The purpose of this study was to find out the procedures for media development, media feasibility testing, and student learning interest after using information technology-based interactive Banten local culture media. This research method is Research and Development (R&D) using the Lee & Owens development model. Data collection was carried out using questionnaires, interviews, observation and documentation. The research that was conducted on 24 respondents obtained the results of the due diligence by media experts achieving a result of 90%, which means that this product is in the very feasible category. While the assessment of material experts achieves 72% results, which means this product is in the proper category. The average score in the student learning interest questionnaire after using development media is 90.36%, which means that student learning interest is in the very high category. So, it can be concluded that information technology-based interactive Banten local culture media can increase student learning interest in Class IV social studies material.
A face recognition system is to perform a match face image using the face extraction method. There are many applications used in various algorithms and implemented in many programming languages, but still difficult to implement on web-based applications using the PHP programming language. The purpose of this research is to produce a website-based application focused on the face recognition section. The author will limit the system only to detect the front view of the face, the main goal is to get a fairly high level of accuracy. There will be a feature to find where the face is located. The research method used is a laboratory experiment where the search system scheme based on face recognition will produce the appearance of several faces that have the closest Euclidean distance values from grades 1st to 5th. The results from the comparison of the test image with the training image based on Line Edge Detection and Euclidean Distance calculation concluded that the system can be implemented in searching of similarity and recognizing the face.
Abstrak: Penelitian ini bertujuan untuk mengetahui bagaimana prosedur pengembangan media dan kelayakan media permainan tradisional kartu umbul terhadap perkalian peserta didik. Teknik pengumpulan data yang digunakan adalah Wawancara, Angket, Observasi, dan Tes. Dalam penelitian ini jenis penelitian yang diaplikasikan yaitu Research and Development (R&D) dengan mengikuti langkah penelitian serta pengembangan dari Sugiyono. Serta menerapkan 7 dari 10 langkah penelitian dan pengembangan. Sementara subyek yang digunakan adalah peserta didik kelas III Sekolah Dasar Kamasan yang dibagi menjadi kelompok besar dan kelompok kecil dengan jumlah 6 dan 13 peserta didik. Media divalidasi oleh ahli media dan ahli materi. Adapun hasil yang diperoleh dari penerapan media permainan tradisional kartu umbul ini yaitu sebagai berikut: berdasarkan uji validitas dari media diperoleh hasil sebesar 75% dengan kategori valid/layak dan hasil validasi materi sebesar 84.28% dengan kategori sangat valid/sangat layak. Sedangkan hasil tes pada kelompok kecil diperoleh n-gain score sebesar 0.71 dengan kategori tinggi. Dan pada tes pada kelompok besar diperoleh n-gain score sebesar 0.54 dengan kategori sedang. Sementara hasil persentase angket responden pada kelompok kecil diperoleh nilai sebesar 88.6% termasuk dalam kategori sangat baik dan persentase angket responden kelompok besar diperoleh nilai sebesar 89.4% termasuk dalam kategori sangat baik. Hal ini menunjukan bahwa permainan kartu umbul layak digunakan untuk peserta didik dalam mempelajari perkalian.
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