scholarly journals Development of Board Game Media in Art Culture and Craft Learning at 5th Grade of Elementary School

2021 ◽  
Vol 2 (1) ◽  
pp. 99-106
Author(s):  
Puja Maulana ◽  
Ratih Asmarani

Indonesia has a variety of cultures including traditional dances that students must know and which need to be socialized in learning. This socialization is carried out through education that is packaged as attractively as possible, namely media in the form of games (board game), especially for students. This study aims to introduce and memorize the dance culture of Indonesia in fifth grade at the elementary school level. To find out how the process of media development and how the quality of the media. This research is a type of ADDIE model research proposed by Tegeh which consists of four stages, includes analyze, design, implementation, and evaluation stage. The research subjects were fifth grade elementary school students in the academic year 2021/2022, based on field trials the results of expert validity research were in the very valid category with an overall average of 89%. The results of these student responses show a total score of 47 out of a maximum total score of 52. After being analyzed and presented as a percentage, the score is 90% with a very valid category. Based on field trials, researcher conducted tests on students with the results of classical learning completeness as much as 86%. Based on the results of data analysis in general, it can be concluded that SBdP learning using the Board Game media that has been developed greatly supports the learning process. With this, it can also be seen from the number of students who have completed the trial test on the material about traditional dance in Indonesia.

Author(s):  
Achmad Chuseri ◽  
Titi Anjarini ◽  
Riawan Yudi Purwoko

Learning media is an important tool in learning proces, especially learning media that are made based on student needs and characteristics. One of learning media that is effectively applied at the primary school level is a module. This study aims to produce and determine the feasibility of mathematics learning media in the form of HOTS integrated realistic-based modules on volume building materials (cubes and blocks) as learning media for fifth grade elementary school students. The subjects of study were six students of grade V SD Negeri Sindurjan. The research method was used R&D (Research and Development) using ADDIE model. The ADDIE model consists of analysis, design, development, implementation, evaluation. Based on the results of research (1), a HOTS integrated realistic mathematics module development product is produced. (2) The validation results obtained from the evaluation of media experts by 3.20 and material experts by 3.65. From the two results, it was developed to be 3.40 or > 3.25, the very valid category. (3) The practicality questionnaire was obtained from the student response assessment of 3.40 or > 3.25 with the very practical category. Thus the HOTS integrated realistic-based mathematics module is suitable for use as a learning medium for fifth grade elementary school students.


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).


2019 ◽  
Vol 1 (2) ◽  
pp. 90-99
Author(s):  
Anis Zulfatin Nihayah ◽  
Fina Fakhriyah ◽  
Much Arsyad Fardhani

Creative thinking belongs to high-order thinking. It is important to see various possible solutions to a problem. Students with various possibilities of solving a problem will be more creative. It is necessary to foster the creative thinking skill since elemenetary school level. This research has intended to find out the improvement of the students’ creative thinking by using the model of contextual teaching and learning assisted by pop-up book media. This research is conducted in fifth grade of elementary school with 26 students. The researcher used classroom action research method in 2 cycles. Each cycle consisted of planning, implementation, observation, and reflection. Data collection techniques that the researcher used are interview, observation, pre-test, and documentation. The researchers used quantitative and qualitative data analysis. The result of this research show that there is improvement of student’ creative-thinking on 6th theme “Heat and Its Displacement” from 54% in the cycle 1 then improve to be 85% in the cycle 2. So, from this research the researchers can conclude that the model of contextual teaching and learning assisted by pop-up book media can improve elementary school students’ creative thinking skill.


2020 ◽  
Vol 25 (1) ◽  
pp. 33
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Dwi Agus Kurniawan ◽  
Qalbi Shanaz Anandari

This research develops e-module teaching materials by using a digitalized book application based on ethno constructivism and also discerns students' responses to the e-modules. We employed the ADDIE model (Analysis, Design, Develop, Implement, and Evaluate) to create the books. The ADDIE model consists of five steps, namely (1) introduction, (2) planning, (3) development, (4) implementation, and (5) evaluation. The subjects of this study were 21 fifth-grade students of elementary schools 112/I. The re-sults of this study captured that the product was favored by most of the students with percentages of interest (72.73%), motivation (77.27%), and perception (63.6%).


2021 ◽  
Vol 5 (2) ◽  
pp. 505
Author(s):  
I Putu Gede Bagus Tedja Divayuda ◽  
I Made Citra Wibawa ◽  
Ni Wayan Rati

This research was conducted based on students’ low attention toward the implementation of learning using powerpoint so that it made the students lack of understanding and it caused the repetitive explanation of learning materials delivered by educators. This research aimed to produce a learning video media product using Prezi for fifth grade elementary school students on the Environmental Theme of Sahabat Kita, a valid sub-theme of Environmental Preservation Efforts. The type of this research was research and development carried out using ADDIE model. In the Implementation Phase, the test of learning video media products involving students was not carried out due to the Covid-19 pandemic conditions. The method of data collection was in the form of an instrument. The subjects of this study were two content subjects and two learning media experts. The technique used in conducting data analysis on the validity test of learning video media using Prezi was the Mean formula, calculating the percentage of each subject, and the overall percentage formula for the subject. The results of subject content validity conducted by two subject content experts obtained a percentage of 94.53% with very good qualifications. The results of the validity of learning video media conducted by two learning media experts obtained a percentage of 95.83% with very good qualifications. Thus, it can be said that the learning video media using Prezi that has been developed is valid, so it is feasible to be used to support the learning process on the Environmental Theme of Sahabat Kita, the Sub-theme of Environmental Preservation for fifth grade elementary school students.


2020 ◽  
Vol 53 (3) ◽  
pp. 236
Author(s):  
Ni Made Suniyasih ◽  
Ni Made Ratminingsih ◽  
I Gede Budasi

The study aimed at developing a multilingual thematic picture dictionary as a media to support literacy in English language for fifth grade elementary school students in Bali. This study used Design and Development (D&D) model by Richey and Klein (2014). The steps were (1) analysis, (2) design, (3) development, and (4) evaluation. Fifth grade elementary school students and English teachers from rural and urban area were the research subjects. They were chosen through purposeful sampling technique. In analysis, the data were collected through observation, interview, questionnaire, and document analysis. The result of needs analysis found that there is an urgency of developing multilingual thematic picture dictionary. The students needed dictionary while learning English because it helped them in finding the word’s meaning independently and could help them prepare for additional point while participating in teaching learning process content validity judgement showed that the dictionary was highly valid to criteria of a good multilingual thematic picture dictionary. The result showed that the multilingual thematic picture dictionary was categorized as ‘excellent’ media. Thus, it can be used as a media to support fifth grade elementary school students in developing their literacy skills.


2021 ◽  
Vol 26 (1) ◽  
pp. 65-77
Author(s):  
Nor Laili Fatmawati

Various adaptations and innovations should be done in the English learning process during the Covid-19 pandemic, especially for elementary school students who are not familiar with the distance learning system. This study aims to develop a Powtoon-based animated video as an English learning medium for elementary school students during the Covid-19 pandemic. The animation video was developed using the ADDIE model which includes the analysis, design, development, implementation and evaluation stages. This research produces an audiovisual learning media in form of animated videos that have been tested by media experts, material experts, and have gone through small group and field trials. The test results indicate the feasibility of this product is 4.80 in the Very Eligible category. Thus, the animated Powtoon-based video is worthy product as an alternative learning medium in English distance learning classes for elementary school students during the pandemic.


Author(s):  
Nunung Nurjanah ◽  
Ratna Dewi Lestyorini

The background of this research is the lack of knowledge of gender equality in elementary school students which raises various attitudes and actions that tend to be discriminatory and unfair to one party, especially female students. The purpose of this study is to determine the effect of using a gender perspective textbook on Pancasila and Civic Education on increasing knowledge of gender equality in fifth grade students of Kedokan Bunder Public Elementary School 1 in Indramayu Regency. The research method used is descriptive qualitative research. With data collection methods used include observation, interviews and tests. The research subjects were the fifth grade students of Kedokan Bunder 1 Elementary School, Indramayu Regency with the number of students 40. The results showed that the textbook on gender education had a gender perspective influencing the gender knowledge of fifth grade students of Kedokan Bunder Public Elementary School 1 Indramayu Regency. This is shown by comparing the results of the pretest on the material about rights and obligations associated with gender equality, the result is that 56% of students answered incorrectly, and 44% answered correctly. after learning the citizenship education subjects by using Pancasila dan Civic Education textbooks with a gender perspective, students 'knowledge increased, this was evident in the posttest results regarding the material on citizens' rights and obligations related to gender equality, showing 87% of students answered correctly, and 13 % answered incorrectly.


2019 ◽  
Vol 7 (2) ◽  
pp. 70
Author(s):  
Abdullah Farih ◽  
Wahyu Maulidah

The research aims at developing vocabulary materials based on Word Bubble Games for the students of Elementary School students’. The main purpose of this study is to help the English teachers to create fun activities in teaching English by introducing traditional Word Bubble games to the students. To reach the purpose of the study, the researcher employed Research and Development method (R&D) and adapted ADDIE’ model. The researcher used three instruments to obtain the data such as interview, questionnaires and observation. The obtained data will be classified based on the instrument used. To show the results, the researcher explained them in quantitative and qualitative approach. The results show that most of fifth grade students of MI Fathul Huda give a good response toward the developed games. In addition, the experts gave an excellent judgment to the developed materials. After finishing all the stages, the researcher finally provided prototype product. The prototype product is a handbook for the teachers to teach vocabulary. The book entitled “Gladhi English” which comprises of six lessons and ten games which have been modified in order to be applicable in teaching vocabulary. Key words: Word Bubble Games, Teaching Vocabulary


2019 ◽  
Vol 3 (2) ◽  
pp. 334
Author(s):  
Rahmah Kumullah ◽  
Rosdiah Salam ◽  
Muh. Faisal

This research aims to explain the application of mind mapping method to improve narration writing skills in Indonesian language subject of fifth grade elementary school students. This is a classroom action research, it consists of three cycles and each cycle was conducted in two sessions. The procedures include planning, executing, observation, and reflection. The research focus was mind mapping method implementation and narration writing learning results. This research was conducted in State Elementary School 24 Lapajung, Lalabata District, Soppeng Regency. The research subjects were 1 teacher and 40 students. The data collection techniques involved observation, test, and documentation. The collected data were analyzed using Mile and Huberman’s methods which include data reduction; data presentation; conclusion drawing; and data verification. The research results showed that teacher’s activity in cycle I belong to sufficient category (C), in cycle II it became good category (B), and in cycle III it became very good category (SB). Similarly, in students’ activity, the results showed that in cycle I it belonged to sufficient category (C), and in cycle II and cycle III it increased to very good category (SB). This was followed by an improvement in students’ learning achievements which in cycle I and cycle II belonged to sufficient category (C) became good category in cycle III. Therefore, the mind mapping method implementation can improve narration writing skills in students of State Elementary School 24 Lapajung.


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