scholarly journals PENGEMBANGAN MEDIA INTERAKTIF CERITA FABEL MENTILIN YANG CERDIK MENGGUNAKAN ARTICULATE STORYLINE 3 UNTUK SISWA KELAS IV SEKOLAH DASAR (Interactive Media Development of Clever Horsfield's Tarsier [Mentilin] Fable Story Using Articulate Storyline 3 for Fourth Grade Students at Elementary School)

Sirok Bastra ◽  
2021 ◽  
Vol 9 (2) ◽  
Author(s):  
Aliyah Tazkiyah ◽  
Maulina Hendrik ◽  
Nurjannah Nurjannah

Banyak siswa tidak tertarik mempelajari cerita fabel yang hanya berupa teks dan belum menggunakan media pembelajaran. Padahal, fabel merupakan salah satu tradisi lisan yang sarat dengan nilai kebudayaan yang diajarkan di sekolah melalui pembelajaran sastra. Penelitian ini bertujuan untuk mengembangkan media interaktif cerita fabel Mentilin yang Cerdik dengan menggunakan Articulate Storyline 3 untuk siswa kelas IV sekolah dasar yang sahih dan praktis. Metode penelitian yang digunakan adalah research and development (RD) dengan menggunakan model pengembangan ADDIE. Model ini terdiri atas empat tahap, yaitu analisis (analysis), perancangan (design), pengembangan (development), dan implementasi (implementation). Instrumen pengumpulan data berupa angket validasi ahli materi, ahli bahasa, ahli media, serta angket respons guru dan siswa. Hasilnya menunjukkan bahwa media yang dikembangkan dinyatakan sangat sahih dan sangat praktis. Media interaktif sangat sahih diperoleh dari validasi ahli media dengan persentase sebesar 97,5%, ahli materi 92,5%, dan ahli bahasa 92,5%. Sementara itu, media interaktif dinyatakan sangat praktis dengan dibuktikannya hasil angket respons siswa pada uji coba skala kecil dengan persentase sebesar 98,75%, uji coba skala besar dengan persentase sebesar 97%, dan hasil angket respons guru memperoleh persentase sebesar 98,75%. This research is motivated by students who are not interested in studying fable stories which are only in the form of text and had not used learning media. Using Articulate Storyline 3 for fourth-grade elementary school students attempted to create valid and practical interactive media for Mentilin yang Cerdik fable stories. The research approach used was Research and Development (RD), which followed the ADDIE development model with four stages: analysis, design, development, and implementation. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. Material expert validation questionnaires, linguists, media experts, teacher, and student response questionnaires were all used to collect data. The result of research and development stated that the media was very valid and very practical. Very valid interactive media was obtained from the validation of media experts with a percentage of 97.5%, material experts 92.5%, and linguists 92.5%. While interactive media is stated to be very practical with the evidence of the results of student response questionnaires in small-scale trials with a a percentage of 98.75%, large-scale trials with a percentage of 97%, and the results of teacher response questionnaires obtaining a percentage of 98.75%.

Author(s):  
Wahyu Dinil Mustaqim ◽  
Arda Purnama Putra ◽  
Tri Murti

This research and development aim to develop bilingual pop-up book media on Javanese puppet stories that valid according to the material experts, media experts, and teachers, as well as practical students. The research uses an ADDIE model with 5 stages, that is analysis, design, development, implementation, and evaluation. The results of validation by the material expert, media expert, and by the user (teacher) sequentially get a percentage of 96.4; 100; and 95.4 percent. While the result of the practicality test on the small scale test and the large scale test got a percentage of  93.3 and 97.5 percent. Media is categorized as very valid and very practical and can be used for elementary school students.


2021 ◽  
Vol 2 (1) ◽  
pp. 46-54
Author(s):  
Risky Tri Amelia ◽  
Muhammad Nuruddin

Developments in the field of technology, especially education, are very influential in life. Educators as one of the main factors in supporting the quality of education must be able to utilize the types of media in an effort to carry out learning innovation strategies. The type of media that can support learning activities is the androidbased quiz game media using quizizz. This quiz game research is a development research. The android-based quiz game using quizziz has the purpose of knowing the design of android-based quiz game development using quizizz, the application of android-based quiz game products using quizizz, and the effectiveness of androidbased quiz games using thematic subjects. This research procedure uses a 4D model, namely define, design, development, and dissemination. SDN Catakgayam 1 Mojowarno was the location chosen to carry out research on a large scale, with 15 students enrolled in the 2020/2021 academic year. The techniques used in this study include media expert validation, material expert validation, RPP expert validation, student response expert validation, and documentation. Analysis of the data used is descriptive analysis. The results of the research on the application of quiz games obtained a total score of 87% which was validated by media experts, material experts and RPP experts. The validation contains media expert validation with a value of 92% which is very good, material expert validation 84% which is very good, RPP expert validation gets a score of 86% which is very good. Meanwhile, the effectiveness of the android-based quiz game obtained a total score of 82% which included student understanding with a value of 81.6% which was very good and student interest obtained a score of 82.5% which was very good. So it can be concluded, that an android-based quiz game using quizizz is stated to be very effective in supporting the learning activities of fourth grade students at SDN Catakgayam 1 Mojowarno.


2020 ◽  
Vol 4 (1) ◽  
pp. 63
Author(s):  
Ferry Kurniawan ◽  
Moh. Mahfud Effendi ◽  
Siti Khoiruli Ummah

The purpose of this research is to develop smart binoculars learning media for trigonometry material in Vocational Schools so that it can help and facilitate mathematics teachers in explaining one of the concepts of trigonometry material. The type of research used in this research is Research and Development (R&D) while the development of instructional media refers to the modified Borg and Gall model, namely research and collection, planning, product draft development, expert validation, small-scale trials. The development has three criteria, namely valid, practical and effective. The results showed that obtained from filling out the validation sheet by the material expert and media expert validators were in the valid category. Furthermore, the practicality of smart binoculars learning media based on student response questionnaire the average student is satisfied with the learning experience using learning media and for the effectiveness of smart binoculars learning media get positive things because the evaluation of ten samples of students gets grades above minimal completeness criteria.


2020 ◽  
Vol 9 (2) ◽  
pp. 72-77
Author(s):  
Siti Eva Ariyanti Eva Ariyanti

Dalam seni tari, guru kelas II SD Negeri 03 Bawu diketahui belum menggunakan media pembelajaran yang inovatif, sehingga diperlukan media yang inovatif dalam pembelajaran. Penelitian ini bertujuan untuk mengembangkan media kartu kuartet DIKDA seni tari berbasis outdoor learning pada materi gerak keseharian dan alam. Untuk mengembangkan media tersebut digunakan penelitian Research and Development (R&D) diadaptasi dari Sugiyono. Penelitian ini diikuti oleh siswa kelas II SD Negeri 03 Bawu berjumlah 41 siswa. Teknik analisis data meliputi analisis data produk, analisis data awal, dan analisis data akhir berupa uji t-tes dan uji n-gain. Hasil pengembangan media kartu kuartet DIKDA Seni Tari berbasis outdoor learning sangat layak digunakan dengan memperoleh hasil persentase sebesar 96,88% oleh ahli media, 96,88% oleh ahli materi dan 93,75% oleh ahli bahasa. Dari hasil skala kecil tanggapan siswa terhadap media sangat baik dengan persentase 100% dan 92% dari tanggapan pada skala besar mendapatkan persentase 97,9% dari siswa dan 100% dari guru. Hasil uji peningkatan rata-rata diperoleh hasil sebesar 0,567 pada skala kecil dan 0,466 pada skala besar. Simpulan penelitian media kartu kuartet DIKDA Seni Tari berbasis outdoor learning materi gerak keseharian dan alam layak dan efektif dalam meningkatkan hasil belajar psikomotorik siswa kelas II Sekolah Dasar.   Kata Kunci: Media Pembelajaran; kartu kuartet DIKDA; outdoor learning; Seni Tari  In dance education, in the second grade aof Bawu 03 elementary school had not used innovative learning media, so that media development was needed in learning. This research aimed to develop, to find out the results of feasibility, and test the effectiveness of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material. The type of this study was Research and Development (R & D) adapted from Sugiyonos theory. The participants of this study were the second grade at Bawu 03 elementary school in the number of 41 students. Data analysis techniques included product data analysis, initial data analysis, and final data analysis in the form of t-test and n-gain test. The results showed that learning media in the media of DIKDA quartet cards on dance education based on outdoor learning was very feasible to use by obtaining a percentage of 96,88% by media experts, 96.88% by material experts and 93,75% by language experts. The results of small scale got a percentage of 100% of students and 92% of teachers and on a large scale get a percentage of 97,9% of students and 100% of teachers. The results of the test large scale got on average obtained results of 0.567 on a small scale and 0.466 on a large scale. The conclusion of this research was the media of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material was feasible and effective in improving students psychomotor learning outcomes in the second grade.   Keywords: learning media; quartet card DIKDA; outdoor learning; dance education


2018 ◽  
Vol 8 (2) ◽  
Author(s):  
Supardi U. S. Supardi

<span lang="EN-US">The purpose of this study to design a measurement instrument independence character of middle school students. Research using research and development (R &amp; D). Stages of the research process include: reviewing the concept, making the construct and design the instruments, experts’ assessment, the empirical pre-test, and empirical testing. Test experts were conducted by experts through quantitative and qualitative assessments were followed by improvements to the instrument. Pre empirical testing was done by trial and instruments in small-scale followed by repair and selection of items. Empirical testing is a field test on a large scale at middle school students who were followed by the selection of grains and calculation of reliability of the instrument. Research and development results obtained as follows. (1) Measurement code developed with the student independence four dimensions: freedom, initiative, progressive and resilient, and confident. The dimension of freedom comprising: able to make their own choices and able to perform his own activities. Dimension Initiative consists of: being able to think and act in an indigenous, and doing creative activities. The results of this study are expected secondary school teachers can have a reference or guidelines for measuring the character of student independenc</span><span lang="EN-US">e</span>


2018 ◽  
Vol 9 (1) ◽  
pp. 203-214
Author(s):  
Sakilah Bewafa ◽  
Ana Utami Fatoni ◽  
Yuliana Fatima Dayana ◽  
Puthut Joko Buntolo

The implementation of the newest curriculum (Curriculum 2013) leads some elementary schools to finally exclude English from the schools subjects. However, some elementary schools that keep teaching English as a subject still cannot provide appropriate English teaching media, especially to teach vocabulary. In this study, the researchers aimed to know the problems faced by the English teacher and the fourth grade students of SD N 2 Sekaran in the vocabulary teaching and learning, and also to know how to develop teaching media of Kangaroo Smart Frieze. The Research and Development (R & D) approach was adopted by conducting the preliminary survey, designing and developing the prototype of the product, conducting limited testing and product validation, having a revision process and describing the research result. The subjects of the study were the fourth grade students of SDN 2 Sekaran in the academic year of 2013/2014. The instruments used were questionnaires, interview guideline and test. According to the interview to the English teacher and students, it can be concluded that the vocabulary teaching media of Kangaroo Smart frieze needs to be developed with the focus on the quality of the media and also the variety of games played. The development of Kangaroo Smart Frieze was started by observing and interviewing the English teacher and students. After doing that, the process was continued by planning the data collecting instrument of vocabulary teaching media. The main consideration was based on the English curriculum (syllabus) of the fourth grade students of elementary school and also some related theories. Moreover, the data collecting instrument was arranged into two main parts which included the need analysis of the students and English teacher. The further step was designing the prototype. The development process was then followed by other steps; product validation, try-out (limited testing) and revision of Kangaroo Smart Frieze. The results of the students’ test by using Kangaroo Smart Frieze as the vocabulary teaching media, and also the assessment from the experts were very good. Therefore, it could be concluded that Kangaroo Smart Frieze has a good prospect to be used in the vocabulary teaching and learning process. As suggestion, the teachers should always try to choose appropriate vocabulary teaching media, and the future researchers should conduct better research and development to develop better vocabulary teaching media for elementary school students.


2021 ◽  
Vol 13 (1) ◽  
pp. 86-93
Author(s):  
Kirana Prama Dewi ◽  
Nabila Ulfah

This research aims to determine feasibility for the natural disaster and its mitigation based on Islamic Values for elementary school students. This study uses the research and development (RD) method, the model used in the research is the ADDIE model. This stage of development is analyze, design, development, implementation, and evaluation. The subject of the research trials is 36 students of grade IV and V SD Muhammadiyah Pakel Program Plus Yogyakarta. Data collection techniques are interviews, observations, and the teacher and student response assessment sheets are then analyzed using quantitative and qualitative data. Media Feasibility Assessment results by media experts acquiring a score of 4, material expert 3.9, learning expert 3.88, and linguist 3.50. Besides, a small-scale student response with a score of 97.5 and a large-scale student response with a score of 97.8. Based on some assessments, the average value of 95.1 was achieved with the "excellent" category. Based on this assessment, the category "Very Feasible" was obtained. The response from the teacher obtained from an extensive questionnaire obtained good results starting from the presentation of the material, the layout, the colors used, as well as the pictures/illustrations presented. From these results, it can be concluded that the natural disaster and its mitigation based on the Islamic values encyclopedia are appropriate for learning.


2021 ◽  
Vol 4 (2) ◽  
pp. 286-295
Author(s):  
Muharramah Suwitri ◽  
Otang Kurniaman ◽  
Munjiatun Munjiatun

This study aims to produce a folklore comic about the origin of the sungai sorai for fifth grade elementary school students and to determine the feasibility of the sungai sorai origin folklore comic for fifth grade elementary school students. This study uses the Research and Development (R&D) method or research and development using the Four-D model (Define, Design, Develop, Disseminate). Data collection techniques used are interviews, questionnaires and written tests. The feasibility of folklore comics was obtained from the results of validation, product trials and written tests. Validation is carried out by design experts, linguists and practitioners. The product trials conducted were limited to only 10 students. The written test used is in the form of objective questions to determine students' knowledge and understanding of folklore comics. The results showed that the validation of design experts obtained an assessment with a very valid category. In validation, linguists obtained an assessment with a very valid category. The next validation is practitioner validation with a very valid category. The product trial used is a limited product trial with the category of student response assessment which is very good. The student's written test in the form of objective questions about folklore comics received an assessment in the very good category. The results of this development research indicate that the folklore comic "The Origin of the Sungai Sorai" is very suitable for use for fifth grade elementary school students.


Author(s):  
Syifa' Lana ◽  
Rifqi Aulia Rahman ◽  
Rudi Danang Widodo

<p><em>This research was aimed to describe the science comic design with </em><em>the environmental care theme as a learning medium for developing the literacy culture and environmental care attitude for elementary school students</em><em>. Research and Development (R &amp; D)</em><em> approach was implemented by utilizing 4D models which was limited to the Develop stage only</em><em>.</em><em> The comic media was reviewed and assessed by an expert of media, a linguist, an expert of material, and three elementary school teachers.</em><em>. </em><em>The data were collected by using observation technique and questionnaire. The results showed that the comic science media with the theme of environmental care can be used as a learning medium that can develop a culture of literacy and attitudes of environmental care in primary schools based on the contents of the curriculum standard 2013.  The quality result of the assessment from the expert and the student response indicated a good category.</em><em></em></p>


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Anyan Anyan ◽  
Benediktus Ege ◽  
Hendry Faisal

ABSTRACTThe limitation of supporting media in the teaching and learning process causes the teaching and learning process to be less than optimal. To overcome this, it can be done by using interactive learning media based on Microsoft Power Point. The purpose of this study is to produce interactive PowerPoint learning products Microsoft Power Point to improve student learning outcomes in Thematic learning of the subtheme of the Beauty of the Nature of My Country in grade IV elementary school. The research method used is the published Borg and Gall research: preliminary studies, model development and model trials. The results showed that the interactive learning media developed was declared feasible. Media validation and material validation showed an average score of 82.50% and 79.16%. Student responses to teaching materials scored 81.75% in small-scale trials on large-scale trials receiving scores of 85%. The response teacher got a score of 71.7% and 89.13%. Based on the grades obtained, then the interactive learning media based on Microsoft Power Point is feasible to be applied to grade IV elementary school students.Keywords: Interactive Media, Multimedia, Power Point, Interactive LearningABSTRAKKeterbatasan media pendukung dalam proses belajar mengajar menyebabkan proses belajar mengajar menjadi kurang maksimal. Untuk mengatasi hal tersebut dapat dilakukan dengan menggunakan media pembelajaran interaktif berbasis Microsoft Power Point. Tujuan penelitian ini menghasilkan produk media pembelajaran interaktif berbasis Microsoft Power Point untuk meningkatkan hasil belajar siswa pada pembelajaran Tematik subtema Keindahan Alam Negeriku di kelas IV SD. Metode penelitian yang digunakan adalah penelitian Borg dan Gall yang meliputi: studi pendahuluan, pengembangan model dan uji coba model. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif yang dikembangkan dinyatakan layak. Validasi media dan validasi materi menunjukan nilai rata-rata skor sebesar 82,50% dan 79,16%. Respon siswa terhadap bahan ajar interaktif memperoleh skor 81,75% pada uji coba skala kecil sedangkan uji coba skala luas memperoleh skor sebesar 85%. Respon guru mendapat skor 71,7% dan 89,13%. Berdasarkan nilai yang diperoleh, maka media pembelajaran interaktif berbasis Microsoft Power Point layak diterapkan pada siswa kelas IV sekolah dasar.Kata Kunci: Media Interaktif, Multimedia, Power Point, Pembelajaran Interaktif


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