scholarly journals Interactive Multimedia Learning Development for Third-Grade of Elementary School Students

Author(s):  
Adrianus I W. I. Yuda Sukmana ◽  
Ketut Pudjawan ◽  
Desak Putu Parmithi
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 5 (6) ◽  
pp. 737
Author(s):  
Angga Bramansta Putrantana ◽  
Eko Hariyanto ◽  
Saichudin Saichudin

<p><strong>Abstract:</strong> This research aims to determine the feasibility of interactive multimedia-based teaching materials for elementary school students on traditional game materials. This research is a research development of traditional game teaching materials for small grade elementary school students. The product development then goes through a validation test by game experts, physical &amp; health education learning experts, multimedia experts and user experts. The results of the feasibility test are then analyzed descriptively. The results of this research product development in the form of interactive multimedia-based traditional game teaching materials, the percentage of product viability ranges from 75% to 100%. These results indicate the learning material developed in the appropriate category and can be used with a little revision.</p><strong>Abstrak: </strong>Penelitian ini bertujuan untuk mengetahui kelayakan bahan ajar berbasis multimedia interaktif untuk siswa sekolah dasar pada materi permainan tradisional. Penelitian ini merupakan penelitian pengembangan bahan ajar permainan tradisional untuk siswa sekolah dasar kelas kecil. Produk pengembangan kemudian melalui uji validasi oleh ahli permainan, ahli pembelajaran Pendidikan Jasmani &amp; kesehatan, ahli multimedia dan ahli pengguna. Hasil uji kelayakan kemudian dianalisis secara deskriptif. Hasil dari penelitian produk pengembangan ini berupa bahan ajar permainan tradisional berbasis multimedia interaktif, persentase kelayakan produk berkisar antara 75% hingga 100%. Hasil tersebut menunjukkan bahan perangkat pembelajaran yang dikembangkan dalam kategori layak dan dapat digunakan dengan sedikit revisi.


2020 ◽  
Vol 5 (12) ◽  
pp. 1717
Author(s):  
Dhia Suprianti ◽  
Munzil Munzil ◽  
I Wayan Dasna

<p><strong>Abstract:</strong> This research was conducted with the aim of testing the influence of guided inkuiri strategies assisted by interactive multimedia and learning motivation on the learning outcomes of elementary school students. This research uses quasi experimental design. Research subjects of 60 elementary school students. The instruments used were questionnaires to measure the difference in student learning motivation with a reliability level of Croanbach's alpha 0.891 and a multiple choice assessment instrument with cronbach's alpha reliability level of 0.872. The research data was analyzed using the two way ANOVA method. The results of this study (1) there is an influence of student learning outcomes in the experimental class that get the treatment of interactive multimedia-assisted inkuiri strategies with control classes that get conventional treatment, (2) there is an influence between students in the experimental class and controls that have excellent different learning motivation, and (3) there is an interaction between guided and conventional inkuiri strategies with differences in student learning motivation.</p><strong>Abstrak:</strong> Penelitian ini dilakukan dengan tujuan menguji pengaruh strategi inkuiri terbimbing berbantuan multimedia interaktif dan motivasi belajar terhadap hasil belajar siswa  SD. Menggunakan desain quasi eksperimen. Subjek 60 siswa SD. Instrumen yang digunakan yaitu kuesioner untuk mengukur tingkat perbedaan motivasi belajar siswa dengan tingkat <em>reliability croanbach’s alpha</em> 0,891 dan instrumen penilaian hasil belajar berupa pilihan ganda dengan tingkat <em>reliability cronbach’s alpha</em> 0,872. Data penelitian dianalisis menggunakan metode <em>two way</em> ANOVA. Hasil penelitian ini (1) terdapat pengaruh hasil belajar siswa pada kelas eksperimen yang mendapatkan perlakuan strategi inkuiri terbimbing berbantuan multimedia interaktif dengan kelas kontrol mendapatkan perlakuan secara konvensional, (2) terdapat pengaruh antara siswa pada kelas eksperimen dan kontrol yang memiliki motivasi berbeda, dan (3) terdapat interaksi antara strategi inkuiri terbimbing dan konvensional dengan perbedaan motivasi belajar siswa.


2021 ◽  
Vol 52 (1) ◽  
pp. 139-148 ◽  
Author(s):  
Arynn S. Byrd ◽  
Jennifer A. Brown

Purpose Dialect-shifting has shown promise as an effective way to improve academic outcomes of students who speak nonmainstream dialects such as African American English (AAE); however, limited studies have examined the impacts of an interprofessional approach with multiple instructional methods. In this study, we developed a dialect-shifting curriculum for early elementary school students who speak AAE and evaluated the curriculum for feasibility and preliminary impacts. Method Forty-one kindergarten, first-, second-, and third-grade students and their teachers in one elementary school participated in a 7-week dialect-shifting instruction co-taught by the classroom teachers and a speech-language pathology graduate clinician. Students' use of dialect-shifting and dialect density was measured by calculating dialect density measures in retells presented in AAE and mainstream American English and responses to situational dialect-shifting and applied dialect-shifting tasks. Teacher surveys and interviews about the feasibility and perceived impacts were conducted. Results Initial impacts of the curriculum demonstrated increased dialect awareness for all students, with grade-level differences when students were asked to explicitly dialect-shift. In particular, second- and third-grade students were more proficient at dialect-shifting AAE features included in the curriculum. Additionally, high rates of administrator, teacher, and student satisfaction, teacher generalization, and maintenance of incorporating contrastive analysis instruction into class activities were reported. Conclusions Literacy and play-based instruction are feasible methods to create a dialect-shifting curriculum tailored to younger students. Furthermore, the feasibility and effectiveness of the curriculum were supported by an interprofessional approach. Supplemental Material https://doi.org/10.23641/asha.13524317


2022 ◽  
Vol 12 (2) ◽  
pp. 111-119
Author(s):  
Akmal Rijal

This study aims to produce interactive multimedia based on scientific approach on plane shape material for the fourth grade elementary school students. This is a research and development using a 4-D model consisting of 4 stages, namely: defining, designing, developing, and disseminating. This research data collection technique is based on the results of the assessment by three experts, namely: expert on material, expert on media, and linguists. The expert's assessment shows that interactive multimedia meets the eligibility criteria. At the product feasibility test stage in a small group consisting of nine students, it was found that interactive multimedia met the eligibility criteria with an average score of 3.01 with a maximum score of 4.0. Based on the results of the study, it can be concluded that the interactive multimedia design based on the scientific approach developed in this study is proven to be feasible and can be used for fourth grade elementary school students.


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