The lack of maximum utilization of technology as a learning medium is directly proportional to the cultivation of the value of religious character in thematic learning, especially science subjects. Students are expected to learn and preserve the surrounding environment which is the creation of Allah SWT. Therefore, it is necessary to integrate technology with character values in the form of the development of digital comics for environmental preservation based on character values. This study aims to produce and know the validity of environmental conservation digital comic learning media based on the value of religious characters. The data obtained is qualitative and quantitative data. The test results of digital preservation comic learning media based on character values showed an average feasibility of 87% in material experts, 76% in media experts, 84.17% in classroom teachers, and 80.8% in students. Whereas for student learning outcomes obtained an average value of 84.83 from completeness criteria at least 75. These results indicate that the digital comic learning media of environmental conservation based on character value in integrative thematic learning is declared very feasible and ready to be implemented in thematic learning.
Keywords: learning outcomes, indonesian language, role playing method ABSTRAKTujuan penelitian ini adalah mengetahui penerapan metode role playing, peningkatan hasil belajar, dan kelebihan serta kekurangan metode role playing di kelas SD. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Subyek yang diteliti adalah siswa kelas III yang berjumlah 9 orang. Jenis penelitian yang digunakan adalah penelitian tindakan kelas dengan teknik pengumpulan data melalui tes, observasi, dan dokumentasi. Teknik analisis data ini menggunakan analisis data dengan model interaktif, dan dalam kegiatan analisis serta kegiatan pengumpulan data menggunakan 2 siklus yaitu siklus I dan siklus II. Hasil penelitian menunjukkan adanya peningkatan hasil pembelajaran Bahasa Indonesia menggunakan metode pembelajaran role playing dalam drama tentang keindahan alam dengan ketentuan nilai ≥70 sebanyak 80% siswa, kerjasama siswa dengan ketentuan ≥75 sebanyak 80% dan motivasi siswa dengan ketentuan nilai ≥75 sebanyak 80%. Sehingga dapat dilihat kelebihan model ini adalah membuat pembelajaran lebih menyenangkan, dapat meningkatkan hasil pembelajaran bahasa Indonesia, menumbuhkan potensi siswa, meningkatkan kerjasama siswa. Sedangkan kekurangannya adalah memerlukan waktu yang lama dan membutuhkan tempat yang cukup luas.Kata kunci: hasil belajar, bahasa Indonesia, metode role playing
Interactive multimedia here is a learning medium that combines text, amber, audio. Interactive multimedia based on religious characters here is an interactive multimedia which contains the value of religious characters. The purpose of this study is to determine the ability to write short stories using interactive multimedia based on religious characters of grade 6 elementary school students. This research was a qualitative descriptive study. Verbal data in this study are the results of recording short story writing using interactive multimedia based on religious characters and nonverbal data, namely the value of the evaluation results of the ability to write short stories of grade 6 students using interactive multimedia based on religious characters. Subjects in this study were students of grade 6 Kawedanan 2 State Elementary School, totaling 39 people. This study uses data collection techniques, namely (a) observation, (b) interviews, and (c) tests. Data in this study will be analyzed with interactive data analysis techniques, namely data reduction, data presentation, and conclusion drawing. Based on the results of the evaluation given, students' short story writing skills are good. All students have achieved the Minimum Completion Criteria that has been set, namely 75. In learning to write short stories, the average grade is 82.18% of the total 39 students. The lowest value is 75 and the highest value is 90.
Students are expected to learn and conserve the natural environment. Therefore, it is necessary to integrate technology with character values in the form of developing digital comics for environmental preservation based on character values. This study was designed to develop digital comic learning media for environmental preservation based on character values by using of ADDIE development model. were collected using both qualitative and quantitative approaches. Qualitative data were in the form of suggestions, criticisms, responses, and input as described in the questionnaire from the expert judgment. Meanwhile, quantitative data included in the form of percentage values from expert judgment questionnaires arranged on a multilevel scale. Observation, interviews, questionnaires, and tests were used to gather the data. The findings of this study suggested that materials appropriateness and student learning achievement exceed the minimum criteria value set previously. These results show that digital comic learning media based on the character values in integrative thematic learning are declared very feasible and ready to be implemented in integrative thematic learning.
Penelitian ini bertujuan untuk mendeskripsikan pengaruh pengaturan tempat duduk terhadap motivasi belajar dan hasil belajar pada pembelajaran tematik integratif bagi peserta didik kelas IV SD Muhammadiyah Ponorogo. Penelitian ini merupakan penelitian eksperimen semu, dengan desain pretest-posttest with nonequivalent groups. Pretest dan Posttest digunakan untuk mengukur motivasi dan hasil belajar peserta didik. Hasil penelitian ini menunjukkan bahwa terdapat pengaruh yang positif dan signifikan variasi gaya pengaturan tempat duduk terhadap motivasi dan hasil belajar peserta didik SD Muhammadiyah Ponorogo pada tema cita-citaku. Terbukti dari hasil uji-t dengan signifikansi 0,000 pada kelompok eksperimen I dan eksperimen II, artinya variasi gaya pengaturan tempat duduk mampu meningkatkan motivasi dan hasil belajar tema cita-citaku peserta didik SD Muhammadiyah Ponorogo.
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