32 research outputs found

    PENGARUH MEDIA PEMBELAJARAN WAYANG KERTAS TERHADAP NILAI KARAKTER SISWA SEKOLAH DASAR

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    Indonesia has abundant cultural diversity. Each region has its own cultural characteristics. Currently, elementary school students' love for art has begun to fade, even though there are so many arts developing. By modifying the puppets into paper puppets, it is easy to make and use them as learning media. Elementary school is a fundamental and strategic education, because it is a golden period and laying the foundation for child development. In addition, the environment plays a very large role in the formation of attitudes and children, namely character. Character is a characteristic that is attached to a person, manifested through moral values and then becomes the hallmark of a person who is formed in life. The purpose of this study was to prove the effect of the application of paper puppet learning media on the character values of elementary school students. The type of research used is experimental research with one-group pretest posttest design technique. The results of the study using paper puppet learning media made students' character values stronger. This can be seen from the average value before being given treatment, the results are 92.63 while after being given treatment the results are 160.72. Based on the analysis of paired sample t-test data, it is known that Sig. (2-tailed) is 0.000 <0.05, in general it can be concluded that there is an effect of the application of the Paper Puppet Learning Media on the Character Values of Elementary School Students

    Efektifitas Model Creative Problem Solving Dengan Media Teka-Teki Silang Daun Terhadap Aktivitas dan Hasil Belajar IPA Sekolah Dasar

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    Berdasarkan hasil temuan observasi bahwa siswa kesulitan dalam menerima materi pelajaran, khususnya pembelajaran IPA (Ilmu Pengetahuan Alam). Hal ini dikarenakan kegiatan belajar mengajar tanpa adanya media maupun model pembelajaran, permasalahan ini mengakibatkan kebosanan dan membuat siswa malas untuk belajar. Dengan adanya penggunaan Model Creative Problem Solving dengan Media Teka-Teki Silang Daun, diharapkan aktivitas dan hasil belajar siswa meningkat. Penelitian ini menggunakan pendekatan kuantitatif dengan subyek penelitian siswa kelas IV Sekolah Dasar. Penelitian ini dilaksanakan dalam tiga pertemuan, menggunakan instrumen RPP, postest, lembar observasi aktivitas siswa, dan lembar observasi aktivitas  guru.  Kesimpulan  hasil  penelitian  ini  adalah  penerapan  Model Creative Problem Solving dengan Media Teka-Teki Silang Daun terhadap aktivitas siswa pada pembelajaran IPA pokok bahasan jenis-jenis daun memperoleh rerata 82,3% sehingga masuk kategori aktif. Penerapan Model Creative Problem Solving dengan Media Teka-Teki Silang Daun terhadap hasil belajar siswa pada pembelajaran IPA pokok bahasan jenis-jenis daun memperoleh rerata 87,32% sehingga masuk kategori sangat baik. Aktivitas belajar siswa yang diajar menggunakan Model Creative Problem  Solving  dan  Media Teka-Teki Silang Daun lebih  baik  daripada  hasil  belajar  siswa yang  diajar menggunakan  Model  Creative  Problem  Solving  tanpa  menggunakan  Media Teka-Teki Silang Daun. Hasil belajar siswa menggunakan Model Creative Problem  Solving  dan  Media  Teka-Teki Silang Daun  lebih  baik  daripada  hasil  belajar  menggunakan  Model  Creative  Problem  Solving  tanpa  menggunakan  Media Teka-Teki Silang Daun

    PENGEMBANGAN MULTIMEDIA KABER (KARTU BERPASANGAN) BERBASIS MACROMEDIA FLASH PADA MATERI JENIS DAN KEGIATAN EKONOMI KELAS 5 DI SDN BAYE

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    Penelitian dilakukan dengan berdasar pada permasalahan yang muncul yaitu rendahnya hasil ulangan harian peserta didik semester II tahun ajaran 2021/2022 pada mata pelajaran Ilmu pengetahuan Sosial. Yang mana hal ini disebabkan oleh kegiatan pembelajaran yang dirasa peserta didik membosankan. Oleh sebab itu, dalam penelitian ini dilakukan uji coba untuk meningkatkan hasil belajar peserta didik dengan menggunakan medi kartu berpasangan (KABER). Sehingga penelitian ini dilakukan dengan tujuan untuk mengetahui kevalidan, kepraktisan dan kefektifan pengembangan multimedia KABER. Dengan model penelitian pengmebangan dan metode ADDIE diperoleh hasil yang menungjukkan bahwa persentase skor tinggi pada kevalidan, kepraktisan dan kefektifan multimedia KABER. Dengan demikian disimpulkan bahwa terdapat penggunaan multimedia KABER valid, praktis, dan efektif digunakan dalam kegiatan pembelajaran

    Pengembangan Media Berbasis Kearifan Lokal Pada Materi Menggali Pengetahuan Baru Dari Teks Nonfiksi Siswa Kelas IV SDN Mangundikaran 2

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    This research is motivated by the problems that exist at SDN Mangundikaran 2, which show Indonesian language learning in the basic competencies of non-fiction texts in grade IV. This research is motivated by the problems that exist at SDN Mangundikaran 2, which show Indonesian language learning in the basic competencies of non-fiction texts in grade IV. In this study using the RnD (Research and Development) method. The development model used is the ADDIE research model which has 5 stages, namely: (1) Analysis Stage, (2) Design Stage, (3) Development Stage (4) Implementation Stage (5) ) Evaluation Stage (Evaluation). The subjects of this study were 30 students in grade IV at SDN Mangundikaran 2 Nganjuk Regency. The data analysis technique used is descriptive qualitative analysis and quantitative descriptive analysis. The results of this study indicate that (1) the validation results obtained from the media validator reach a percentage of 88% and the material validator reaches a percentage of 84%. Then the results of the validity of the Pataya media development obtained an average percentage of 86%. So that the development of pataya media can be declared valid. (2) The results of the teacher's response questionnaire reached a percentage of 85% and the results of the student response questionnaire reached a percentage of 81%. Then the practicality of the pataya media obtained an average percentage of 86%. So that media development is declared practical. (3) The results of the analysis of evaluation questions (post-test) obtained an average percentage of 84%. So that the development of pataya media is declared effective for use

    PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN IPA MATERI MENDESKRIPSIKAN DAUR HIDUP HEWAN DI LINGKUNGAN SEKITAR SISWA KELAS IV SEKOLAH DASAR

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    This research is motivated by the observation in grade IV of elementary school of Natural Science subject (IPA) animal life cycle, because most students experience saturation in learning because the teacher still use conventional teaching method that is lecture. In addition, the source of student learning comes only from teachers and textbooks alone without any use of instructional media. Teachers do not pay attention to the explanations of teachers and students do not understand the material being taught. This research is a research development or research and development (R & D) adapted from the ADDIE development model. The stages are 5 stages: 1) Analysis (Analysis), Development (Design), Implementation (Implementation), and Evaluation (Evaluation). Validation is done by material experts, media experts, and learning practitioners. The results of this study are (1) Development of Interactive Multimedia Life Cycle Animals using professional adobe flash CS6 application with the method of ADDIE model development. (2) The teacher's response to this media is the optimism of teachers to achieve the learning objectives, as well as the students' response to this media is very positive, they are very fond of this media. (3) Interactive multimedia from the big aspect based on the percentage of the feasibility assessment in the category is very appropriate to be used as learning media of Natural Science for fourth grade students of elementary school. Based on the conclusions of the results of this study, namely: (1) For teachers, can use interactive multimedia to help students become more active and can create a fun classroom atmosphere. (2) For further research, make a broad try again, in order to produce learning media that can be used widely

    Pengembangan Media Scrapbook Quis IPA Kelas IV Materi Metamorfosis Sekolah Dasar

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    The objectives achieved in this study were to find 1) the validity of Scrapbook Quiz media on Metamorphosis material in class IV SD 2) the practicality of Scrapbook Quiz media on Metamorphosis material in class IV SD 3) the effectiveness of Scrapbook Quiz media on Metamorphosis material in IVSD class. This research is the development of the Research and Development (R&D) ADDIE development model, there are 5 namely analysis, design, development, implementation, and evaluation. The development of the Scrapbok Quiz media can be held by hand in the shape of a book containing information or explanations of the material and presented with pictures accompanied by decorations and supporting images. The Quiz Scrapbook media was validated by media experts and material experts, the results met valid criteria that could be used, media validation obtained 84% while material validation obtained 82%. So, the average percentage of media and material validation scores obtained is 83% included in the very valid category. The practicality data obtained from the class teacher obtained 86% which was stated to be very practical, then from the practicality data of students (6 students obtained a percentage of 88%) and which (17 students obtained a percentage of 90%) which means very practical. Data on the effectiveness of the Scrapbook Quiz media can be seen from the results of the completeness of class IV students in the form of test scores tested on students based on the KKM (Minimum Completeness Criteria) of 75

    Development of interactive powerpoint learning media based on contextual to improve student learning outcomes on volume materials

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    This research is being carried out after observations and interviews at SDN Kraton, there is a problem that students need better learning outcomes. It's due to the need for more media for the learning process; the learning resources are only student books and lecture methods. So, it is necessary to develop the media to support the learning process with the hope of maximum learning outcomes. Applying actual concepts to learning mathematics in everyday life relates to contextual approaches. In reality, in everyday life, mathematics plays a vital role. This research aims to develop a contextual-based interactive PowerPoint learning medium to improve student's learning outcomes in the V class of SDN Kraton. This development research uses the ADDIE model development modes. This research's subject is the SDN Kraton V class, with 18 students. This product passes through the validation stage of the material expert, the media validation test, the elevation response of students and teachers, and the pretest-postest. The validation test obtained an 87.5% score with valid criteria. The media expert's validation gets an 80% acquisition with a very valid criterion. Student response scores a percentage score of 83.33% with highly practical criteria, and teacher response gains a 90% achievement with highly pragmatic criteria. The product test was declared effective by increasing the pretest to the posttest with an average of 0.7 over the average criteria. So, the use of learning media can enhance student learning outcomes

    Pengembangan Media Pembelajaran Interaktif Adobe Flash Pada Tema 7 Subtema 2 Keragaman Budaya Kelas IV Sekolah Dasar

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    Penelitian ini dilatarbelakangi oleh hasil observasi pada saat proses pembelajaran berlangsung pada siswa kelas IV SDN Mojoroto 4. Diketahui saat peneliti bertanya pada siswa dan guru bahwa penggunaan media masih jarang pada proses pembelajaran. Maka dari itu penggunaan media pembelajaran sangat dibutuhkan sebagai perantara dalam menyampaikan pesan dan konsep materi. Dengan adanya media pembelajaran diharapkan mampu memberi pemaham tentang materi keragaman budaya lebih baik. Media pembelajaran yang digunakan adalah media pembelajaran interaktif adobe flash. Tujuan dari penelititian ini yaitu (1) untuk mengetahui kevalidan media pembelajaran interaktif adobe flash pada siswa kelas IV SDN Mojoroto 4, (2) untuk mengetahui kepraktisan media pembelajaran interaktif adobe flash pada siswa kelas IV SDN Mojoroto 4, (3) untuk mengetahui keefektifan media pembelajaran interaktif adobe flash pada siswa kelas IV SDN Mojoroto 4. Penelitian ini menggunakan Research And Development (Penelitian dan Pengembangan). Model pengembangan yang menjadi acuan peneliti yaitu ADDIE. Model R&D ini digunakan karena di sesuaikan dengan Langkah Langkah dalam proses dan pengembangan yang dilakukan peneliti. Instumen pengumpulan data yang digunakan yaitu lembar validasi ahli materi dan media, angket kepraktisan guru dan siswa, dan tes tulis/soal evaluasi. Data hasil validasi, angket dan tes tulis menggunakan skala likert. Hasil penelitian media pembelajaran interaktif adobe flash yaitu: (1) Media pembelajaran interaktif memperoleh presentase 87% dari ahli media dan 94% dari ahli materi yang berarti media dinyatakan sangat valid dalam uji validasi media, (2) Media pembelajaran interaktif memperoleh presentase 92% dari angket guru dan 92% dari angket siswa yang berarti media sangat valid dalam angket kepraktisan media, (3) Media pembelajaran interaktif mendapat presentase 45% (Ketuntasan) pada pre test dan mendapat presentase 82% (Ketuntasan) pada post test yang berarti media sangat efektif dalam hasil uji coba keefektifan media

    PENGEMBANGAN MULTIMEDIA KABER (KARTU BERPASANGAN) BERBASIS MACROMEDIA FLASH PADA MATERI JENIS DAN KEGIATAN EKONOMI KELAS 5 DI SDN BAYE

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    Penelitian dilakukan dengan berdasar pada permasalahan yang muncul yaitu rendahnya hasil ulangan harian peserta didik semester II tahun ajaran 2021/2022 pada mata pelajaran Ilmu pengetahuan Sosial. Yang mana hal ini disebabkan oleh kegiatan pembelajaran yang dirasa peserta didik membosankan. Oleh sebab itu, dalam penelitian ini dilakukan uji coba untuk meningkatkan hasil belajar peserta didik dengan menggunakan medi kartu berpasangan (KABER). Sehingga penelitian ini dilakukan dengan tujuan untuk mengetahui kevalidan, kepraktisan dan kefektifan pengembangan multimedia KABER. Dengan model penelitian pengmebangan dan metode ADDIE diperoleh hasil yang menungjukkan bahwa persentase skor tinggi pada kevalidan, kepraktisan dan kefektifan multimedia KABER. Dengan demikian disimpulkan bahwa terdapat penggunaan multimedia KABER valid, praktis, dan efektif digunakan dalam kegiatan pembelajaran

    Pengembangan Media Kadobudi (Kartu Domino Budaya Indonesia) pada Materi Kebudayaan Indonesia Siswa Kelas IV Sekolah Dasar

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    The objectives achieved in this study are to find1) the feasibility of Kadobudi media in social studies learning content on Indonesian cultural diversity in class IV students. 2) the practicality of Kadobudi media in social studies learning content on Indonesian cultural diversity in grade IV students. 3) the effectiveness of Kadobudi media on social studies learning content on Indonesian cultural diversity in grade IV students. This study uses research and development R&D methods using the ADDIE model, there are 5 namely analysis, design, development, implementation, and evaluation. The subjects of this study were fourth grade students at SDN Mojoroto 4, Kediri City. The research data collection instruments were observation and interviews. The research was carried out using data analysis techniques in the form of media and material validation questionnaires, posttest questions, teacher and student response questionnaires. The results of this study are (1) The results of this study indicate that the Kadobudi media is declared valid, it can be proven by the validation results of media experts obtaining a score of 85.4%, on the validation results of IPS material experts obtaining a score of 96%. So, the average percentage score obtained from media and material experts is 90.7% with very valid criteria. (2) The results of this study indicate that the Kadobudi media is stated to be practical, it can be proven by the results of the teacher's response questionnaire obtaining a score of 93.8%, on the results of the student response questionnaire obtaining a score of 95%. So, the average percentage score obtained from the teacher and student response questionnaire is 94.4% with very practical criteria. (3) The results of this study indicate that the Kadobudi media is declared effective, it can be proven by the results of the posttest scores obtaining an average score of 86.25% by obtaining 90% mastery of classical learning included in the very effective criteria. Based on the conclusions of the results of this study, it can be stated that the Kadobudi learning media is declared valid, practical and effective
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