23 research outputs found

    Development of Flipbook-Based Modules on Animal Life Cycle Material for 4th Grade Students of Besowo 4 Elementary School

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    This research is motivated by the results of observations that have been made in class IV SDN Besowo 4 Kediri Regency. The lack of variation in teaching animal life cycle material to 4th grade students. This can make students quickly bored and less interested in learning the learning material. The purpose of the study was to determine the validity, practicality, and effectiveness of the flipbook-based module on animal life cycle material. In this study using the ADDIE development model which includes five stages, namely: Analysis Stage, Design Stage, Development Stage, Implementation Stage, Evaluation Stage. The conclusion of the research results of the flipbook-based module on animal life cycle material for 4th grade students of SDN Besowo 4 Kediri Regency was declared very valid through the validation stage carried out by the flipbook-based module validation of 93% and from the material validation obtained a percentage of 86% which was declared very valid and very usable. To find out the effectiveness of the flipbook-based module can be seen from the results of the evaluation questions, the average value of the evaluation questions in the broad trial of 90% has exceeded the predetermined KKM. Thus, it can be concluded that flipbook-based modules are effectively used in learning

    PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA PADA MATERI BENTUK DAN FUNGSI TUMBUHAN UNTUK KELAS IVDI SDN BLAWE

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    The background of this research is the results of observations in class IV SDN Blawe on the form and function of plants, that in learning the teacher uses textbooks and the surrounding environment during the learning process, due to the limited learning media used during the learning process. The purposes of this study are as follows (1) To determine the validity of interactive learning media (2) To determine the practicality of interactive learning media (3) To determine the effectiveness of using interactive learning media. From this study it was concluded that the results of the development of Canva-based interactive learning media data validity, practicality, and effectiveness obtained the following results (1) Canva-based interactive learning media has been validated by media experts and material experts and declared valid, with a percentage of media expert validity of 88% and material experts 96% which includes very valid validity criteria and can be used without improvement, (2) Practicality is obtained from the teacher's response to the media that has been developed. In the limited trial the teacher's response got a percentage of 96%, while the wide trial got a percentage of 90%. The average teacher response questionnaire results obtained a score presentation of 93%. So it can be concluded that Canva-based interactive learning media is categorized as very practical and can be used without improvement. (3) The effectiveness of Canva-based interactive learning media is measured from the pretest and posttest with limited trials and extensive trials. Limited trials get a percentage of 71.42%, while wide trials get a percentage of 94.44%. In the broad test, Canva-based learning media has been declared effective. This is because the value is > 85% classical completeness

    Pengaruh Penerapan Model Pembelajaran Scramble Didukung Media Kartu UPS (UNO IPS) Terhadap Minat dan Hasil Belajar Siswa Pada Materi Keberagaman Budaya Bangsaku Siswa Kelas IV SDN Karangturi 1

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    Penelitian ini dilatarbelakangi oleh hasil observasi yang dilakukan di SDN Karangturi 1 bahwa pembelajaran IPS di SD kurang diminati oleh siswa karena cara mengajar guru yang masih monoton dan dalam pengajaran tidak melibatkan siswa sehingga berakibat siswa malas dan bosan mengikuti proses pembelajaran. Hal tersebut nampak dari minat belajar siswa yang rendah, yang pada akhirnya berpengaruh terhadap hasil belajarnya. Oleh karena itu dibutuhkan solusi penerapan model pembelajaran scramble yang didukung dengan penggunaan media kartu uno IPS. Tujuan penelitian ini untuk mengetahui ada tidaknya pengaruh penerapan model pembelajaran yang didukung media terhadap minat dan hasil belajar. Penelitian ini menggunakan pendekatan deskriptif kuantitaif dan menggunakan metode eksperimen semu. Subjek pada penelitian ini adalah seluruh siswa kelas IV yang berjumlah 25. Teknik pengambilan sampel adalah Sampling Jenuh. Teknik pengumpulan data menggunakan instrumen berupa soal tes pilihan ganda, lembar observasi siswa, dan angket. Diperoleh data pada kelas eskperimen 3,307 yang artinya siswa berminat dan memperoleh hasil belajar dengan nilai sig. 0,012. Sementara pada kelas kontrol terdapat nilai sebesar 2,16 yang artinya siswa juga berminat dan memperoleh hasil belajar dengan nilai sig. 0,001

    PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS CANVA PADA MATERI BENTUK DAN FUNGSI TUMBUHAN UNTUK KELAS IVDI SDN BLAWE

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    The background of this research is the results of observations in class IV SDN Blawe on the form and function of plants, that in learning the teacher uses textbooks and the surrounding environment during the learning process, due to the limited learning media used during the learning process. The purposes of this study are as follows (1) To determine the validity of interactive learning media (2) To determine the practicality of interactive learning media (3) To determine the effectiveness of using interactive learning media. From this study it was concluded that the results of the development of Canva-based interactive learning media data validity, practicality, and effectiveness obtained the following results (1) Canva-based interactive learning media has been validated by media experts and material experts and declared valid, with a percentage of media expert validity of 88% and material experts 96% which includes very valid validity criteria and can be used without improvement, (2) Practicality is obtained from the teacher's response to the media that has been developed. In the limited trial the teacher's response got a percentage of 96%, while the wide trial got a percentage of 90%. The average teacher response questionnaire results obtained a score presentation of 93%. So it can be concluded that Canva-based interactive learning media is categorized as very practical and can be used without improvement. (3) The effectiveness of Canva-based interactive learning media is measured from the pretest and posttest with limited trials and extensive trials. Limited trials get a percentage of 71.42%, while wide trials get a percentage of 94.44%. In the broad test, Canva-based learning media has been declared effective. This is because the value is > 85% classical completeness

    PENGEMBANGAN BAHAN AJAR TEKS FIKSI DAN NONFIKSI BERBASIS POP UP BOOK UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA KELAS V SDN TANON

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    This research was motivated by the results of the researcher's observations that the fiction and non-fiction text material for class V students had not been effective. This is because teachers do not maximize the use of learning media and pay less attention to students' reading skills. The aim of the research is to determine the validity, practicality and effectiveness of pop up book based teaching materials. This research uses Research and Development (R&D) research with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The results of this research are: (1) material validity results obtained material validation results of 88%, media validation obtained a score of 86%. Based on the results of the recapitulation of material and media validation, pop up book based teaching materials on fiction and non-fiction texts obtained a score of 87% and were included in the very valid criteria; (2) the results of the practicality of pop up book based teaching materials obtained a limited scale teacher response percentage of 89.33% while the limited scale teacher response obtained a score of 90.66%, the results of student responses in the limited test obtained a score of 91.00%, and the response results Extensive trial students obtained a score percentage of 91.00%. The total score is 90.49% and is stated to be very practical; (3) the effectiveness results on a limited scale get a normality test value of sig. amounting to 0.908 > 0.005 and 0.0186 > 0.05 the data is normally distributed, on a broad scale the normality test results get a value of 0.339 > 0.05 and 0.037 > 0.05 the data is normally distributed, the homogeneity test gets a value of 0.052 > 0.05 then the data the same or homogeneous, the t-test gets a sig value. (2-tailed) obtained is 0.000 < 0.05, so there is a difference between the post-test and pre-test

    Pengembangan Media Pembelajaran Monopoli pada Materi Fungsi Bagian Tubuh Hewan dan Tumbuhan di Kelas Bagi Siswa Kelas 4 SD

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    The problems of this research are 1) What is the validity of Monopoly learning media on the function material of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 2) What is the practicality of Monopoly learning media on material function of animal and plant body parts for fourth grade students of Sanggrahan 2 Prambon Nganjuk Elementary School 3) How is the effectiveness of Monopoly learning media on material function of animal and plant body parts for Grade IV students at SDN Sanggrahan 2 Prambon Nganjuk This research is a type of development research with reference to research and development. According to Robert Maribe Branch (2009) in Sugiyono (2015: 38) "ADDIE is an extension of Analysis, Design, Development, Implementation and Evaluation". Research data collection techniques through observation, material expert validation questionnaires and expert validation questionnaires. media, teacher response questionnaire, student response questionnaire, pre-test and post-test. the implementation of monopoly learning media was carried out in trials, research trials were carried out at SDN Sanggrahan 2 Prambon. The results of Monopoly learning media research on the function of animal and plant body parts for fourth grade students at Sanggrahan 2 Prambon Elementary School conducted a validity test by media and material experts, the material validation test was carried out in 2 stages. . the second validation test with a score of 97% means that it is in the Very Valid criteria. for the results of the validation test by the learning media, 2 stages were carried out, the first was the validation test by the media with a score of 86.25%, meaning that it was included in the Very Valid criteria, the second was the validation test by the media with a score of 88.75%. the practicality test was validated by teachers and students, the results of the practicality test by the Teacher Response Questionnaire obtained a score of 77.78%, which means that it is included in the practical criteria and is easy to use. The results of the effectiveness test were carried out with the pretest and post-test, stated to be Very Effective in increasing students' ability to investigate the function of animal and plant body parts. Evidenced by the achievement of KKM ≥70 questions Posttest 100% of students who are able to achieve KKM

    Pengembangan Media “Rumah Makan Cerdik” Materi Kewajiban dan Hakku untuk Siswa Sekolah Dasar

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    Penelitian ini dilatarbelakangi hasil pengamatan di SDN 1 Mlandangan, saat peneliti sedang observasi di SD tersebut. Pada saat itu guru hanya menggunakan metode ceramah saja dan suasana kelas menjadi kurang kondusif, ada beberapa siswa yang tidak memperhatikan guru saat menjelaskan materi, siswa ramai sendiri, pada saat siswa diberi soal atau pertanyaan kepada guru ada beberapa siswa yang tidak bisa menjawab soal dari guru tersebut. Akibatnya siswa tidak memahami materi yang telah disampaikan sehingga motivasi dan hasil belajaranya rendah. Penelitian menggunakan metode RND ( Research and Development)  meliputi Anilisis, Desain, Pengembangan, Implementasi, Evaluasi. Kemudian peneliti membuat pengembangan media yaitu pengembangan media rumah makan cerdik, pada tema 4 kewajiban dan hakku. Hasil penelitian ini adalah 1) Melalui penerapan pengembangan media pada Sekolah dasar dapat menumbuhkan motivasi dan semngat belajar siswa pada kelas 3 SDN 1 Mlandangan. 2) Hasil kevalidan menunjukan validasi materi 86% sedangkan ahli media menunjukkan 88% 3) Hasil Kepraktisan menunjukkan presentase 94 % yang diisi oleh guru kelas III 4) Dari hasil posttest yang menunjukkan keefektifan menunjukkan ketuntasan secara klasikal yaitu sebesar 90 % dari 11 siswa

    Efektivitas Sign System Dan Intensitas Informasi Petunjuk Arah Sebagai Media Komunikasi Visual Kota Lama Semarang

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    The city of Semarang has excellent tourist destinations and its own characteristics that become its strengths, namely the Old City History Tour which utilizes buildings from the Dutch colonial era in Semarang City. To support Semarang City tourism known by tourists, an effective and communicative information media is needed so that visitors know the identity of an object, signs and directions to the next destination, one of which is the use of a media sign system. This study aims to examine how effective the use of the sign system and the intensity of information instructions that have been applied to tourist areas around the Kota Lama Semarang are by using the Direct Rating Method (DRM), through a quantitative research method approach. The variables used are the effectiveness of the sign system, the intensity of directions and visual communication media. The results of the research that were processed by 100 respondents were that there was no relationship between the effectiveness of the sign system and information on directions in the Kota Lama Semarang, there was no relationship between the effectiveness of the sign system and the visual communication media in the Kota Lama Semarang, there was no relationship between the information instructions directions with visual communication media in the Kota Lama Semarang. These three results mean that the three variables are not related to each other, this could be because the sign system in the Old City of Semarang is not functioning as it should, because it should be a sign system that can provide good information to visitors and have attractive visuals. , but in reality this is not the case, namely that the sign system in the city of Semarang does not or does not provide information to visitors and also the sign system does not have good visuals so that it is less able to attract visitors in the Kota Lama Semarang.Kota Semarang memiliki destinasi wisata unggulan dan ciri khas tersindiri yang menjadi kekuatannya, yaitu Wisata Sejarah Kota Lama yang memanfaatkan bangunan peninggalan era colonial Belanda di Kota Semarang. Untuk mendukung wisata Kota Semarang dikenal oleh para wisatawan, diperlukan media informasi yang efektif dan komunikatif agar pengunjung mengetahui identitas suatu objek, rambu-rambu dan petunjuk arah yang akan dituju berikutnya, salah satunya dengan penggunaan media sign system. Penelitian ini bertujuan untuk mengkaji seberapa efektif penggunaan sign system dan intensitas informasi petunjuk yang sudah diterapkan pada area wisata di sekitar kawasan Kota Lama Semarang dengan menggunakan Direct Rating Method (DRM), melalui pendekatan metode penelitian kuantitatif. Adapun variabel yang digunakan adalah efektifitas sign system, intensitas petunjuk arah dan media komunikasi visual. Hasil penelitian yang melalui olahan 100 responden adalah tidak terdapat hubungan antara efektivitas sign system dengan informasi petunjuk arah yang ada di Kota Lama Semarang, tidak terdapat hubungan antara efektivitas sign system dengan media komunikasi visual yang ada di Kota Lama Semarang, tidak terdapat hubungan antara informasi petunjuk arah dengan media komunikasi visual yang ada di Kota Lama Semarang. Ketiga hasil tersebut berarti tiga variabel tidak saling berhubungan satu dengan yang lain, hal tersebut bisa dikarenakan sign system yang ada di Kota Lama Semarang tidak berfungsi sebagai mana mestinya, karena seharusnya sign system yang dapat memberikan informasi yang baik kepada para pengunjung dan mempunyai visual yang menarik, namun dalam kenyataannya tidak demikian yaitu bahwa sign system yang ada di kota Semarang, tidak atau kurang memberikan informasi kepada para pengunjung dan juga sign system tersebut tidak mempunyai visual yang baik sehingga kurang bisa menarik pengunjung yang ada di Kota Lama Semarang.   Kata Kunci : efektif, sign system, petunjuk arah, kota Semaran

    Pengembangan Multimedia Interaktif Keramat (Keragaman Rumah Adat) Berbasis Macromedia Pada Pelajaran IPS Kelas IV Sekolah Dasar

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    The purpose of this study was to determine the validity, practicality and effectiveness of development of macromedia-based keramat interactive multimedia (Diversity of Traditional Houses). The results of this study are (1) Macromedia get an average result of 80.5% in terms of media and material validity, which means that macromedia is included in the valid category. (2) Macromedia can be categorized as very practical, this is evidenced by the average response of teachers and students, which is 95.5%. (3) Researchers used pre-test and post-test as a benchmark for assessment. The average pre-test score of students before using macromedia was 74, while the average post-test score of students before using macromedia was 93. The average results of the pre-test to the post-test experienced an increase in the use of Macromedia, which can be declared effective as a learning medium

    IMPLEMENTASI KEBIJAKAN PENGELOLAAN PARKIR DI KOTA SUKABUMI

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    Penelitian ini didasarkan oleh kebijakan pengeleloaan parkir di Kota Sukabumi yang telah diatur dalam pasal 16 hingga pasal 28 Peraturan Daerah Nomor 5 Tahun 2018 Tentang Penyelenggaraan Perhubungan. Peraturan Daerah (Perda) tersebut dijadikan sebagai landasan hukum bagi Dinas Perhubungan Kota Sukabumi dalam melaksanakan pengelolaan parkir di Kota Sukabumi. Dimana berdasarkan penelitian yang dilkakukan oleh peneliti terdapat beberapa masalah dalam implementasi kebijakan terdapat adanya  ketidak sesuaian antara perda yang berlaku dengan realita yang ada di lapangan . dengan adanya penelitian ini bertujuan untuk melihat sejauh mana implementasi Perda tersebut yang di jalankan oleh Dinas perhubungan dengan menggunakan teori Edward III (1980;10:11) dengan metode penelitian kualitatif deskriptif dimana di harapkan penelitian ini dapat memberikan dampak positif berupa saran untuk dinas Perhubungan Kota Sukabumi
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