENT OF 3-DIMENSIONAL SNAKE AND LADDER GAME: IMPLEMENTATION WITH SECOND GRADE STUDENTS OF SDN 37 PEKANBARU

2020 ◽  
Vol 4 (6) ◽  
Author(s):  
Dian Febriyanti ◽  
Zetra Hainul Putra ◽  
Gustimal Witri

This study aims to test the feasibility of a three-dimensional snake and ladder  game to reflect the thematic learning material from theme 6 subthemes 2 about taking care of animals around me. This study was conducted in June 2020 in one of  second grade parent house of SD N 37 Pekanbaru. This research is motivated by the lack of learning media that can be used to primary school students. The learning outside learning hours is important for students to be able to have leraning activities, working together in groups, respecting friends' opinions and interacting. The 3D snake and ladder game is an interesting game. The development of 3D snake and ladder game is carried out according to the Research and Development (R&D) method according to the procedure of ADDIE development models. The feasibility test of 3D snake and ladder game product had validation rate of 87.5% from the media expert in the "very acceptable" category and 92.5% from the content expert in the "very acceptable" category. Student responses to the snake and ladder game developed as a whole scored 95.97% in the "excellent" category.

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.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Erwin Putera Permana ◽  
Yeny Endah Purnama Sari

This research is based on the observation in the third grade of Natural Science (IPA) subject matter of healthy and unhealthy environment characteristic, that most of students have difficulty in learning because the teacher uses conventional teaching method. In addition, the use of learning media is considered less maximized by teachers. This research is research and development (R & D) with model of ADDIE development. Stages there are 5 stages namely 1) Analysis (Analysis), Development (Design), Implementation (Implementation), Evaluation (Evaluation). Validation is done by material experts, media experts, and classroom teachers. The conclusion of this research is (1) Result of Development of Pop Up Book media with material to distinguish the characteristics of healthy and unhealthy environment Valid. (2) The teacher's response to the learning media of Pop Up Book that was developed, after being used in learning material, characteristic of healthy and unhealthy environment obtained good response. Likewise the response of students to this media get a positive response. (3) Pop Up Book media characteristics of a healthy and unhealthy environment based on the overall assessment of the percentage of assessment is in the category of very appropriate to be used as a medium of learning Natural Science for grade 3 primary school students. Based on the conclusions of this study, recommended: (1) for teachers, one of the media that can be used in supporting the learning process is Pop Up Book, can help students become more active and can create a fun class atmosphere. (2) For further research, trials should be conducted more widely, so as to produce a widely used learning medium.


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.


Author(s):  
Tiara Ayu Rahma Illahi

ABSTRACTThis study aims to develop learning media using interactive multimedia on the material types of work to improve the critical thinking skills of grade IV elementary school students. This type of research is qualitative and quantitative with the development model using Dick and Carrey. The results of the feasibility test of interactive multimedia products are categorized as feasible because the results of media validation testing, materials, individual tests and small groups show very good categories. For the practical aspect of the development of learning media is categorized very well because the category of the results of the implementation of learning outcomes and classroom learning activity has a range between 3.5-4.0. And for the aspect of the effectiveness of the media tested using t test, the result is obtained ttable value of 2.024 and tcount of 2.435, t-count> t-table means that there is a significant difference critical thinking skills by using interactive multimedia in learning on the material types of work grade IV students at SDN Baturono. Keywords: Interactive Multimedia, Types of Works, Critical Thinking Feasibility, Practicality, Effectivenes. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran menggunakan multimedia interaktif pada materi jenis-jenis pekerjaan untuk meningkatkan kemampuan berpikir kritis siswa kelas IV sekolah dasar. Jenis penelitian ini bersifat kualitatif dan kuantitatif dengan model pengembangan menggunakan Dick and Carrey. Hasil pengujian kelayakan produk multimedia interaktif ini dikategorikan layak karena hasil dari pengujian validasi media, materi, uji perorangan dan kelompok kecil menunjukkan kategori sangat baik. Untuk segi kepraktisan pengembangan media pembelajaran ini dikategorikan sangat baik karena kategori skor hasil keterlaksanaan pembelajaran dan aktivitas belajar siswa kelas memiliki rentang antara 3,5–4,0. Dan untuk segi keefektifan media diuji menggunakan uji t, hasilnya adalah diperoleh nilai ttabel sebesar 2,024 dan thitung sebesar 2,435, nilai thitung > ttabel berarti bahwa maka terdapat perbedaan yang signifikan kemampuan berpikir kritis dengan menggunakan multimedia interaktif dalam pembelajaran pada materi jenis-jenis pekerjaan siswa kelas IV SDN Baturono Kata Kunci: Multimedia Interaktif, Jenis-Jenis Pekerjaan, Kemampuan Berpikir Kritis, Kelayakan, Kepraktisan, Keefektifan.


BIODIK ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 121-134 ◽  
Author(s):  
Upik Yelianti ◽  
Muswita Muswita ◽  
M Erick Sanjaya

The aim of this research is to develop the electronic learning media on the subject matter Plant Physiology based 3D pageflip. The 3 D Pageflip is the software that can display the learning material, like: power point, text, pictures, photos, animation, student’s worksheet and videos are integrated in one packaging. This research was designed in ADDIE’s model which have five steps, namely: Analyze, Design, Develop, Implement, and Evaluate. This media was validated by design expert and content expert. The qualitative data from expert suggession used to revise this media, while the qualitative data got from the student’s response to this media. This media was validated by design expert  twice and got the last score about 44 (91.67%) with very good criteria. Then, the media also validated by content expert and obtanied the score about 36 (80%) with very good criteria. After validated, the electronic learning media trial to the biology student for the small group test with 9 students as a repondent and obtained the score about 48.87 with very good criteria, while the big group trial test with 15 student as a respondent,  got the score about 49.87 with very good criteria. In conclussion, this electronic learning media on subject matter Photosynthesis for Plant Physiology course  is very good to use in classroom and also individually.                                                                                                               Keywords: electronic media, 3D pageflip, photosynthesis, plant physiology Abstrak   Penelitian ini bertujuan untuk mengembangkan media pembelajaran elektronik berbasis 3D Pageflip pada materi fotosintesis mata kuliah Fisiologi Tumbuhan. 3D pageflip ini merupakan software yang dapat menyajikan perangkat pembelajaran seperti: PPT, teks, gambar, foto, LKPD, lagu, animasi, dan video  yang terintegrasi dalam satu paket. Media ini dirancang dengan model ADDIE yang memiliki 5 tahapan, yaitu: Analisis, Desain, Develop, Implementasi, dan Evaluasi. Media elektronik ini divalidasi oleh ahli desain media dan ahli. Data kualitatif berupa saran diperoleh dari ahli desain dan ahli materi digunakan untuk merevisi media. Setelah media dinyatakan layak maka dilanjutkan dengan uji kelompok kecil dan besar untuk melihat repons mahasiswa biologi. Validasi desain media elektrnoik berbasis 3D pageflip dilakukan sebanyak 2 kali dan diperoleh skor akhir sebesar  44 (91.67%) dengan kriteria sangat baik. Kemudian media divalidasi oleh ahli materi juga sebanyak 2 kali dan diperoleh skor akhir sebesar 36 (80%) dengan kriteria sangat baik. Hasil ujicoba kelompok kecil dengan 9 orang mahasiswa pendidikan biologi sebagai responden dan diperoleh skor sebesar  48.87 dengan kriteria sangat baik/sangat setuju. Selanjutnya hasil ujicoba kelompok besar dengan jumlah mahasiswa sebanyak 15 orang diperoleh skor sebesar 49.87 dengan kriteria juga sangat baik. Dapat disimpulkan bahwa media pembelajaran elektronik berbasis 3D pageflip pada materi fotosintesis mata kuliah Fisiologi Tumbuhan sangat layak digunakan dalam pembelajaran di kelas maupun secara individu.   Kata kunci: media elektronik, 3D pageflip, fisiologi tumbuhan


2021 ◽  
Vol 2 ◽  
pp. 232
Author(s):  
Agci Hikmawati ◽  
Rindu Handayani

This study aimed to develop and provide an enjoyable, meaningful, and cultural – based English textbook for elementary school students on the coast of Kurau village, Bangka Belitung Province. The observation and interview were undertaken to acknowledge the needs of the students in improving and advancing their understanding of English as well as to afford them an expedient textbook to be explored. Lee and Owens (2004) model has been used for this research and development study in designing the book. Total physical response method was also implemented in some exercises within the book to engage students’ attention and comprehension towards English learning. The data gathered in this study were collected through questionnaires, pre-test, and post-test. Based on the data analysis, the research finding shows that the cultural-based English textbook for elementary students is feasible. Feasibility obtained from the book was very good. Percentage of assessment by the content expert reached 82 % and the media expert was 87%. The calculation of T-paired test showed that there was a difference in learning achievement between the pre-test and the post-test score, which was 70.00 to 78.00 or increased 15%. Thus, there is an increasing score and this cultural – based textbook is effective to be used by the elementary students.


2021 ◽  
Vol 4 (2) ◽  
pp. 156
Author(s):  
Novi Nuryani ◽  
Odo Fadloeli

Media in learning process is very intact because it will be supported from  the learning to be more easily exposed. Many experts say that with the media, it can help teachers and students in the learning process to be able and achieve the goals of the learning process. This research aimed it introducing and describing how the  preparation and utilization of the flash cards media are used by teachers in teaching English to young learners. This research was conducted at SDN Baros Mandiri 2 Cimahi. The method used in this research is the descriptive research in accordance with the case study that occurred. The source of the data was the English teacher and the subjects were the second grade students of SDN Baros Mandiri 2 Cimahi. Observation, interviews and documentation are the data collection techniques used in this research. The findings reveal that teachers use flash card media according to the material to be delivered to young learners. Based on the results of the research the flash card media can help facilitate teachers in the delivery of learning material, students are also more enthusiastic, excited and very happy to learn English and very influential in the teaching and learning process.  Keywords:  instructional media, utilization of instructional media, flash Card


2020 ◽  
Vol 4 (4) ◽  
pp. 813
Author(s):  
Wulandari Wulandari ◽  
Wawan Wahyu ◽  
Wahyu Sopandi

The purpose of this study was to observe whether the examined learning design can improve students' creativity. at the petroleum lesson by using the examined learning design. This research was conducted in Madrasah Aliyah Negeri 2 Takengon. The preferred samples were three second-grade students, a chemical teacher, and two expert lecturers. In this study, the method was descriptive. as it involved two experts, who were lecturers, a chemical teacher, and three second-grade high school students. The data collections were carried out through external and internal feasibility tests. An internal feasibility test was conducted on the chemistry teacher and two expert lecturers, while an external feasibility test was conducted on the three second-grade students. Based on the results, the score results in almost every RADEC stage with a percentage of 91.6% and categorized as very strong, except for the sub-indicator of development creativity or enriching ideas acquired scores of 83.3%. These results imply that petroleum oil learning design with the RADEC model is applicable in the learning process to develop students’ creativity. students’ creativity could be improved by applying chemical learning that uses this learning design.


2021 ◽  
Vol 2 (2) ◽  
pp. 313-321
Author(s):  
Rachmadina Tri Kencana ◽  
Herlina Usman ◽  
Tunjungsari Sekaringtyas

The use of media is one of the essential aspects of the learning process, because, it will provide a different and certainly more varied learning experience so that it will attract students and make it easier to understand the learning material. This research and development aims to produce a learning media to make it easier for students to understand learning material, especially on the material of  human locomotor organs system  in a fun way. Learning will be meaningful for students if the media used is the appropriate one. The methodology in this research is Research an Development (RND). The type of model used in the ASSURE development model, which consist of 6 stages including analyze learner; state objectives; select methods, media and materials; utilize media and materials; require learner participation; and evaluate and revise. The final results of this research produces a learning media that is useful to support the learning process on the material of human movement organs. The data collection technique used in this study was through observation, interviews, and questionnaires. This research was conducted only to the stage of expert validation to test the feasibility of the product. The product feasibility test involves 3 experts, namely media experts, material experts, and language experts. The results obtained from the three experts if the average is 4.5 from the maximum value of 5, or if converted in percentage is 90%, which means the media is included in the very good category. This shows that the framework of the chess game media is suitable for use in science learning material for human llocomotor organs system.


2018 ◽  
Vol 4 (2) ◽  
pp. 201-213 ◽  
Author(s):  
Hotimah Hotimah ◽  
Ali Muhtadi

Penelitian ini bertujuan: (1) untuk menghasilkan multimedia pembelajaran interaktif IPA pada materi mikroorganisme yang layak di SMP, dan (2) untuk mengetahui kelayakan multimedia pembelajaran interaktif IPA dalam peningkatan pemahaman siswa pada materi mikroorganisme. Penelitian pengembangan ini mengacu pada langkah yang dikembangkan oleh Alessi & Trollip. Desain pengembangan dikelompokkan menjadi tiga tahapan prosedur pengembangan, yang meliputi: (a) perencanaan, (b) desain, dan (c) pengembangan. Hasil penelitian menunjukkan hasil sebagai berikut. (1) Ahli materi menilai aspek pembelajaran dan aspek materi dengan kategori baik (skala 4,15), ahli media menilai aspek media dengan kategori baik (skala 4,2), dan siswa (pengguna) menilai aspek pembelajaran, aspek materi, dan aspek media dengan kategori sangat baik (skala 4,5), sehingga dapat disimpulkan bahwa produk multimedia pembelajaran interaktif ini dinilai layak digunakan siswa SMP. (2) Hasil uji coba lapangan (hasil pretes dan postes) menunjukkan bahwa multimedia interaktif IPA ini dapat meningkatkan pemahaman siswa pada materi mikroorganisme.Kata kunci: multimedia pembelajaran interaktif, mikroorganisme DEVELOPING INTERACTIVE MULTIMEDIA TO IMPROVING LEARNERS' UNDERSTANDING ON THE MICROORGANISMS TOPIC IN JUNIOR HIGH SCHOOLAbstractThis research aims to: (1) to produce an appropriate interactive learning multimedia of science for teaching on the microorganisms topic, for Junior High School students, and (2) to reveal the appropriate of interactive learning multimedia of science designed for teaching, toward the students understanding on the microorganisms topic. This development research refers to the stages developed by Alessi & Trollip. The development design used in this research is divided into 3 stages namely: (a) planning, (b) designing, and (c) developing. The results show the following results. (1) The material expert assessed the aspects of learning and material aspects with good category (scale 4.15), the media experts judged the aspects of the media in good category (scale 4.2), and students (user) assessed the aspects of learning, material, and media aspects with very good category (scale 4.5). Results suggest that interactive learning multimedia are considered good as a learning material for junior high school students. (2) The results of field trials (pretest and post test results) show that this medium is appropriate for improving learners' understanding on the microorganism topic.Keywords: interactive learning multimedia, microorganisms


Sign in / Sign up

Export Citation Format

Share Document