This study aims to describe the validity, practicality, and an effectiveness of LKPD with the theme of growth and development of living things using the Blended Learning model in integrated thematic learning in grade III elementary school.This research is included in research and development (Research and Development) with the ADDIE model. Collecting data using observations, questionnaires, written tests and interviews and then analyzed quantitatively and qualitatively.This research produces a teaching material in the form of LKPD based on the Blended Learning model on the Theme of Growth and Development of Living Things, data analysis shows that the LKPD based on the Blended Learning model on the Theme of Growth and Development of living things is effective and interesting in learning.
Penelitian ini bertujuan mengembangkan media dadu yang pernah dikembangkan peneliti-peneliti sebelumnya, pengembangan media sebelumnya belum efektif dalam penggunaannya serta belum terdapat nuansa islami serta keterampilan kreativitas pada media pembelajaran tersebut, sehingga penelitian ini mengembangkan media dadu berbasis nuansa islami pada tema pertumbuhan dan perkembangan makhluk hidup untuk melatih kreativitas peserta didik kelas III SD/MI. Penelitian ini juga untuk mengetahui bagaimana pendapat ahli terhadap media dadu berbasis nuansa islami pada tema pertumbuhan dan perkembangan makhluk hidup untuk melatih kreativitas peserta didik kelas III SD/MI dan mengetahui respon pendidik terhadap media dadu berbasis nuansa islami pada tema pertumbuhan dan perkembangan makhluk hidup untuk melatih kreativitas peserta didik. Dari penelitian yang dilakukan, pendapat para ahli terhadap media dadu bermotif nuansa islami pada tema pertumbuhan dan perkembangan makhluk hidup untuk melatih kreativitas peserta didik mendapat kriteria sangat valid dangan praktis, dengan rata-rata penilaian ahli media sebesar 90,12%, penilaian ahli bahasa 86,6% dan penilaian ahli materi/isi 87,13%. Respon pendidik terhadap media dadu bermotif nuansa islami untuk melatih kreativitas peserta didik mendapatkan penilaian sebesar 91,36%. Hasil penelitian ini menunjukkan bahwa media dadu berbasis nuansa islami untuk melatih kreativitas peserta didik tema pertumbuhan dan perkembangan makhluk hidup kelas III SD/MI dapat digunakan sebagai media pembelajaran.
This study aims to enhance teachers’ competence in conducting Classroom Action Research (CAR) in order to improve their professional services in handling the teaching and learning process. The researchers’ preliminary observations found that many teachers were still lack of competence in conducting correctly classroom action research following the guidelines, though some of them have conducted it several times. This problem is caused mostly by the factor of research proposal which is still unrecognazible. The qualitative method was applied in this study through training and intensive counselling on how to design CAR. The research findings focused on the qualification of research proposal in terms of language aspect and theoretical aspect. The language aspect focuses on sentence construction, paragraph construction, the use of language in the chapter of introduction and the chapter of theoretical bases. The theoretical aspect focuses on the accuracy of selection of theory, and the variety of theoretical sources. It is found that 25 % of CAR proposal contains recognizable sentences based on the form of S-P-O-K1-K2, 75 % of the proposals are recommended to be reviewed, 50 % of proposals contain regonizable paragraphs in terms of cohesion, and coherence. In the aspect of theoretical accuracy, 75 % of proposals contain theories which are in line with the research problem, and 25 % of proposals should be revised. Moreover, more than 95 % of proposals still depend on the books as the source of theory and only 5 % of proposals which cite from journal. It is concluded that the teachers’ competence in using scientific language must be improved and the source of theory must be upgraded through citing from recommended journal.
This study discusses the development of interactive multimedia learning media based on PowerPoint software in science learning in elementary schools. This study aims to produce interactive multimedia media, especially in science learning in elementary schools that are valid, practical, and effective. The type of research used is Research and Development (RnD). That is the development of interactive multimedia based on PowerPoint software in science learning. The development model used is the ADDIE model (Analyze, Design, Development, Implementation, and evaluation). The output of interactive multimedia based on PowerPoint Software is in the form of files that can be installed easily, making it easier for students in the learning process. Based on the research results, this interactive multimedia is valid, practical, and effective.
Many students need to learn the letters correctly, often make mistakes in distinguishing letters that are almost similar in shape, have difficulty, and are not fluent in reading. For this reason, teachers need to develop learning media that can attract students' interest, are practical to use, digital-based, and are by student characteristics and technological developments so that learning to read becomes fun. This study aimed to develop digital Flash Card media in early reading learning in elementary schools. The subjects in this study were first-grade students, totaling 30 students. The research method used is the method of research and development or Research and Development (R&D). Data collection was carried out through interviews, questionnaires, and observation. The collected data were analyzed using qualitative and quantitative descriptive analysis techniques. The results showed that the validation test for digital Flash Card media products by material experts was 87% in a very valid category. The assessment by media experts is 90% with a very valid category, and an evaluation by linguists is 89% with a very valid type. Furthermore, the results of observing trials using digital Flash Card media on a large scale for elementary school students obtained an average of 87.7% in the practical category. It was concluded that the development of digital Flash Card media met the valid, helpful, and effective criteria for learning to read in elementary schools.
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