scholarly journals Pengembangan Media Big Book Untuk Pembelajaran Bahasa Indonesia di Kelas 3 Sekolah Dasar

2021 ◽  
Vol 4 (2) ◽  
pp. 275-285
Author(s):  
Amelia Anggraini ◽  
Otang Kurniaman ◽  
Munjiatun Munjiatun

This study aims to develop big book media for learning Indonesian in grade 3 elementary school and to determine the feasibility of big book learning media. This research uses research and development (R&D) methods using the FOUR-D (Define, Design, Develop and Disseminte) model. The data collection technique used is by using questionnaires and trials. The feasibility of big book learning media is obtained from the results of media validation and testing. Validation was carried out by material experts and learning media experts. The results of the research show that the validation of the material experts and the validation of the learning media experts are very valid. The trials used in this study were limited to 10 students and received a very good response. The results of this development research indicate that the big book media for learning Indonesian in grade 3 Elementary School is very suitable for use in learning in Elementary School. 

2020 ◽  
Vol 11 (2) ◽  
pp. 97-104
Author(s):  
Azizul Azizul ◽  
Widya Yuliatin Riski ◽  
Devi Indah Fitriyani ◽  
Ira Nofita Sari

ABSTRAKPerkembangan teknologi digital dewasa ini telah terjadi secara masif tidak terkecuali di dunia pendidikan Mengingat pesatnya perkembangan teknologi digital maka penelitian ini berupa pengembangan bahan ajar komik digital pada materi gerak. Tujuan penelitian ini adalah untuk mengembangkan bahan ajar komik digital pada materi gerak sebagai pendukung dalam pembelajaran. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan (research and development). Rancangan penelitian yang akan digunakan dalam penelitian ini mengikuti 5 langkah atau tahapan penelitian dan pengembangan menurut Borg & Gall. Pada penelitian ini tahapan pengembangan yang dilakukan sampai pada tahap main product revision. Pertimbangan tersebut dilakukan karena keterbatasan waktu dan biaya. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah teknik komunikasi tidak langsung dengan alat pengumpul data yaitu lembar validasi ahli materi dan media dengan skala Likert. Data yang akan diperoleh dalam penelitian pengembangan, selanjutnya akan diolah dan dianalisis sesuai dengan masalah dan tujuan yang telah dirumuskan. Data dari lembar yang berupa data kuantitatif dianalisis secara deskriptif untuk mencari persentase dari kelayakan bahan ajar pada materi gerak berbasis komik digital berdasarkan penilaian ahli. Berdasarkan penelitian yang telah dilakukan, diketahui bahwa telah dihasilkan bahan ajar komik digital pada materi gerak. Kualitas pengembangan bahan ajar komik digital pada materi gerak berkategori layak menurut ahli materi dengan rata-rata persentase sebesar  76,89 dan menurut ahli media sangat layak dengan persentase sebesar 89,17%.Kata Kunci: Pengembangan, Bahan Ajar, Komik Digital, Gerak ABSTRACTThe development of digital technology today has occurred massively, including in the world of education. Given the rapid development of digital technology, this research is in the form of developing digital comic teaching materials on motion material. The purpose of this research is to develop digital comic teaching materials on motion materials as a support in learning. The method used in this research is the method of research and development (research and development). The research design that will be used in this study follows 5 steps or stages of research and development according to Borg & Gall. In this research, the development stage is carried out until the main product revision stage. This consideration was made due to time and cost limitations. The data collection technique used in this research is indirect communication techniques with data collection tools, namely material and media expert validation sheets with a Likert scale. The data to be obtained in development research will then be processed and analyzed in accordance with the problems and objectives that have been formulated. Data from the sheet in the form of quantitative data were analyzed descriptively to find the percentage of the feasibility of teaching materials on digital comic-based motion material based on expert judgment. Based on the research that has been done, it is known that digital comic teaching materials have been produced on motion material. The quality of the development of digital comic teaching materials on motion material is categorized as feasible according to material experts with an average percentage of 76.89 and according to media experts it is very feasible with a percentage of 89.17%.Keywords: Development, Teaching Materials, Digital Comics, Motion


Jurnal PenSil ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 54-60
Author(s):  
Hamdi Muhammad ◽  
R. Eka Murtinugraha ◽  
Sittati Musalamah

The aim of this research is to produce Moodle-based E-Learning learning media in the Research Methodology course with the help of Power Point Software, Google Slides and Moodle. This research is a type of Research and Development research using the 4D development model (Define, Design, Development and Dissemination). This study uses a non-test instrument data collection technique that is a questionnaire given to 2 material experts and 2 media experts. The results of the feasibility of learning media products, amounting to 11 learning materials using a Likert scale in the form of a score of 1-5 are as follows: a) The validation results by the material experts obtained a score of 81.54% which is included in the very feasible category; b) Results validation by media experts obtained a score of 78.4% which is included in the feasible category. Based on the results of the feasibility, it can be concluded that the learning media of E-Learning Moodle is appropriate to be used.


2017 ◽  
Vol 6 (1) ◽  
pp. 24
Author(s):  
Gusliarni Gusliarni

This research is motivated by the lack of listening skills obtained by the students, it is seen from the results of an assessment of the listening skills of students still achieved an average grade 56.32 or reach under the KKM predetermined value is 70. This study aims to determine whether the Team Learning model Listener can improve listening skills of students in the subject of Indonesian student Class V SD Negeri 007 Pagaran Tapah Darussalam Rokan Hulu. The subjects were 38 students in the academic year 2014-2015. Form of research is classroom action research. The data collection technique used is the technique of test and non test. Based on the results, it can be concluded that the ability to listen to the story class V students of SD Negeri 007 Pagaran Tapah Darussalam Rokan Hulu can be improved by applying the learning model listener team. On average ability to listen to stories of students in the early test is average with the average value of 56.32 by the medium category, and in the first cycle rose to 69.47 in the medium category, while in the second cycle listening skills of students categorized as high with the percentage of the average value of 76, 58 with a high category. Therefore, the success rate has exceeded 70 of the total number of students, which means that most students have achieved success predetermined value (minimum 75%).


2019 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Yesi Andra Yuni ◽  
Zulhanan Zulhanan ◽  
Sodikin Sodikin

Abstract: This study aims to; 1) identifies the eligibility ladder snake game in Islamic learning IPA; 2) know the response of the students against Islamic ladder snake game in learning the IPA as a learning resource that will be developed. Methods in this study using the method of research and development (Research and Development) model Borg and Gall that have been developed through dimodifiksi; 1) potential and problems; 2) data collection; 3) product design; 4) validation of the design; 5) revision of the product; 6) free trial products; 7) revision of the product. Taken only up to seven steps because of the limitations. The research data was collected by using the sheet validation, the now and the response of the learners. The results of this research are; 1) game development ladder snake islami in IPA is well worth learning is used in learning based on the results of validation experts, namely 93.5% material experts, 80.5%, media expert and expert religion 100%; 2) on the response of the students performed at the three schools earn a percentage of the feasibility of an average of 93% with a very worthy category.Abstrak: Penelitianini bertujuan untuk; 1) mengidentifikasi kelayakan permainan ular tangga islami dalam pembelajaran IPA; 2) mengetahui respon peserta didik terhadap permainan ular tangga islami dalam pembelajaran IPA sebagai sumber belajar yang akan dikembangkan. Metode dalam penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) model Borg and Gall yang telahdimodifiksi yang dikembangkan melalui; 1) potensi dan masalah; 2) pengumpulan data; 3) desainproduk; 4) validasidesain; 5) revisiproduk; 6) ujicobaproduk; 7) revisiproduk. Langkah yang diambil hanya sampai dengan tujuh langkah karena keterbatasan. Data penelitian ini dikumpulkan dengan menggunakan lembar validasi, angket dan respon peserta didik. Hasil penelitian ini adalah; 1) pengembangan permainan ular tangga islami dalam pembelajaran IPA sangat layak digunakan dalam pembelajaran berdasarkan hasil validasi para ahli, yaitu ahli materi 93,5%, ahli media 80,5%, dan ahli agama 100%; 2) pada respon peserta didik yang dilakukan di tiga sekolah mendapatkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak.


Academia Open ◽  
2021 ◽  
Vol 4 ◽  
Author(s):  
Maulidiyah firda Yanti ◽  
Machful Indra Kurniawan

The purpose of this study is to find  how much the influence storytelling method for speaking skills of elementary school  01 Waru Sidoarjo inter class. The kind of the study use quantitative  of kind pre-experimental with one grup desain of pretest-posttest. the sampling technique in this study  use  purposive sampling technique with certain considerations, which use all members of the population as a sample of 25 students inter A class. the  data collection methods  are descriptive statistic and analysis prerequisite tests and hypothesis testing. The results of students analysis are speaking skills before using the storytelling method is in the medium category. Furthermore, the T test was compare with a 5% significance level of 1.7081.  Then it can be concluded that Ha was accepted and Ho was rejected. While the calculation of the level influence obtained 0,91 results which means that there is a large influence in the study, because eta square is 0,91 > 0,41. These results illustrate that the speaking skills of students in class 3 are influenced by using the storytelling method in grade 3 elementary school at Bangah 01 Waru Sidoarjo.


2015 ◽  
Vol 9 (1) ◽  
pp. 113
Author(s):  
Rissa Beatrik

 This paper describes model of teaching writing for elementary school students using Picture and Picture techniques.  As to write a complete sentence in Bahasa Indonesia, is the core competency for elementary school students in the grade 3 according to 2013 Curriculum for SD, model of appropriate teaching is required to explore.  This model is a response to alternate conventional methods to accomplish Standardized Competency.  This model promotes games-based interactive model to arouse writing sentences in a competition rules and drive interest to students.   


2021 ◽  
Vol 5 (2) ◽  
pp. 197-202
Author(s):  
Desak Gede Twelva Wiryani ◽  
I Wayan Lasmawan ◽  
Ida Bagus Putrayasa

This study aims to produce teaching materials in the form of teaching books based on Discovery Learning on the theme I Animal and Human Organ Movements, Sub-Theme I Animal Movement Organs. This research is a type of development research using the 4D model. The trial subjects in this study were expert subjects, namely media experts, material experts, and teachers in Cluster V, Kerambitan District, Tabanan Regency, as well as 42 students in grade V. The data collection technique was done by using a questionnaire. This questionnaire is used to assess textbooks developed in terms of material content and textbook appearance. Data were analyzed by descriptive quantitative and qualitative. The results of this study are seen from the validity is very feasible with an average value of 4.25, seen from the practicality is very practical with an average score of 89 teachers and an average value of students 82.75 and seen from the effectiveness, it is at a moderate level of effectiveness. with an average value of 0.60


2018 ◽  
Author(s):  
Rizki Putri Puspitasari

PUEBI (Pedoman Umum Ejaan Bahasa Indonesia) is a guideline in the use of good and correct Indonesian Language. The use of Indonesian in everyday life often does not pay attention to the rules correctly. Many Indonesian language users are still confused about raw and non-standard words, punctuation, and so on. Actually PUEBI learning has been given from the elementary school level to the college level, but its application is still not appropriate in everyday life. Now, with increasingly rapid technological advancements, many applications can be used as media for learning, one of which is Instagram. Through Instagram, knowledge about PUEBI can be shared in the form of pictures or videos to make it more attractive. This study aims to reveal the role of Instagram as a medium in PUEBI learning. The method used in this study is descriptive qualitative with data collection techniques through library research. The results of this study indicate that Instagram has an important role in PUEBI learning.


2018 ◽  
Vol 8 (1) ◽  
pp. 80-92 ◽  
Author(s):  
Laila Fatmawati ◽  
Rani Dita Pratiwi ◽  
Vera Yuli Erviana

This research aims to describe the development steps and the appropriateness of multicultural education module based on the character of patriotism and nationalism in thematic learning for students in 2nd grade Elementary School. This is a research and development applying Borg and Gall design. The trial was conducted on 10 students of 2nd grade in Muhammadiyah Bodon Elementary School. The data collection techniques in this research were interviews, observations, module feasibility assessments by experts, teachers’ assessment, and questionnaire of learners’ responses. The eligibility of the multicultural education module is shown by the result of the assessment by the validation experts at the time of FGD. The validation by media expert scored of 72, the validation by learning expert scored of 74, and the validation by language expert scored of 60. The limited product trial were conducted in class II A, based on the students' assessment get the mean score of 37.5, while the assessment by the teacher scored 70 , both are very good category. The field trial were conducted in class II B, based on the students' score, obtained 36.94 score, and 76 from the teachers; both are very good category.


2020 ◽  
Vol 7 (1) ◽  
pp. 53-64
Author(s):  
Azizah Thalib ◽  
Puji Winarti ◽  
Nurul Kami Sani

This study aims to develop a Serli Practicum Module (Discovery Learning) for Science learning in Class VI Elementary Schools that has met valid, practical, and effective criteria for use in Science learning in elementary schools. This type of research is research and development that uses the Peffers et al development model. The type of development research includes six phases, namely: (1) identifying problems that motivate research, (2) describing research objectives, (3) designing and developing products, (4) testing products, (5) evaluating trial results, and (6) ) communicating results. The results of the study show that the Serli Practicum Module (Discovery Learning) for Science learning in Class VI Elementary School has been valid, practical and effective. Validity values obtained are 61 with very valid criteria. Practical value of 65.73 or very practical. And the acquisition of effectiveness value is 0.70 with effective criteria.


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