Penelitian ini bertujuan untuk melakukan inovasi pengembangan e-book tematik terpadu berbasis multikultural dalam Kegiatan School from home pada tingkat sekolah dasar. Secara rinci, tujuan penelitian ini adalah untuk mengidentifikasi pentingnya penggunaan e-book berbasis multikultural dalam kegiatan school from home. Penelitian ini menggunakan penelitian kualitatif deskriptif yang mengacu pada model pengembangan Brog&Gall. Populasi sampel siswa kelas V SD Pakis Gelora Surabaya yang berjumlah 20 siswa. Instrumen pengumpulan data menggunakan angket berdasarkan validasi ahli dan data uji coba lapangan. Berdasarkan hasil validasi ahli (isi/ materi, media, dan desain) pengembangan bahan ajar dinyatakan sangat layak dengan tingkat kelayakan sebesar 91,67% sehingga produk pengembangan dapat digunakan dalam kegiatan pembelajaran. Hasil uji coba lapangan menunjukan bahan ajar e-book tematik terpadu berbasis multikultural sangat efektif dan sangat diperlukan dalam kegiatan SFH dengan rata-rata penilaian sebesar 94,2%. Dalam e-book tidak hanya terdapat penjabaran materi saja namun siswa juga dapat terkoneksi dengan video pembelajaran yang dapat membantu siswa dalam memperjelas pemahaman.
Penelitian ini menghasilkan media pembelajaran berupa game yang diaplikasikan pada perangkat yang memakai sistem android. Selama ini anak-anak menghilangkan kejenuhan dengan game. Oleh karena itu, perlu dikembangkan media pembelajaran berupa game yang bertujuan agar siswa dapat memanfaatkan waktu luang dengan sesuatu yang berguna. Penelitian ini bertujuan untuk menyediakan media pembelajaran game petualang yang telah divalidasi oleh ahli isi, ahli media dan ahli desain sebagai pendukung pembelajaran berhitung. Metode dalam penelitian pengembangan ini menggunakan metode Penelitian dan Pengembangan (P&P). Penelitian ini menghasilkan data berupa game petualang untuk pembelajaran berhitung yang dilengkapi buku petunjuk penggunaan bisa diperoleh di playstore. Validasi ahli isi sebesar 84,76%, validasi ahli media dan desain sebesar 91,82%, Angket respon siswa terhadap game petualang untuk pembelajaran berhitung mencapai kriteria sangat baik.
Now a day world is changing complexity and unpredicted which as characteristic in 21st century. These conditions asked severals solutions which more complex according to context. The purpose of education reformulated its goal that to prepare students to be a problem solver. Teaching with problem base learning needs many kinds of learning resources. All these kinds of information will be used of the students to analyses the problems from many points of views. Blog is one of application can be provided informations/datas. Fortunately, almost all schools ini city have already have computers and internets facilitation, but still do not use yet for learning. The purpose of this activity is to train teachers to desing and create their own Blog to facilitate student’s learning. The result showed that all teachers can create a Blog for their Subject. For the future Teacher BLOG should be develop regulary
Thoughtful Learning has formulated that in 21st Centuries, each students should have 4 C’s learning skill. The 4 C’s skill are critical thinking, creative thinking, communicating, and collaborating. These skills will help students becoming a problem solver. Method of 4 C’s in the classroom needs materials more variaties, contextual, from many resources and differences formats of datas (word, spreadsheed, ppt, video, animation). Materials for learning should be easy to acces in short time. Information Communication and Technology (ICT) can facilitates all these conditions. Generally almost all schools in cities have computers and internet acces but are used as information or school’s publication and do not use yet for learning. The purpose of this activity is to help teachers to create their own Blog to facilitating student’s learning. The result showed that all teachers can create a Blog for their Subject. The next activity is about how to integrating Blog into learning process.
In facing an industrial revolution 4.0, teachers have to make an affective education technology. One of that is using multimedia-based interactive media with power points. The aims of this study is to describe the development of interactive multimedia using Microsoft Office 365 Power Point by utilizing the morph and zoom transition features as interactive multimedia. This study uses the ADDIE development model with Luther's multimedia development theory design which is based on six steps as concept, design, material collection, manufacturing, testing, and dissemination. The trials were conducted with expert trials, peer trials and small group trials. The small group trial subjects consisted of 12 grade VII students of SMP Negeri 55 Surabaya. The instrument that used was in the form of an expert trial sheet, peers and a product of eligibility questionnaire for students. The results of product development from the material expert test results obtained 97%, while the media expert test results obtained 78.1%, and for peer testing the results obtained 95%. The result percentage of the feasibility questionnaire test data was 81.33%, it was included in the excellent category. So, this interactive learning multimedia is appropriate to be used in support the learning activities of VII grade students of SMP Negeri 55 Surabaya.
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