scholarly journals PENGEMBANGAN MEDIA EVALUASI PEMBELAJARAN PELATIK (PETUALANGAN LABIRIN TEMATIK) PADA TEMA 6 SUBTEMA 1 TENTANG CITA-CITAKU KELAS IV SD

Author(s):  
Bagus Ginanjar ◽  
Apri Utami Parta Santi

This research is motivated by the difficulty of students in working on thematic questions and the lack of appropriate evaluation media for thematic learning. The aim is to develop a media for evaluating the learning practices of thematic learning theme 6 sub themes 1 about my ideals and knowing the level of student response to the media developed based on the media validation questionnaire, material, language and questionnaire for small and large groups of students. This research was conducted at SDN PONDOK BETUNG 02 Pondok Aren with the research subjects consisted of 4 students for the small group test and 16 students for the large group test. The type of research used is Research and Development (R&D). development procedures used by researchers refer to the Borg and Gall research model. The instrument used was a questionnaire. Pelatik learning media on thematic learning theme 6 sub themes 1 about my ideals have gone through a revision stage based on the suggestions and input from 4 validators namely 2 material experts, 1 media expert and 1 linguist. The results of the study were obtained namely 1) this learning media has gone through the stages of development to the validation test and was declared valid with a score of 85.33% with a very decent category; 2) based on the data obtained from the questionnaire students' responses to the media developed got very good responses with a score of 98.4%. The results of this study are expected to help teachers and students in the learning process and make students more interested in working on problems in thematic learning.   Penelitian ini dilatar belakangi oleh adanya kesulitan siswa dalam mengerjakan soal tematik dan kurangnya media evaluasi yang sesuai untuk pembelajaran tematik. Tujuannya untuk mengembangkan media evaluasi pembelajaran pelatik pada pembelajaran tematik tema 6 sub tema 1 tentang cita-citaku dan mengetahui tingkat respon siswa terhadap media yang dikembangkan berdasarkan angket validasi media, materi, bahasa serta angket uji coba kelompok kecil dan besar siswa. Penelitian ini dilakukan di SDN PONDOK BETUNG 02 Pondok Aren dengan subjek penelitian siswa berjumlah 4 siswa untuk uji kelompok kecil dan 16 siswa untuk uji kelompok besar. Jenis penelitian yang digunakan adalah Research and Development (R&D). prosedur pengembangan yang digunakan peneliti mengacu pada model penelitian Borg and Gall. Instrumen yang digunakan adalah angket. Media pembelajaran pelatik pada pembelajaran tematik tema 6 sub tema 1 tentang cita-citaku  ini telah melalui tahap revisi berdasarkan saran dan masukan dari 4 validator yaitu  2 ahli materi, 1 ahli media dan 1 ahli bahasa. Hasil dari penelitian diperoleh yaitu 1) media pembelajaran ini telah melalui tahapan pengembangan sampai uji validasi dan dinyatakan valid dengan skor 85,33% dengan kategori sangat layak; 2) berdasarkan berdasarkan data yang diperoleh dari angket respon siswa pada media yang dikembangkan mendapat respon sangat baik dengan skor 98,4%. Hasil penelitian ini diharapkan dapat membantu guru dan siswa dalam proses pembelajaran dan membuat siswa lebih tertarik dalam mengerjakan soal dalam pembelajaran tematik.   Kata Kunci: Media evaluasi pembelajaran, pelatik, pembelajaran tematik    

2020 ◽  
Vol 9 (4) ◽  
pp. 1249
Author(s):  
Sutama Sutama ◽  
Nur Asih Wulandari ◽  
Naufal Ishartono ◽  
Sabar Narimo ◽  
Anam Sutopo

The research in this article aims to develop a picture book based on visual thinking strategies for thematic learning in elementary schools. This is specifically intended to test the feasibility of the media developed in aspects of 1) material, 2) media, 3) teacher response, and 4) student response. This research is categorized as research and development. Research subjects for limited trials were teachers and third-grade students of SD Muhammadiyah 16 Karangasem consisting of 2 teachers and 9 students. The type of research is qualitative evaluative. The data were obtained from the validation assessment of material experts, media experts, teachers, and students' responses. The data analysis technique was conducted through flow and constant comparison methods. Based on the results, the assessments of the media developed are 1) material experts earned a score of 62 with suitable category, 2) media experts obtained a score of 45 with suitable category, 3) teacher responses scored 44 with very suitable category, and 4) student responses gained a score of 14.1 with very suitable category. To conclude, the picture book based on visual thinking strategies is suitable for learning media in elementary schools.Penelitian dalam artikel ini bertujuan untuk mengembangkan buku bergambar berbasis strategi berpikir visual untuk pembelajaran tematik di sekolah dasar. Hal ini secara khusus dimaksudkan untuk menguji kelayakan media yang dikembangkan pada aspek 1) materi, 2) media, 3) respon guru, dan 4) respon siswa. Penelitian ini dikategorikan sebagai penelitian dan pengembangan. Subjek penelitian pada penelitian terbatas ini adalah guru-guru dan siswa kelas tiga di SD Muhammadiyah 16 Karangasem yang terdiri dari 2 guru dan 9 siswa. Data diperoleh dari penilaian validasi ahli materi, ahli media, guru, dan tanggapan siswa. Teknik analisis data dilakukan dengan metode perbandingan aliran dan konstan. Berdasarkan hasil penilaian terhadap media yang dikembangkan adalah 1) ahli materi memperoleh skor 62 dengan kategori sesuai, 2) ahli media memperoleh skor 45 dengan kategori sesuai, 3) tanggapan guru memperoleh skor 44 dengan kategori sangat sesuai, dan 4) Respon siswa memperoleh skor 14,1 dengan kategori sangat sesuai. Kesimpulannya, buku bergambar berbasis strategi berpikir visual cocok untuk media pembelajaran di sekolah awal.


2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Fadhla Khanifa ◽  
Sukirno Sukirno

The research aims to know the developing process of Chart of Account, to know its feasibility, and to know the students of SMAN 1 Kalasan class XII IPS opinion about the utilization of Chart of Account as a learning media. The type of research is Research and Development with following the ADDIE research model. Media was tested in 27 students of SMAN 1 Kalasan class XII IPS 1. The result of this research presented that the media is feasible to use, and proven by validation from material expert got score 4,27 with “Totally Feasible” category, from a media expert got score 4,33 with “Totally Feasible” category, and from accounting learning practitioner got score 4,81 with “Totally Feasible” category. Responses from students of this media were interesting, practical and really helpful in learning the accounting subject.Keyword: Mobile Learning, Chart of Account, Android


2021 ◽  
Vol 14 (1) ◽  
pp. 19
Author(s):  
Puthut Megantoro

Abstrak: Penelitian ini bertujuan guna mengetahui kelayakan multimedia interaktif RMR yang dikembangkan sebagai media pendeteksi dan pereduksi miskonsepsi materi redoks menggunakan strategi Conceptual change text (CCT). Kelayakan media dinilai dari tiga aspek yaitu : 1) Aspek validitas media yang meliputi validitas isi dan konstruk, 2) Aspek kepraktisan media yang dinilai dari angket respon siswa dan observasi aktivitas siswa, 3) Aspek keefektifan media yang diketahui dari nilai pergeseran konsep siswa dari miskonsepsi menjadi tahu konsep. Penelitian ini menggunakan metode Research and Development (R&D). Subjek penelitiannya adalah 16 siswa kelas XII IPA SMAN 1 Papar Kediri. Hasil penelitian menunjukkan bahwa multimedia interaktif RMR layak digunakan untuk mereduksi miskonsepsi siswa pada materi redoks. Kelayakan dibuktikan dengan hasil penilaian dari tiga aspek kelayakan sebagai berikut : 1) Rata-rata persentase validitas isi adalah 94,72% dan rata-rata persentase validitas konstruk adalah 92,78% kedua validitas dikategorikan sangat valid 2) Rata-rata persentase kepraktisan dari angket respon siswa adalah 98,44% dan dari observasi aktivitas siswa adalah 88,89% keduanya dikategorikan sangat praktis, 3) Keefektifan media berdasarkan hasil pergeseran konsep siswa mendapatkan persentase pergeseran konsep siswa sebesar 86,29% dan dikategorikan sangat efektif. Kata kunci : Multimedia Interaktif RMR, Miskonsepsi, Redoks, Conceptual change text. Abstract: This study aims to determine the feasibility of RMR interactive multimedia developed to detect and reduce misconceptions in redox material using Conceptual Change Text (CCT) strategy. Media feasibility is reviewed from three aspects, namely : 1) Media validity that includes content and constructs validity, 2) Practicality of the media, which is assessed from the questionnaire of student response and observation of student activities, and 3) The effectiveness of the media, which is known from the shifting concept of students from misconception into knowing the concept. This study used the Research and Development (R&D) method with the research subjects were 16 students of 12th grade at Senior High School 1 Papar Kediri. This study showed that RMR multimedia interactive is feasible to reduce students' misconceptions in redox material. The feasibility is proven by the assessment results of the three aspects of feasibility as follows: 1) The average percentage of content validity is 94.72%, and the average percentage of construct validity is 92.78% both of validity are categorized as very valid, 2) The practicality of the media reviewed from the student response questionnaire gets a percentage score of 98.44%, and observation of student activities with a percentage of 88.89% both are categorized as very practical, 3) The effectiveness of media reviewed from the results of shifting student concepts gets a percentage of 86.29% with a very effective category. Keywords : RMR Interactive Multimedia, Misconception, Redox, Conceptual Change Text.


Author(s):  
Elas Sulastri ◽  
M. Taufik ◽  
Zerri Rahman Hakim

AbstrakPenelitian ini berawal dari kurangnya keantusiasan siswa dalam proses pembelajaran siswa merasa cepat bosan sehingga siswa meminta bermain pada saat pembelajaran berlangsung sedangkan materi yang belum tersampaikan masih banyak. Penelitian ini bertujuan untuk mengatahui bagaiman kelayakan media Quiet Book sebagai media pada pembelajaran tematik dikelas IV B dan untuk mengetahui bagaimana respon siswa setelah menggunakan media pemebelajaran Quiet Book pada pembelajaran tematik dikelas IV B. Penelitian ini dilakukan di SD Negeri Karundang 2 dengan subjek penelitian di kelas IV B dengan 20 siswa pada uji angket respon siswa. Hasil uji validasi oleh para ahli terhadap kualitas media Quiet Book yang dikembangkan termasuk dalam kriteria sangat layak dengan presentase sebesar 85,4%. Hasil uji angket respon siswa terhadap media Quiet Book mendapatkan kriteria sangat setuju dengan persentase sebesar 95%. Berdasarkan hasil penelitian dapat disimpulkan bahwa media Quiet Book pada pembelajaran tematik dapat dikatakan sangat layak digunakan dalam pembelajaran tematik. Kata Kunci: Media Quiet Book, Pembelajaran tematik.AbstractThis research starts from the lack of enthusiasm of students in the learning process students feel bored quickly so students ask to play while learning takes place while the material that has not been delivered is still a lot. This study aims to find out how the feasibility of Quiet Book media as a media in thematic learning in class IV B and to find out how students respond after using Quiet Book learning media in thematic learning in class IV B. This research was conducted at Karundang 2 Elementary School with research subjects in class IV B with 20 students on the student response questionnaire test. The results of the validation test by the experts on the quality of the developed Quiet Book media are included in the very feasible criteria with a percentage of 85.4%. The results of the questionnaire test students' responses to the media Quiet Book get criteria strongly agree with a percentage of 95%. Based on the results of the study it can be concluded that the Quiet Book media on thematic learning can be said to be very feasible to use in thematic learning. Keywords: Quiet Book Media, Thematic Learning


2018 ◽  
Vol 14 (1) ◽  
pp. 31
Author(s):  
Dodi Dodi ◽  
Elvira Wardah ◽  
Wikky Fawwaz Al Maki

<p class="CPKeyword"><span lang="EN-GB">In general, many people learn structured programming first and then learn object-oriented programming. This makes it difficult for someone to learn object-oriented programming. Because of this difficulty, researchers are interested in developing a learning medium that can display structured programming code and object-oriented code simultaneously and then visualize it with a flat wake object. It is hoped that this learning media can help students in studying object-oriented programming. The type of research used is Research and Development. Questionnaires were distributed to 30 students to find out their response to the media that were developed. The results of this research are displayed in the form of percentages of each aspect on the questionnaire and the percentage of the whole aspect. The results obtained in this research show that structured programming and object-oriented programming that are displayed and visualized simultaneously can help students in understanding object-oriented programming. It can be seen from the percentage obtained during user trials which was 83,33% and for percentage of student response to learning media which was a large as 84,92%.</span></p><p class="CPKeyword"><strong>BAHASA INDONESIA <strong>ABSTRAK</strong>: </strong>Pada umumnya kebanyakan orang mempelajari pemrograman terstruktur terlebih dahulu dan baru kemudian mempelajari pemrograman berorientasi objek. Kebanyakan orang juga mengalami kesulitan dalam mempelajari pemrograman berorientasi objek. Dari permasalahan tersebut peneliti tertarik untuk mengembangkan sebuah media pembelajaran yang dapat menampilkan kode pemrograman terstruktur dan berorientasi objek secara bersamaan kemudian memvisualisasikannya dengan objek bangun datar. Media pembelajaran ini diharapkan dapat membantu seseorang dalam mempelajari pemrograman berorientasi objek. Jenis penelitian ini adalah <em>Research and Development</em>. Angket dibagikan kepada 30 orang mahasiswa untuk mengetahui respons mereka terhadap media pembelajaran yang dikembangkan. Hasil pengolahan data dalam penelitian berupa persentase setiap aspek pada angket dan persentase keseluruhan aspek.  Hasil yang didapatkan dalam penelitian ini adalah pemrograman terstruktur dan pemrograman berorientasi objek yang ditampilkan dan divisualisasikan secara bersamaan dapat membantu mahasiswa dalam memahami pemrograman berorientasi objek. Hal tersebut dapat dilihat dari persentase yang didapatkan pada saat uji coba pengguna dengan persentase sebesar 83,33% dan untuk persentase respons mahasiswa terhadap media pembelajaran secara keseluruhan sebesar 84,92%.</p>


Mangifera Edu ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 1-19
Author(s):  
Inggriani Inggriani ◽  
Kurnia Ningsih ◽  
Andi Besse Tenriawaru

This research aims to determine the feasibility of a video powtoon learning media application based on guided inquiry submater application of the concept of substance pressure in organism as a learning media for students and to find responses by students to the powtoon video media. This research is Research and Development (R&D) research with the Borg and Gall development model which consists of ten stages, this research has only reached the seventh stage which includes potentials and problems, data collection, product design, product validation, design revisions, product trials, and product revisions. The instruments used were the media validation sheet and the student response questionnaire validation sheet which was validated by 5 validators and the student response questionnaire. The subjects were students of class XI SMP Negeri 3 Pontianak. The validation results obtained CVR and CVI values, namely 1 which has met the minimum limit of 0.99 so that it is declared valid. The product trial obtained an overall average score for aspects (cognition, affection, conation) which was 83,57% so it is categorized as very strong. It can be concluded that the powtoon video media based on guided inquiry sub material is suitable for use as a learning medium.


2019 ◽  
Vol 2 (1) ◽  
pp. 23-32
Author(s):  
Rohiman Rohiman ◽  
Bambang Sri Anggoro

This study aims to develop prezi-based mathematics learning media to increase interest in learning in the function material. The media developed is a mathematics learning media using Prezi software. This type of research is research and development (Research and Development) using an adapted research and development model which includes stages: (1) Analysis; (2) Design; (3) Development; (4) Trial (Implementation). The subjects of this research trial were 33 eighth grade students with function material. In this development research with the main objectives as product development and testing the effectiveness of the product in achieving the objectives in the study. Data collection instruments used were media validation questionnaire, material validation questionnaire, and student response questionnaire. The main result of this research is mathematics learning media using Prezi software. The quality of mathematics learning media using Prezi software is very good based on the results of media expert validation with a score of 93% and based on material experts is good with a score of 77.5%, and the response of students to learning media is very good with a score of 83.9% using a scale Likert.


2021 ◽  
Vol 7 (2) ◽  
pp. 202
Author(s):  
Renny Firdawati ◽  
Maison Maison ◽  
Nazarudin Nazarudin

This research and development aim to develop mobile learning media using the Appy Pie application for high school students. The research and development stages are carried out using the ADDIE model. The instruments used for validation in this development research are (1) a validation questionnaire filled in by the validator to determine the media's feasibility, (2) a teacher and student response questionnaire to assess user perceptions of the media used. There are two kinds of data collecting and analysis methods: qualitative methods to collect data and describe comments and suggestions for improvement from the validators and quantitative methods to collect and analyze responses from teachers and students. Based on the validation results of media development carried out by design, material, and media experts, it is stated that the media is valid and can be tested. The results of the teacher's response obtained a percentage of 90% in the very good category, the results of student responses in the one-on-one trial obtained a rate of 91.56% in the very good category, the results of student responses in small group trials received a percentage of 90.27% in the very good category


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Riska Putri ◽  
Rahma Diani ◽  
Yuberti Yuberti

This research aims to develop physics learning media in the form of ripple tank on wave subject. One of the problems in education is the lack of facilities and infrastructure, so teachers are required to be creative in improving learning quality in the classroom, such as making props as one of the learning media. One of the interesting learning media that can overcome students’ boredom in learning is through props-making based learning. The method used in this study is research and development. The type of research used is the 4D model. The data in this study were collected in the form of a questionnaire given to content experts, media experts, teachers and 10th-grade students. The type of data generated is qualitative and quantitative data to determine the accuracy of the products, so that, it can produce physics learning media in the form of props that is valid for use based on the assessment of the content expert validator and the media expert validator with very accurate categories, and based on the assessment from teachers and students got scores with very interesting categories. This shows that the product developed can be used in learning to facilitate students in understanding wave subject.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


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