scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK MATEMATIKA SISWA KELAS V SD BERBASIS BUDAYA

2021 ◽  
Vol 1 (4) ◽  
pp. 179-189
Author(s):  
ENDAH SULISTYORINI

This research is aiming for design learning media that can increase students ' interest in learning mathematics and help learners understand math problems in the form of story problems. This Learning media product contains material that covers the standards of competency to understand the material of class V SD. The research method used is ASSURE, consisting of: (1) Analyze learner characteristics; (2) State performance objectives; (3) Select, modify or design media, (4) Utilize Technology, Media, and Material; (5) Require learner response; and (6) Evaluate and revision. The subject in this study was a student of class V elementary School 16 Pondok Labu, the respondent in this study of 20 Students for field trials on comic media mathematics. Data collection instrument in the form of validation sheet for field experts (practitioners), linguists, material experts, media experts, development experts, and student field test results of class V elementary School. The results of this study indicate that: (1) The resulting comic media Based on the Math learning Class V Elementary School; (2) Mathematics comic Media developed very good category for use by students in class V, and (3) learning with the Learning Media Mathematics comic can make it easier for learners to understand the story and can Motivation to learn learners ABSTRAKPenelitian ini bertujuan untuk mendesain media pembelajaran yang dapat meningkatkan minat peserta didik dalam belajar matematika dan membantu peserta didik dalam memahami soal matematika dalam bentuk soal cerita. Produk media pembelajaran ini memuat materi yang mencangkup dalam standar kompetensi untuk memahami materi kelas V SD. Metode Penelitian yang digunakan adalah ASSURE, yang terdiri dari : (1) Menganalisis Karakteristik Pembelajaran; (2) Menentukan Standard dan Tujuan; (3) Memilih Strategi, Teknologi, Media dan Bahan ajar, (4) Menggunakan Teknologi, Media dan Bahan Ajar; (5) Mengembangkan Partisipasi Peserta Didik; dan (6) Mengevaluasi dan Merevisi. Subyek dalam penelitian ini adalah peserta didik kelas V SD Negeri 16 Pondok Labu, responden dalam penelitian ini sebanyak 20 peserta didik untuk uji coba lapangan terhadap media komik matematika. Instrumen pengumpulan data berupa lembar validasi untuk ahli bidang studi (praktisi), ahli bahasa, ahli materi, ahli media, ahli pengembangan, dan hasil uji lapangan peserta didik kelas V SD. Hasil penelitian ini menunjukan bahwa: (1) Dihasilkan media komik berbasis Budaya pada pembelajaran matematika kelas V SD; (2) Media komik matematika yang dikembangkan berkategori sangat baik untuk digunakan oleh peserta didik SD kelas V, dan (3) pembelajaran dengan media pembelajaran komik matematika dapat mempermudah peserta didik dalam memahami soal cerita serta dapat meningkatkan motivasi belajar peserta didik.

2018 ◽  
Vol 9 (2) ◽  
pp. 117-125
Author(s):  
Rokhaniyah Rokhaniyah

This study aims to determine the problems that occur in learning mathematics about fractions and find ways to solve these problems. The focus of the problem under study is "How to improve Mathematics Learning Outcomes of Fractions of Class V Students in Tanjung Kulon Elementary School, Jatilawang District, Banyumas Regency". This research was conducted using observations from peers, an indicator of increased learning outcomes with quantitative data. As the subject of the study was the fifth grade of SD Tunjung Kulon Elementary School. With a total of 20 students, the time for implementing the action consists of three cycles per cycle. Using the Interactive Learning Model. The results showed an increase in learning outcomes, the initial condition of the completeness level was only 20% after the improvement was made to be 85%, it could be stated that the improvement was successful.


2019 ◽  
Author(s):  
Supatmo Supatmo ◽  
Anik Ghufron

This study aims (1) to produce a learning multimedia which is feasible to improve critical thinking in mathematics at class V of elementary school, (2) to find out the effectiveness of learning multimedia to improve critical thinking in mathematics at class V of elementary school. This study is a research and development referring to the opinion of Borg & Gall. The subject trials are the fifth-grade students of SD Muhammadiyah Special Program Boyolali. The results of this research is a software of learning multimedia. The results showed that the developed of learning multimedia is feasible and effective to improve critical thinking of students. Based on the test results show that the effectiveness of the learning multimedia is effective in increasing critical thinking of students. It is based on the results of the implementation of the test field that indicates p<0.05, which means a significant influence critical thinking on student learning using learning multimedia.


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Dwi Novita Sari ◽  
Putri Juwita

This study aims to improve the results of learning mathematics of elementary school students SDIT Deli Insani of class V on the subject matter of fractions by using number playing card media. The from of this study is classroom action research conducted in 2 cycles, using number playing cards at SDIT Deli Insani in class V Tanjung Morawa. The subjects of this study were the fifth grade students of SDIT Deli Insani, amounting to 30 students. This action was carried out in April 2018. Methods of collecting data using observation and documentation. The data analysis used is quantitative and qualitative analysis. The results of the study showed an increase in students' ability to understand concepts from the first cycle and second cycle. Percentage of increase in pre-action results, cycle I and cycle II students' concept comprehension ability that is 13.04% for indicators identifying number forms using number game cards (dominoes) and indicators solving problems in fractional form operations using dominoes 27.26%. the success indicator in cycle II reaches 80%. Thus the application of number game cards can improve students' understanding of mathematical concepts at SDIT Deli Insani in Class V.


2019 ◽  
Vol 4 (3) ◽  
pp. 19-26
Author(s):  
Widya Khairunisa ◽  
Asep Ahmad Sopandi

The purpose of this study is to describe and determine the learning design, learning implementation, learning evaluation, the obstacles encountered during learning also efforts to overcome these obstacles for children with dyscalculia in Elementary School 01 Limau Manis. In this research, researcher uses descriptive qualitative method. The subject in this study is mathematic teacher. In this study, researcher used observation , interview and documentation as the technique of data collection. Results obtained in this study are the design of learning mathematics which is consists of Lesson plan and syllabus in accordance with the curriculum. The implementation of mathematics learning carried out for seven hours in a week. The implementation of learning includes 3 phases namely introduction, core activity and closing activity. Learning evaluation is done after the lesson ended by a written test form. The preparation of the program teacher did not experiencing problems, but other Teacher's constraints came during the learning, namely classroom management, during the learning process there are students who pay attention and some of them are did not  pay attention. Teacher's effort to overcome these obstacles is giving more attention to their students.


KINESTETIK ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 99-107
Author(s):  
Ramonsah Putra ◽  
Yarmani Yarmani ◽  
Arwin Arwin

AbstrakPenelitian ini bertujuan untuk mengetahui peningkatan proses belajar mengajar Permainan Bola Voli Melalui Metode Pembelajaran Games and competition Pada Siswa Kelas V SD Negeri 14 Lebong Selatan. Penelitian ini dilakukan pada jam belajar Penjasorkes kelas V SD Negeri 14 Lebong Selatan. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK), penelitian ini secara obyektif atau apa adanya dengan subyek siswa kelas V SD Negeri 14 Lebong Selatan berjumlah 15 orang. Penelitian ini dilakukan dalam 2 siklus, setiap siklus terdiri dari empat tahapan yaitu : (1) perencanaan,  (2) pelaksanaan tindakan, (3) observasi, dan (4) refleksi. Jenis data yang dikumpulkan adalah data kualitatif berupa hasil observasi aktivitas guru dan siswa pada saat proses belajar-mengajar berlangsung. Adapun hasil pengamatan terhadap siswa dalam proses belajar mengajar Permainan Bola Voli Melalui Metode Pembelajaran Games and competition pada siklus I adalah sebesar 55% dari keseluruhan pengamatan terhadap proses belajar mengajar. Pada siklus II meningkat menjadi 85%. Sedangkan hasil pengamatan terhadap guru pada siklus I sebesar 65% dan meningkat pada siklus II menjadi 90%. Sehingga dapat disimpulkan bahwa adanya peningkatan yang sangat berarti dalam penerapan metode pembelajaran games and competition pada siswa kelas V SD Negeri 14 Lebong Selatan.Kata Kunci : Proses Belajar Mengajar, Bola Voli, Games and competition.AbstackThis study aims to determine the improvement of teaching and learning process of Ball Games through Learning Methods of Games and competition In Grade V Students of Elementary school 14 Lebong Selatan. This research was conducted at the learning hour of class V of SD Negeri 14 Lebong Selatan. The research method used is Classroom Action Research (PTK), this research is objective or what it is with the subject of grade V students of SD Negeri 14 Lebong Selatan totaling 15 people. This study was conducted in 2 cycles, each cycle consisting of four stages: (1) planning, (2) implementation of action, (3) observation, and (4) reflection. The type of data collected is qualitative data in the form of observation of teacher and student activity during the teaching-learning process. The results of observation of the students in the learning process Teaching Ball Volleyball Through Learning Methods Games and competition in the first cycle is 55% of the overall observation of the teaching and learning process. In the second cycle increased to 85%. While the results of observations of teachers in the first cycle of 65% and increased in cycle II to 90%. So it can be concluded that there is a very significant improvement in the application of learning methods of games and competition on students of grade V Elementary school 14 Lebong Selatan.Keywords: Volleyball, Games and competition, Teaching and Learning Proces


2021 ◽  
Vol 11 (8) ◽  
pp. 397-404
Author(s):  
Adnan Riyanto ◽  
Widiyanto Widiyanto

The purpose of this study is to produce a modification of the basketball-based game. This research is a research and development (Research and Development). The stages of research on the development of the Borg & Gall model that have been adopted into seven stages, namely: needs analysis, planning, developing initial products in the form of making initial products which are validated by material experts, media experts, and practitioners. Furthermore, the product is tested on students through small group trials, revisions, field trials and final product revisions. The subjects of this study were the upper grade students of SD Negeri Bakalan, SD Negeri Ledoknongko and SD Negeri Jongkang totaling 30 students in total, with 10 students in each elementary school. The data collection instrument used a questionnaire and an evaluation sheet. The quantitative data analysis technique in this study used descriptive statistical analysis. The results of the study were in the form of TGfU-based basketball game material in the form of a book consisting of six games as a learning tool. The material expert's assessment is included in the criteria of "very good" with an average of 4.9, then media experts indicate the criteria of "very good" with an average of 4.7, and practitioners include the criteria of "very good" with an average of 4.9, while the material field trials The TGfU-based basketball game that was tested on students showed the criteria of "very good" with an average score of 4.37. It can be concluded that the development of TGfU-based basketball game material is feasible to be used as a means of learning big ball games in physical education lessons in elementary schools.


Author(s):  
Eny Suryowati

Fraction is one of the complex material in elementary school. This study aims to describe how students represent fractions on a number line, and describes the mistakes made in the students represent fractions on the number line. This research is qualitative. Subjects in this study there are two students class V of SDN Tamping Mojo II. The data collection method using a task-based interviews. Instruments in this study is the researchers themselves and supporting instruments is a task sheet and interview guidelines. Based on this research, how subjects represent fractions on a number line: fractions with the same denominator on the number line, the subject of linking the amount of parts in the interval of 0 to 1 as the denominator, the subject of linking the amount of the line that divides the interval of 0 to 1 as the denominator, the subject of fractions sort of fractional numerator. Fractions with denominators are not the same on the number line, the subject of fractions with denominators sort biggest, subject to name a point regardless of its parts. Fractions on the number line at a specified point (the same parts and the parts are not the same), the first subject tends to count the number of lines that divide the number line into sections of the same count the number of parts that are formed to be the denominator, the second subject occurs misconceptions with jump number. Fractional mixture on the number line, the two subjects can not represent. Mistakes made by the two subjects are conceptual errors and application errors.


Author(s):  
Madha Lely ◽  
Zetra Hainul Putra ◽  
Syahrilfuddin Syahrilfuddin

This research is a case study. The purpose of this study is to find out how creative thinking abilities of fifth grade students in solving math-type open-ended in Elementary School 016 Mekar Jaya kecamatan Kampar Kiri Tengah Kabupaten Kampar. Data collection techniques is a test. The subject of this study 19 the students of class VA. Creative thinking abilities of fifth grade students in solving math-type open-ended views of the three indicators that have been set think smooth, think flexible and think original. The results show that the average ability of creative thinking of students on a creative level is of 5.26, while at the level of quite a creative is 31, 57 and at a rate of less creative is 63,15. From these results the overall average is 23,68. This suggests that the ability of creative thinking of students of class V in solving math-type open-ended in Elementary School 016 Mekar Jaya Kecamatan Kampar Kiri Tengah Kabupaten Kampar is less creative.


2017 ◽  
Author(s):  
Ansari Saleh Ahmar ◽  
Abdul Rahman ◽  
Andi Nurani Mangkawani Arifin ◽  
Dewi Satria Ahmar ◽  
M. Agus ◽  
...  

One of causal factors for uninterested feeling of the students in learning mathematics is a monotonous learning method, like in traditional learning method. One of the ways for motivating students to learn mathematics is by implementing APIQ (Aritmetika Plus Intelegensi Quantum) creative mathematics game method. The purposes of this research are (1) to describe students’ responses toward the implementation of APIQ creative mathematics game method on the subject matter of Greatest Common Factor (GCF) and Least Common Multiple (LCM) and (2) to find out whether by implementing this method, the student’s learning completeness will improve or not. Based on the results of this research, it is shown that the responses of the students toward the implementation of APIQ creative mathematics game method in the subject matters of GCF and LCM were good. It is seen in the percentage of the responses were between 76-100%. (2) The implementation of APIQ creative mathematics game method on the subject matters of GCF and LCM improved the students’ learning.


2019 ◽  
Vol 7 (8) ◽  
Author(s):  
Rizky Fuad Andreansa

<p class="Abstract"><strong><em>Abstract.</em></strong><em> This research purposed to increase the reading comprehension skill by using the DRTA strategy on students class V SDN Bibis Wetan student year 2018/2019. The form of this research was Classroom Action Research (CAT) held in two cycles. Everycycle was consist of 4 steps as following planning, action, observe, and reflection. The subject of this research was teacher and students was amounts 36 students. The technique of collecting datas were documentation, observation, interviewing, and test. The datas were analysed by using interactive analysis (Miles and Huberman). The data validity used source triangulation and  technical triangulation. The result of this research, there was an improving the reading comprehension skill after the teacher used DRTA strategy on student.</em></p><p class="Abstract"><strong><em>    Keywords</em></strong><em>: Directed Reading Thingking Activity (DRTA), Reading Comprehension Skill, Elementary School</em></p>


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