Abstrak Penelitian ini bertujuan untuk mengetahui kelayakan dan respon siswa terhadap media pembelajaran IPS berbasis video animasi. Penelitian ini dilakukan di SDN Panancangan 2 dengan subjek penelitian di kelas IV dengan 20 orang siswa pada uji coba terbatas. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan yang telah dikembangkan oleh Sugiyono yang terdiri dari 6 tahapan yaitu analisis masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk. Video animasi di validasi oleh para ahli yaitu ahli materi, ahli media, dan ahli bahasa, selanjutnya dilakukan uji coba produk kepada siswa. Hasil uji validasi para ahli sebesar 79,9% dengan kriteria layak. Hasil uji coba produk sebesar 86,2% dengan kriteria sangat baik. Berdasarkan hasil penelitian dapat disimpulkan bahwa media video animasi layak untuk digunakan dalam pembelajaran IPS pada tema indahnya keragaman di negeriku. Kata kunci : media pembelajaran, IPS, video animasi.AbstractThis study aims to determine the feasibility and response of students to media learning based on animated video animation. This research was conducted at SDN Panancangan 2 with research subjects in class IV with 20 students on a limited trial. The research method used is a research and development method that has been developed by Sugiyono consisting of 6 stages namely problem analysis, data collection, product design, design validation, design revision, product trials. Animated videos are validated by experts namely material experts, media experts, and linguists, then the product is tested on students. The validation test results of experts amounted to 79.9% with reasonable criteria. Product trial results of 86.2% with very good criteria. Based on the results of the study it can be concluded that the video animation media is appropriate to be used in social studies learning on the beautiful theme of diversity in my country. Keywords :learning media, social sciences, animated video
In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.
This study attempts to know what the of the application of VCT (Value Clarification Technique) learning model to the problem solving skills of V A as a class experimentation and class V B as a class control use the model learning directly to sdn attack 2 years lessons 2016/2017 on the subjects of science social especially in competence basic 2.4 appreciate the struggle of the characters in defending freedom. Methods used in research this is the method quasi ekperimen type nonequivalent control group design. Based on the results of research, show that there is a difference in problem-solving abilities between students using VCT learning models and students using direct learning models, can be seen from uji-t two parties namely 2,57 > 2,013, then H0 rejected Ha accepted. Problem-solving skills among students using a VCT learning model is higher than students who use learning model directly , can be seen from uji-t one parties that 2,57 > 1,673, so H0 rejected Ha accepted. So it will be concluded that there are differences in problem-solving abilities between students using VCT (value clarification technique) learning models with students using direct learning model.Keywords: Problem Solving, Value Clarification Technique Learning Model.
The objectives of this research were to determine: 1) Students’ learning activities in social studies after using Question Student Have (QSH) in Cooperative Learning Model, 2) Students’ learning outcomes in social studies after using Question Student Have (QSH) in Cooperative Learning Model. The method used in this research is Classroom Action Research (CAR) with Stephen Kemmis and Mc. Taggart Model which consists of four stages, namely planning, implementation, observation and reflection. This study was conducted by the researcher in two cycles. Instruments used in this research are observational sheet, interview, and test in the last cycle. From the analysis of the data, the researcher found that there is an improvement in students’ learning outcomes. On the basic value, there was only 43,33% students who achieve the learning mastery. In the first cycle, the students who achieve the learning mastery were increased, it was about 30% from the basic value, it reached 73,33%. On the second cycle, the student who achieve the learning mastery were increased about 26,70% from the first cycle, become 100%. The same thing also happened to the students' learning activities. In the first cycle, students’ learning activities is 71,42% and on the second cycle, students’ learning activities were incrased about 21,43% from the first cycle, become 92,85%. Based on the analysis of data of this study it can be concluded that the use of Question Student Have (QSH) in Cooperative Learning Model can improve students’ learning outcomes and learning activities fourth grade students of SDN Saga V in social studies.Keywords: social studies learning outcomes, cooperative learning QSH type.
This research aims to develop Interactive Multimedia Software Based Articulate Storyline products that are applied to thematic learning activities and to know the feasibility and response students to use Interactive Multimedia. The method used in this study is Research and Development (RnD) with the research procedure referring to the 4D model developed by Thiagarajan which consists of 4 stages namely Define, Design, Develop, and Disseminate. This research was conducted at SDN Bojong with the research subject of grade IV students numbering 23 people. The results of this research and development are ( 1) the feasibility of interactive multimedia on the validation and educators. The validation of material gets an average score of 41.7 and the validation of media gets an average value of 74,3 both included in the "Very Worthy" category, (2) student responses to interactive multimedia in individual trials obtained an average percentage of 91% included in the "Excellent" category and small group field trials obtained an average percentage of 93% fall into the "Excellent" category. So it can be concluded that the Articulate Storyline Software Based Interactive Multimedia product is feasible to use and gets a good response from users to be applied in thematic learning activities.
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