scholarly journals Media Pembelajaran Pengenalan Alat Transportasi, Musik, dan Benda di Sekolah bagi Siswa Tunarungu Sekolah Dasar

2021 ◽  
Vol 11 (1) ◽  
pp. 1-13
Author(s):  
R Septiana ◽  
F Y Al Irsyadi

A remarkable school – B (SLB) YRTRW Surakarta is a spesial school for children with special school for children with special needs to help provide education. According to a survey of SLB-B YRTRW Surakarta, it is difficult for students to get the names of objects right anf there are still mistakes, and it is also difficult for students to play because the learing methods are less interesting and therefore not focus on the material presented by teachers. An alternative or solution is to provide the learning media in the form of applications. The appication is called BELMA (together learning) abaout the introduction of transportation tools, Musical Instruments, and objects in the school environment for fourth-grade elementary school students. The founding of the media of education is a method for observation, analysis or problem identification,  and interviews. The result of research based on questionnaires are 87.871%, and this application can thus help the learning process. The purpose of this study is to be expected to help both tearchers and students in the learning process in class so that students can be quick to understand and enthusiastic about material delivery.

2017 ◽  
Vol 31 (2) ◽  
pp. 72-80
Author(s):  
Siti Nuraini Purnamawati, Elais Retnowati

Many parents and communities are sending children with special needs to the regular schools of inclusiveeducation providers rather than SLB. This study aims to obtain information about the curriculum in theimplementation of learning to manage emotions and behavior for elementary school students Special School (SLB)section G (have more than one special needs) Rawinala East Jakarta. This research uses a descriptive method. Thefocus of this study is the implementation of learning to manage emotions and behavior in students aged 7 to 12years in SLB G Rawinala. Research contexts include curriculum currently used by SLB G Rawinala, the existenceof learning to manage emotions and behavior for learners ages 7 to 12 years, learning objectives, methods used,materials taught, learning media. The results show that learning to manage emotions and behaviors are integratedinto classroom learning, the goal is that learners can control themselves when their emotions explode. The learningmethod is individual. The material in teaching is dependent on the needs and conditions of the learners. Learningmedia used are objects that can be touched by them and not dangerous. Evaluation of learning using instrumentsdeveloped by International Perkins Institutions.Keywords: SLB G, curriculum, learning to manage emotions and behavior


2021 ◽  
Vol 5 (2) ◽  
pp. 366
Author(s):  
I Kadek Jodi Yuswantara ◽  
I Made Citra Wibawa

The Covid-19 pandemic situation has an impact on various aspects of human life, one of which is education. The Covid-19 pandemic has caused a change in the process of organizing learning from face-to-face to online learning. This change makes the availability of learning media for elementary school students in participating in online learning to be limited. This study aims to develop an animal life cycle media using digital comics for fourth grade elementary school students. This research is a media development research using the ADDIE model. The pandemic situation causes research to only be carried out until the development stage. The subjects of this research are two material experts, two media experts and two practitioners, while the object of this research is the validity of animal life cycle media using digital comics. The analysis technique used is qualitative and quantitative analysis. The instrument for collecting data in this study was a rating scale questionnaire. The data obtained from the media validity test were analyzed to find the percentage score. The results of the media test obtained were the material expert test with a percentage of 97.33%, the media expert test with a percentage of 98% and the practitioner test with a percentage of 91%. The three test results received a very good predicate. It can be concluded that the animal life cycle media using digital comics is valid and feasible to be used as a learning medium in schools. Therefore, the animal life cycle media using digital comics can be used as an alternative online learning media for elementary school students.


2020 ◽  
Vol 2 (2) ◽  
pp. 87
Author(s):  
Pardiyana Pardiyana

The results of science learning on the concept of natural resources achieved by the fourth-grade students of Tarungin 2 Elementary School Students have not been optimal with the average score of students is below 65, the average score obtained by students is only 59.5. That is because the lecture method still dominates the learning process. Classroom action research aims to increase teacher activity, student activity, and science learning outcomes of fourth-grade elementary school students with the STAD type cooperative learning model. This research was conduct in two cycles, for three months (January-March 2020). The research subjects were 16 students, eight males, and eight females. Retrievals of data using observation techniques, tests, and questionnaires. The data analysis technique has been carrying descriptively. The results showed that the use of the STAD type cooperative learning model had increased teacher activity in managing learning, student activities during the learning process, and student learning outcomes.AbstrakHasil pembelajaran IPA pada konsep sumber daya alam yang dicapai siswa kelas IV SDN Tarungin 2 selama ini belum maksimal, rata-rata nilai siswa di bawah 65, nilai yang diperoleh siswa rata-rata hanya mencapai 59,5. Hal ini disebabkan metode ceramah masih mendominasi proses pembelajaran. Penelitian tindakan kelas bertujuan meningkatkan aktivitas guru, aktivitas siswa, dan hasil belajar IPA siswa kelas IV sekolah dasar dengan model pembelajaran kooperatif tipe STAD. Penelitian dilaksanakan dua siklus, selama tiga bulan (Januari-Maret 2020). Subjek penelitian sebanyak 16 orang siswa, delapan orang laki-laki dan delapan orang perempuan. Pengambilan data dengan teknik observasi, tes, dan angket. Teknik analisis data dilakukan secara deskriptif. Hasil penelitian menunjukkan penggunaan model pembelajaran kooperatif tipe STAD telah meningkatkan aktivitas guru dalam mengelola pembelajaran, aktivitas siswa selama proses pembelajaran, dan hasil belajar siswa.


2021 ◽  
Vol 5 (4) ◽  
pp. 697
Author(s):  
Made Dewanda Sulaksana ◽  
Kadek Yudiana ◽  
Alexander Hamonangan Simamora

The lack of use of interesting learning media makes students less active during the online learning process. To overcome this, it is necessary to develop a media in the learning process. This study aims to produce a video of learning mathematics on the topic of perimeter and area of flat shapes for fourth grade elementary school students that have been tested for acceptability. This study uses the type of research and development (Research and Development). This study uses the ADDIE model. The subjects in this study were 2 subject content experts, 2 media experts and design experts, and 2 practitioner experts to determine the validity of instructional video media. while the object of research is the validity of learning video media. This study uses a questionnaire method and rating scale instrument as a means of data collection. Based on the research results, 88% and 92% are scores obtained from subject matter content experts with good and very good predicates, 87% and 92% are scores obtained from design experts with good and very good predicates, 88% and 88% are scores obtained from media experts with good predicates, and 90% and 90% are scores obtained from expert practitioners with very good predicates. Based on these results, it can be concluded that the development of learning video media on the topic of circumference and area of flat shapes for fourth grade elementary school students is declared valid and feasible to use in the learning process.


2020 ◽  
Vol 2 (1) ◽  
pp. 9-19
Author(s):  
Sang Ayu Made Krisna Dewi Natalia ◽  
I Ketut Setiawan

This research aimed to produce an English learning media based on Android for grade V of elementary school students. This research belongs to Research and Development. In its implementation, this research has two steps such as pre-production and production. In the pre-production consists of planning, idea concept, research/visual analysis, designing menu plot, and asset making. In the next step that is production consists of arranging asset, adding action script for navigation of the media, and rendering the media. The result of this research is a learning media based on Android that later can be used in the English learning process in the classroom. The materials chosen in this media are in the form of basic materials for English, those are the introduction of Noun, Verb, and Adjective. In the Menu plot, first started with Intro, then enter the Menu Page, where in Menu Page there are three choices, those are Verb, Noun, and Adjective materials. From each material, there are nine examples of pictures for each category based on topic. This learning media based on Android will become an effective media that can be used in the learning process that later make the learning process become interactive, interesting, and a lot of fun. The next development is by doing affectivity test for the existing media. This affectivity test is done for the next media development.


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.


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