scholarly journals DEVELOPMENT OF POP-UP MEDIA BASED ON LOCAL WISDOM IN THE FOURTH GRADE OF ELEMENTARY SCHOOL ON THEME 8 DAERAH TEMPAT TINGGALKU

2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Noor Khamidah ◽  
Sri Utaminingsih ◽  
Mohammad Kanzunnudin

ABSTRACTThis study aims to develop Pop-Up learning media based on local wisdom for the fourth grade of elementary school, Theme of 8 “Daerah Tempat Tinggalku” and to test whether the media developed is more effective than the media that teachers have applied so far in learning The research method used is Research and Development according to Borg & Gall. The research was carried in seven steps which was divided into 4 stages of research, these are preliminary research, planning and media development; validation, revision, and evaluation; and media implementation. Technique of collecting data used in this research is observations, interviews, questionnaires and tests. Based on the research data, it shows that the results of the needs analysis obtained based on preliminary research are very necessary for the development of learning media that can be used for the fourth grade in learning, that is the need to develop Pop Up media based on local wisdom. The media developed in this research is Pop Up media based on local wisdom. The media developed has passed the validity test of experts and peers. It can be concluded that the development of Pop Up media based on local wisdom is effective and worthy of use in improving the learning outcomes of fourth grade elementary school students in Kudus district

2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Kasmarni Kasmarni

This research is motivated by the results of learning science in fourth grade elementary school students who are still low. The purpose of this study was to improve the learning outcomes of science by applying the Cooperative Think Pair Share (TPS) type learning model. The results showed, seen from the basic score, students who completed as many as 11 people with a percentage of 47.82% while students who did not complete amounted to 12 people with a percentage of 52.17%. cycle I, students who completed at 17 people with a percentage of 73.91% while students who did not complete as many as 6 people with a percentage of 26.08%. cycle II, students who completed as many as 20 people with a percentage of 86.95% while the incomplete amounted to 3 people with a percentage of 13.04%. from the results of this study it can be concluded that by applying the cooperative learning model the Think Pair Share (TPS) type can improve the science learning outcomes of class IV elementary school 004 Seberang Teluk Hilir Kuantan Tengah District Kuantan Singingi Regency.


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 4 (3) ◽  
pp. 257
Author(s):  
Ripa Nurul Padilah ◽  
Andi Nurrochmah ◽  
Din Azwar Uswatun

This research is a qualitative study aimed to describe the teacher's perception of pop-up book media when applied to the material building space in the V grade elementary school. The research method of using qualitative descriptive with the research data source is the teacher of grade V in elementary school Tanjungsari, namely VA and VB. The data collection techniques used are online interviews through the WhatsApp app. Data analysis techniques using the technical of Miles and Huberman are data reduction, data presentation, and withdrawal of conclusions. The result of this study raises positive perceptions of class V teachers. The Media pop-up book is interesting to apply to material solid figure in class V, seeing students who are always interested in new things, because this media has not been used, so that the media pop-up book is very good to be applied in class V, in order to support the creativity of students, so that students will be happy and think critically in the process of learning math material solid figure.


2018 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Romlah Umi

Childhood is a golden age. The emphasis on the importance of early childhood education is not intended to assume that children should start "going to school as early as possible". The purpose of this study is; Develop learning media to improve the ability to recognize the concept of child numbers in the form of a number puzzle card game. This research method is research and development (Research and development or R D). Based on the results of the research that has been carried out, it can be concluded that the results of preliminary research on puzzle learning media through numerical cards: the assessment of material experts gave a score of 52.86% categorized as good enough. the quality got an assessment score of 57.14% categorized as good enough. After being revised the experts gave the following values: the assessment of the experts gave an assessment score of 78.57% categorized as good, the media expert gave an assessment score of 86.67% for the aspect of view categorized as very good and for the aspect of quality got an assessment score of 88.57% categorized as very good.


2021 ◽  
Vol 5 (2) ◽  
pp. 194
Author(s):  
Putu Dharma Komala Suarsi ◽  
I Made Citra Wibawa ◽  
Ni Wayan Rati

The COVID-19 pandemic has had an impact in various fields, including education. One of the government's efforts to break the chain of spreading COVID-19 is to carry out learning activities online for all levels of education. This study aims to analyze the impact of the COVID-19 pandemic on the learning motivation of fourth grade elementary school students. This type of research is descriptive research, with quantitative and qualitative techniques. The population of this study were all fourth grade students in elementary school, amounting to 186 students. Determination of the sample using saturated sample technique so that the sample used is 186 students. The research data were obtained using the non-test method, namely with interview guidelines and instruments in the form of a Likert scale questionnaire for student learning motivation. The research data were analyzed using descriptive statistical analysis methods. Based on the results of the analysis, it was found that the learning process in grade IV SD during the COVID-19 pandemic was carried out in a combination of online and offline. Analysis of the motivation questionnaire data showed that the average student motivation, namely 79.71, was in the low category. So, it can be concluded that the COVID-19 pandemic has a negative impact on student learning motivation.


2020 ◽  
Vol 51 (4) ◽  
pp. 432-442
Author(s):  
Ahmad Syawaluddin ◽  
Sidrah Afriani Rachman ◽  
Khaerunnisa

Background and Objective. One of the challenges that social studies presents to teachers in class is the lack of students’ interest in the material. This study aims to develop snakes and ladders learning media for use in the subject of social studies in elementary school. Method. The research design used is the Four-D Research and Development (R&D) model by Thiagarajan (Santoso & Albaniah). The criteria used as a reference for the effectiveness of the learning media are students’ participation, interest, and learning outcomes, whereas for the practicality, the criteria are the implementation and teachers’ ability to use the learning media. The research employed descriptive statistics analysis and inductive-deductive flow analysis. Results. The results show that the snakes and ladders learning media on social studies appear to be valid and practical, and can effectively improve elementary school students’ interest and learning outcomes. The learning media is considered valid based on the experts’ validation with average 4.3 (good). The effectiveness of this learning media meets the criteria: (1) student participation in the learning process is high and (2) student learning outcomes meet the minimum learning mastery standard average at 79.04 of the ideal score of 100 and the completeness test of learning outcomes with the probability value of one sample t-test of 0.00 <0.05. The practicality of the learning media is shown through the observation result of the implementation of the media with an average of 4.4 (good), whereas the results of the student interest questionnaire show that of 25 students (92%) responded that they were happy with the subject matter taught, 80% of students responded that they were happy with the learning. Conclusion. The snakes and ladders learning media on social studies can enhance students’ interest and learning outcomes in elementary education.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Oswaldayah Mertha Romadona

This research aims to examine whether Problem Based Learning approach is able to increase the creativity of fourth grade elementary school students.? (2) How to improve the process of student creativity through problem based learning in grade IV elementary school students?. This is a qualitative research in a Classroom Action Research (CAR) type. This research was conducted on the four grade learners at Public Elementary School Bogor city, West Java Province. The result shows that: First, learning outcomes or conceptual understanding on the use of natural resources in Indonesia, for Fourth grade, semester II before applying the Problem Based Learning (PBL) Learning Model in Social Science Subjects (IPS) is still low. Second, the application of the PBL Model in point one is carried out in two cycles. Third, Student learning outcomes in point one after implementing the Problem Based Learning (PBL) Learning Model were proven to increase the students’ creativity in social studies learning, for example in cycle I, the average student learning outcomes were 68, then in Cycle II it increased to 78. Keywords: improvement, student creativity, social Sciences, PBL.


2020 ◽  
Vol 4 (1) ◽  
pp. 48
Author(s):  
Tita Rosita ◽  
Tuti Alawiyah ◽  
Endang Rochyadi ◽  
Sunardi Sunardi

The purpose of this study is to develop web-based learning media to improve reading comprehension of dyslexic students. Dyslexia is a condition caused by neurobiological abnormalities that are characterized by difficulty in  recognizing words accurately in spelling and inability to encode symbols which lead to reading disorder. The research method used is research and development. This research develops web-based learning media called LexiRoom learning applications. The LexiRoom web was trialed to dyslexic students of the fourth grade of elementary school and obtained effective results to help students to have better comprehension of words and sentences within a paragraph.


Paramasastra ◽  
2018 ◽  
Vol 5 (1) ◽  
Author(s):  
Nur Samsiyah

ABSTRACTBased on the observation in the classroom, upright writing skillsis less desirable for students. This is known in the implementation of writing the value of students is still low and many are still less tidy or not in accordance with the spelling. This research attempts to apply contrastive techniques in upright writing skills. The formulation of the problem, namely: (1) how is the activity of writing writing upright with the application of contrastive techniques to the students of grade 1 elementary school in Madiun Regency ?; And (2) how the students' learning outcomes in writing upright with the implementation of the technique of contrastive. in grade 1 elementary school students in Madiun Regency? The purpose of this research is to describe the activity and the result of learning to write upright with continuous technique. This research is a qualitative research to know the application of contrastive technique in learning writing. The research data is the 1st grader of SD in Madiun Regency. The method used to collect data in the form of observation and test. Keywords: contrastive technique, upright writing skills


2018 ◽  
Vol 1 (1) ◽  
pp. 65
Author(s):  
Kustiarini - Kustiarini ◽  
Pedi - Prasetyo

Abstrak. Tujuan Penelitian Ini adalah untuk meningkatkan hasil belajar matematika siswa kelas IV SD materi lambang bilangan romawi bagi siswa kelas IV semester 2 SDN Sumur 03 tahun 2016/2017 melalui model pembelajaran Role Playing. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang terdiri dari 3 siklus.  Tiap siklus terdiri dari empat tahapan yaitu (1) Perencanaan (2) Tindakan, (3) Observasi  (4) Refleksi. Penelitian ini dilaksanakan selama 4 bulan yaitu Februari  sampai dengan Mei 2017 yang bertempat di SDN Sumur 03, Kecamatan Cluwak, Kabupaten Pati. Subyek penelitian ini  adalah siswa kelas IV semester 2 tahun  2016/2017 yang terdiri dari 13 siswa. Metode pengumpulan data melalui metode observasi, dokumentasi dan tes. Teknik analisis data yang digunakan adalah deskriptif komparatif yaitu dengan membandingkan hasil belajar matematika pra siklus dengan hasil belajar matematika setelah siklus. Kesimpulah hasil penelitian ialah setelah dilakukan penelitian tindakan kelas melalui model pembelajaran Role Playing, hasil belajar mata pelajaran Matematika materi lambang bilangan romawi bagi siswa kelas IV semester 2 SDN Sumur 03 mengalami peningkatan baik secara teoritik maupun empirik. Kata Kunci: Hasil Belajar Matematika, Bilangan Romawi, Role Playing  Abstract. The purpose of this research is to improve the mathematics learning outcomes of the fourth grade elementary school students the material of the Roman numerals for the fourth grade students of semester 2 of SDN Sumur 03 of 2016/2017 through the Role Playing learning model. This research is a classroom action research (CAR) which consists of 3 cycles. Each cycle consists of four stages, namely (1) Planning (2) Action, (3) Observation (4) Reflection. This research was conducted for 4 months, from February to May 2017 which was held at Sumur 03 Elementary School, Cluwak District, Pati Regency. The subjects of this study were fourth grade students in semester 2 of 2016/2017 consisting of 13 students. Data collection method through observation, documentation and test methods. The data analysis technique used was descriptive comparative by comparing the results of pre-cycle mathematics learning with the results of mathematics learning after the cycle. Conclusion the results of the study are after conducting classroom action research through the Role Playing learning model, the learning outcomes of Mathematics subject matter Roman numerals for fourth grade students in semester 2 of SDN Sumur 03 experienced an increase both theoretically and empirically. Keywords: Learning Outcomes of Mathematics, Roman Numbers, Role Playing   


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