scholarly journals Pengembangan Media Pembelajaran Animasi Powtoon pada Mata Pelajaran Matematika di Kelas IV SD

2019 ◽  
Vol 10 (1) ◽  
pp. 49-56
Author(s):  
Izomi Awalia ◽  
Aan Subhan Pamungkas ◽  
Trian Pamungkas Alamsyah

Penelitian ini bertujuan untuk mengembangkan media pembelajaran animasi PowToon pada mata pelajaran matematika di kelas IV, khususnya materi keliling dan luas bangun datar. Penelitian ini merupakan jenis penelitian dan pengembangan atau Research and Development (R&D) dengan menggunakan model 4-D (define, design, development, and disseminate). Subjek penelitian ini adalah siswa kelas IV SDN Karangtumaritis yang berjumlah 22 siswa. Data dikumpulkan dengan tes, observasi, angket, dan dokumentasi. Analisis data dilakukan dengan analisis deskriptif. Hasil penelitian didapatkan, 1) skor rata-rata dari validasi ahli dengan persentase sebesar 88% yang termasuk dalam kategori “sangat layak”; 2) skor rata-rata kepraktisan dengan persentase sebesar 93,33% yang termasuk dalam kategori “sangat praktis”; 3) skor rata-rata dari respon siswa dengan persentase sebesar 94,73% yang termasuk dalam kategori “sangat baik”; 4) skor rata-rata dari post test sebesar 76,14 yang termasuk dalam kategori baik sehingga dapat disimpulkan bahwa media pembelajaran animasi PowToon dapat memberikan pemahaman kepada siswa kelas IV mengenai mata pelajaran matematika pada materi keliling dan luas bangun datar.This research aims to develop PowToon animation learning media on mathematical subjects in grade IV, especially on the material circumference and area of plane. This research was the kind of Research and Development (R&D) using the 4-D model (define, design, development, and disseminate). The subject of this research was the grade IV SDN Karangtumaritis with totalling 22 students. Data collected with the tests, observation, question form, and documentation. Data analysis was done with a descriptive analysis. The research results obtained, 1) the average score of validation experts with percentage of 88% that are included in the category of "highly feasible"; 2) the average score of practicality with a percentage of 93,33% is included in the category of "very practical"; 3) score the average of the percentage of students with response 94,73% are included in the categories "excellent"; 4) the average score of the post test of 76,14 are included in the categories “good” so it can be concluded that the PowToon animation learning media can give insight to grade IV on subjects of mathematics on the material circumference and area of plane.

2017 ◽  
Vol 2 (1) ◽  
pp. 58
Author(s):  
Rika Dewi Indriyani ◽  
Tiwan Tiwan ◽  
Dwi Rahdiyanta

This research aimed to design and assess the feasibility of Adobe Flash aided learning media for CNC Turning subject, specifically for the coordinate system topic. The research was a research and development study using the Four-D models of development. Four-D model consists of 4 steps, namely define, design, develop, and disseminate. The instrument being used on this research was closed questionnaires with 4 choices Likert scale. The questionnaires were validated by expert evaluation. Data were collected from the 32 respondents. Data, which were quantitative and qualitative, were analyzed using descriptive analysis technique. The result shows that the learning media meets the teachers’ and students’ needs and expectation. For the feasibility level, the contents expert gave an average score of 3.37 which can be categorized as “very good”. The expert in media gave an average score of 3.45 which is in the “very good” category. The Teacher of the respective subject gave an average score of 3.38 and is categorized as “very good”. Students respond well with a score of 3.47 were given, which can be categorized as “very good”. Tujuan penelitian ini adalah merancang media pembelajaran berbantuan adobe flash untuk mata pelajaran CNC Turning dengan sistem koordinat. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan Four-D Models yang terdiri dari 4 tahap yaitu define, design, develop, dan disseminate. Instrumen yang digunakan berupa angket dengan skala Likert 4 pilihan jawaban. Angket divalidasi oleh ahli evaluasi. Pengambilan data dilakukan kepada 32 responden. Data kualitatif dan kuantitatif yang diperoleh dianalisis menggunakan teknik analisis deskriptif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah disesuaikan dengan kebutuhan dan tuntutan dari guru dan siswa. Tingkat kelayakan media pembelajaran menurut ahli materi mendapatkan rerata nilai sebesar 3,37 dengan kategori “sangat baik”. Hasil validasi ahli media memperoleh rerata nilai sebesar 3,45 dengan kategori “sangat baik”. Hasil validasi guru pengampu memperoleh rerata nilai sebesar 3,38 dengan kategori “sangat baik”. Berdasarkan penilaian respon siswa diperoleh rerata sebesar 3,47 dengan kategori “sangat baik”.


2017 ◽  
Vol 3 (1) ◽  
pp. 96
Author(s):  
I Nengah Laba

This study aimed to analyze the effectiveness of developing students’ essay writing about tourism topics through word clustering technique. The subjects under study were students sitting on semester 6 at Sekolah Tinggi Pariwisata Bali Internasional (International Bali Institute of Tourism). This classroom action research (CAR) was basically triggered by the fact that the subjects under study have still low capability in English essay writing about Tourism Topics. This study made use of pre-test or initial reflection (IR) and post-test research design using descriptive analysis. There were two cycles in this CAR and each cycle consists of four successive sessions. The IR was intended to establish the real pre-existing English essay writing capability of the subject under study. The Mean of the Pre-test or IR score obtained by the subjects under study was 3.63. The Mean of the Post-test or R scores both in Cycle I and in Cycle II showed an increasing figure which is 4.12 in S1, 5.06 in S2, 5.78 in S3, 6.34 in S4, 6.76 in S5, 7.14 in S6, 7.44 in S7 and 7.82 in S8. These figures showed that the Mean of the Post-test or R scores in each session was much higher than the Mean of Pre-test or IR in essay writing. The data analysis further led to the computation of the Grand Mean score for both Cycles I and Cycle II. The computation of the Grand Mean resulted in Cycle I (XI) was 5.32. The computation of the Grand Mean resulted in Cycle II was 7.29. The difference Mean of Cycle I and cycle II is 1.97 (XII – XI = 7.29 – 5.32 = 1.97). These research findings revealed that developing students’ essay writing about the tourism topics through word clustering technique was very effective. 


2021 ◽  
Vol 6 (2) ◽  
pp. 109
Author(s):  
Faradillah Firdaus ◽  
Nurfitriany Fakhri ◽  
Kurniati Zainuddin ◽  
Muhammad Nurhidayat Nurdin

ABSTRACTThis study aims to describe the aspects of love that most influence on 101 subjects with husband and wife status. The subjects in the study were married couples whose marriage ages were 1 to 10 years. This study uses a love scale which consists of three aspects, namely, desire, intimacy and commitment. The data analysis technique used descriptive analysis to see which aspects influenced love. From the results of the research,  from the data of the subject as many as 101 people, there were 20 subjects who had a love for the high category, (19.8%), the moderate category was 66 subjects (65.4%) and the low category was 15 subjects (14.851%). ). From the aspect of love, desire shows that the research subjects who have high desire category are 25 subjects, with a percentage value of 24.752%. Research subjects who have high category intimacy are 17 subjects, with a percentage value of 16.831%. The component of love, namely commitment, shows that the research subjects who have commitment in the high category are 16 subjects, with a percentage value of 15.841%. From the research results, the aspect of desire has a big influence on love.ABSTRAK Penelitian ini bertujuan untuk mendeskripsikan aspek cinta yang paling berpengaruh pada 101subyek berstatus suami  dan istri. Subyek dalam penelitian adalah pasangan suami istri yang usia pernikahannya 1 sampai 10 tahun. Penelitian ini menggunakan skala cinta yang terdiri dari tiga aspek yaitu, hasrat, keintiman dan komitmen. Teknik analisis data menggunakan analisis deskriptif untuk melihat aspek mana yang berpengaruh dengan rasa cinta. Dari Hasil peneltian  dari data subjek sebanyak 101 orang, terdapat subjek yang memiliki rasa cinta dengan kategori tinggi sebanyak 20 subjek, (19,8%), kategori sedang sebanyak 66 subjek (65,4%) dan kategori rendah sebanyak 15 subjek (14,851%) . Dari Aspek cinta, hasrat menunjukkan bahwa subjek penelitian yang memiliki hasrat dengan kategori tinggi sebanyak 25 subjek, dengan nilai persentase 24,752%. subjek penelitian yang memiliki keintiman dengan kategori tinggi sebanyak 17 subjek, dengan nilai persentase 16,831%. komponen rasa cinta yaitu komitmen menunjukkan bahwa subjek penelitian yang memiliki komitmen dengan kategori tinggi sebanyak 16 subjek, dengan nilai persentase 15,841%. Dari hasil penelitian aspek hasrat yang memiliki pengaruh besar terhadap cinta.


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


Author(s):  
Elva Yasmi Amran ◽  
Erviyenni ◽  
Sri Wilda Albeta ◽  
Ratih Nurbintari

Penelitian ini dilakukan untuk menghasilkan LKPD berbasis learning cycle 5-e pada pokok bahasan laju reaksi yang valid berdasarkan kelayakan isi, kebahasaan, kegrafisan, dan penyajian. Penelitian dilakukan dengan metode penelitian dan pengembangan R and D (Research and Development) dengan model 4-D.  Instrumen pengumpulan data pada penelitian ini adalah lembar validasi dan angket respon guru serta angket respon peserta didik. LKPD yang telah dikembangkan divalidasi oleh 2 orang validator yaitu dosen Pendidikan Kimia FKIP UR, kemudian diuji coba kepada guru dan 30 peserta didik dari dua sekolah di pekanbaru. Skor rata-rata validasi aspek kelayakan isi, kebahasaan, kegrafisan, dan penyajian terhadap LKPD yang dikembangkan masing-masing adalah  95,83%, 87,5%, 97,5%, dan 87,5% dengan rata-rata keseluruhan 92,08% (valid). Sementara dari uji coba terbatas pada guru dan peserta didik melalui angket diperoleh skor rerata guru 84,9% dan skor peserta didik 88,8% dengan kategori layak.   The purpose of this research has been to produce LKPD based on learning cycle 5-e on the subject of valid reaction rate based on feasibility of content, language, kegrafisan, and presentation. Research is done by research and development research and development (R and D) with 4-D model. Instrument of data collection in this research is validation sheet and questionnaire response teacher and learners. The LKPD that has been developed is validated by 2 validators namely the lecturer of Chemistry Education FKIP UR, then tested to the teacher and 30 students from two schools in Pekanbaru. The average scores of validation of feasibility aspects of content, language, kegrafisan, and presentation of LKPD developed were 95.83%, 87.5%, 97.5%, and 87.5%, respectively, with an overall average of 92, 08% (valid). While the trial is limited to teachers and learners through the questionnaire obtained the average score of teachers 84.9% and 88.8% of learner score with decent categories.


2019 ◽  
Vol 8 (1) ◽  
pp. 105
Author(s):  
Ira Syafrina ◽  
Weni Nelmira

AbstrakPenelitian ini dilatar belakangi untuk mengatasi permasalahan mahasiswa dalam perkuliahan Sulaman pada materi membuat sulaman timbul, dimana masih terbatasnya referensi mengenai materi Membuat Sulaman Timbul. Tujuan dari penelitian ini untuk menghasilkan media pembelajaran berupa bahan ajar yang valid dan praktis. Penelitian ini merupakan penelitian Research and Development (R&D). Prosedur penelitian menggunakan model 4-D yang terdiri dari tahap pendefenisian (Define), tahap perancangan (Design), tahap pengembangan (Develop) dan tahap (Disseminate). Namun dalam penelitian ini desseminate tidak digunakan karena mengingat keterbatasan peneliti. Data diperoleh dari uji validitas, uji praktikalitas dosen pembina mata kuliah, uji praktikalitas kelompok kecil dan uji praktikalitas kelompok besar. Validator terdiri atas validasi media dan validasi materi yang berjumlah 4 orang. Berdasarkan hasil uji validitas bahan ajar Sulaman diperoleh skor rata-rata 4,35 dengan kategori sangat valid. Selanjutnya dari hasil uji praktikalitas diperoleh skor 85% dengan kategori sangat praktis. Maka dapat disimpulkan bahwa bahan ajar  ini layak digunakan sebagai media pembelajaran sulaman timbul.  Kata Kunci: bahan, ajar, sulaman, timbul.AbstractThis research aims to solve the problems of students lectures of embroidery on embroidered embroidery material. There are still limited references to the material of Making Embossed Embroideries. The purpose of this study is to produce learning media that contain valid and practical teaching materials. This research is a Research and Development (R & D) research. The research procedure uses a 4-D model consisting of defining (definition), per-design, development design, and development (dissemination). But in this study, it was not used as a consideration for research. Data were obtained from validity tests, practicality tests of lecturer advisors, small group practicality tests and large group practicality tests. The validator consists of media validation and material validation collected by 4 people. Based on the results of the validity test of Sulaman teaching materials obtained an average score of 4.35 with a very valid category. Furthermore, from the practicality test results obtained a score of 85% with a very practical category. It can be concluded that teaching materials are suitable to be used as embroidery learning media arise.Keywords: teaching, materials, embossed, embroideries. 


2018 ◽  
Vol 5 (1) ◽  
pp. 60
Author(s):  
Syifa Khairunnisa ◽  
Ahmad Hakam ◽  
Amaliyah Amaliyah

This study aims to develop a monopoly game learning media on the subject of Pendidikan Agama Islam – PAI (Islam Religion Education) in the topic about the Prophet’s da’wah in Madinah and to find out the response of students of class X MIPA 2 in SMA Negeri 12 Jakarta after using monopoly game learning media in the PAI class. The type of study is research and development (R&D). The model used in developing this learning media is the Borg and Gall model. This instructional media product was tested to students of class X MIPA 2 in SMAN 12 Jakarta and got the average score on student test as a whole of 82% which means the product is categorised very good. The results of this study indicate that the learning media of monopoly game in PAI in subtopic of the Prophet’s da’wah in Madinah developed in class X MIPA 2 SMAN 12 is worthy of use. Penelitian ini bertujuan untuk mengembangkan media pembelajaran permainan monopoli pada mata pelajaran PAI dalam materi perjuangan dakwah Rasulullah saw di Madinah dan untuk mengetahui tanggapan siswa kelas X MIPA 2 di SMA Negeri 12 Jakarta setelah menggunakan media pembelajaran permainan monopoli pada mata pelajaran PAI. Jenis penelitian ini adalah research and development (R&D). Model yang digunakan dalam mengembangkan media pembelajaran ini adalah model Borg and Gall. Produk media pembelajaran ini diujicobakan kepada siswa kelas X MIPA 2 di SMAN 12 Jakarta dan mendapat rata-rata skor pada uji coba siswa secara keseluruhan sebesar 82% yang berarti produk dikategorikan sangat baik. Hasil penelitian ini menunjukkan bahwa media pembelajaran permainan monopoli pada mata pelajaran PAI dalam materi perjuangan dakwah Rasulullah saw di Madinah yang dikembangkan di kelas X MIPA 2 SMAN 12 Jakarta adalah layak digunakan.


2019 ◽  
Vol 10 (2) ◽  
pp. 184-197
Author(s):  
Pahmi ◽  
Wandi Syahfutra

To master English, students must learn many things, including about grammar in order to use English properly and correctly. There are a number of ways lecturers can do to support teaching and learning process, one of which is by making use of technology to develop learning media. Using media is expected to make learning process about grammar enjoyable. This research aims to develop learning media using VideoScribe for the subject of Present Continuous Tense which is one of the materials studied by odd semester students at Universitas Muhammadiyah Riau. This research further designs, implements and tests the feasibility of the learning media. This research is a research and development (R&D) model with ADDIE which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. The subjects of this study were undergraduate students majoring in non-English Department which consisted of 35 students in odd semester. The results of alpha testing, expert material assessment showed that the media that were designed was in a very good category with an average score of 4.26. Meanwhile, for trials with students, the video animation media using VideoScribe was in a very good category with an average score of 4.25. Therefore, it can be concluded that the instructional media designed is suitable to be used to support teaching and learning activities.


2020 ◽  
Vol 26 (1) ◽  
pp. 35-42
Author(s):  
Anggri Sekar Sari ◽  
Ika Wahyu Kusuma Wati

This study aims to produce media products that use culinary-based electronic magazines on blended learning. The method used in this study was research and development. The procedure of media development used the Four-D model to produce learning media based on blended learning. The stages of the study consisted of define, design, development, and dissemination. The stages of development used alpha testing for product validation by learning experts, material experts, and media experts. After that the stages of dissemination, beta testing was performed by testing the product on users in small groups. The subjects of this study were students in foodservice expertise. The results of this study showed that the alpha tests on aspects of media and materials and learning both obtained very high criteria. Furthermore, the average score of all aspects was more than 89% with reasonable criteria. while the beta test results indicated high criteria with the average of students’ reached 86%, categorized as feasible.


2019 ◽  
Vol 4 (2) ◽  
pp. 23
Author(s):  
I Gede Pasek Artana

<p>This study aims to improve the learning outcomes of Hindu and Budi Pekerti education subjects on Wariga for students of class X MIPA-7 SMA Negeri 1 Kuta Selatan through the implementation of cooperative learning model Teams Games Tournaments (TGT) held in the first semester of the academic year 2016 / 2017, which starts from September until October 2016 with the subject of research is the students of class X MIPA-7 SMA Negeri 1 Kuta Selatan 2016/2017 lesson year as many as 29 students who are Hindu. Basic Competency presented to the students is Explaining the essence of Padewasan (wariga) in the life of Hindus. This research was conducted in 2 cycles with planning, implementation, observation, and reflection on each cycle. Data collection techniques used are with the test results and observation sheet. Data analysis using comparative descriptive analysis technique by comparing the learning outcomes at initial conditions with the results achieved in each cycle, and qualitative descriptive analysis by comparing the results of observation and reflection on the cycle I and cycle II. The result of data analysis shows that there is improvement of learning quality both process and learning result. It can be seen that in the first cycle there has been an increase in the average score of 11.38 students, ie from the average score of the students at the initial conditions 66.21 to 77.59 and an increase in the average score of students 7.41 on cycle II of Average grade grade 77.59 to 85.00. While the completion of classical learning at the end of the first cycle, there was an increase of 27.59%, from the initial condition that has been completed only 51.72% to 79.31%, and there is an increase in learning mastery by 13, 79 from 79.31 % To 93.10% in cycle II. It is based on the results of observations during the learning process and the results of the assessment of knowledge about wariga after the learning process takes place. So it is suggested to the teacher especially the subject teacher of Hindu and Budi Pekerti Education to use cooperative learning model Teams Games Tournaments (TGT) in an effort to improve the learning result of Hindu Religion and Budi Pekerti.</p><p>Keywords: Learning outcomes, cooperative learning, Teams Games Tournaments.</p>


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