Dimasa pandemi Covid-19 ini, berbagai kebijakan dilakukan untuk memutus rantai penyebaran termasuk pada bidang pendidikan. Tujuan dari penelitian ini yaitu untuk mengetahui efektivitas dan kelayakan media video animasi berbasis aplikasi Canva pada materi gaya dan gerak. Penelitian ini menggunakan penelitian Research and Development (R&D) dan model yang digunakan adalah model Pengembangan ADDIE. Produk ini divalidasi oleh 1 ahli media, 1 ahli materi, 3 guru dan 29 siswa kelas 4. Pada tahap awal dilakukan uji validasi oleh ahli media, ahli materi, dan guru. Kemudian menguji efektifitas media berupa pretest-posttest dan uji validasi oleh siswa. Hasil validasi menunjukkan ahli media memperoleh rata-rata 65,45% yang termasuk kedalam kriteria “Valid”, untuk hasil validasi ahli materi dan guru memperoleh kategori “Sangat Valid” dengan hasil masing-masing 86% dan 85,57%, dan uji validasi siswa diperoleh hasil sebesar 90% yang termasuk dalam kriteria “Sangat Baik”. Hasil tes menunjukkan bahwa secara keseluruhan rata-rata peningkatan hasil belajar yang diperoleh siswa yaitu 0,56%, dengan kategori “Sedang”. Dapat disimpulkan bahwa produk video animasi berbasis aplikasi Canva ini dapat meningkatkan motivasi dan prestasi belajar siswa serta layak digunakan dalam proses pembelajaran
Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Think Pair Share (TPS) terhadap kemampuan berpikir kritis Ilmu Pengetahuan Sosial (IPS) pada siswa kelas V SDN Bintara VI Bekasi Barat. Penelitian ini menggunakan metode Quasi Experimental Design dengan bentuk The Nonequivalent Posttest-only Control Design. Sampel penelitian terdiri dari 48 siswa, kelas V-A dan V-B dengan teknik Purposive Sampling. Instrument yang digunakan berupa test subjektif Essay. Uji persyaratan analisis yang digunakan untuk uji normalitas yaitu uji Liliefors dan uji homogenitas menggunakan uji Fisher. Untuk pengujian hipotesis menggunakan uji-T. Hasil penelitian diperoleh thitung > ttabel atau 3,117 > 2,015, maka H0 ditolak, artinya terdapat pengaruh yang signifikan dalam pengaruh model pembelajaran Think Pair Share (TPS) terhadap kemampuan berpikir kritis Ilmu Pengetahuan Sosial (IPS) siswa kelas V SDN Bintara VI Bekasi Barat.
The purpose of this study was to prove the factors that influence the use of online learning platforms used in the COVID-19 pandemic. This study used quantitative methods to analyze the validity and reliability of items and to test hypotheses. This study employed the theory of UTAUT2 models with several other variables. The total participants in this questionnaire were 175 people: lecturers, teachers, and students at the university and were randomly drawn. Consists of ten independent variables and one dependent variable. The findings of this study on ten hypotheses were only two accepted and eight rejected but. the authenticity of this study was never investigated about the purpose of using the Zoom platform during the COVID-19 pandemic in the context of education in Indonesia.
Kahoot Applications has been one of the media of the learning process to be developed further. It can become media of the learning process as well as a tool for measuring/index of the target. These analyses observe the result of the learning process based on Kahoot Application towards the fifth grade of elementary students in the context of single and complexes theory. This kind of Media of learning process is more likely effective used in the argent situation of the Pandemic COVID 19 period that is inevitable for the mechanism of the learning process from home which should be supported by internet connection. This product is made by the learning development of ADDIE. The method of analysis used is the method of surveying. The Data taken from surveying uses a Likert scale from a score within 1 to 5. They are three expertise from material aspects and the media aspect, 5 teachers from the fifth grade of elementary from different schools, and is examined for 149 students from 5 different schools to examine the result. The result stated that Kahoot’s application as the media of the learning process is efficient and proper being used as a learning and teaching process because Kahoot applications allow enhancing students’ interest and motivations to be more likely focus to on learning process for the better result of learning mechanism.
One of the learning media that needs to be developed is the powtoon application-based learning media. This basic concept puts the idea of the teaching and learning process using animated videos. The purpose of this research is to determine the results of the powtoon application-based learning process in science lessons about energy, in fourth grade elementary schools. The use of this media is very effective during these times because when the researcher began her research about the usage of this media, home learning was being carried out due to Coronavirus outbreak (Covid-19), so the teaching and learning process was carried out using the internet. The research method used survey method of research, using the ADDIE development model. The learning media test was carried out by 3 media experts, 3 subject experts and 3 teachers from different schools. The product trials were conducted by 79 students from three different schools. The data was collected using the Likert scale with a range of score from 1 to 5. The results of this research show that the powtoon application-based learning media is very good for teaching and learning in schools about energy in elementary schools, because the Powtoon application is able to develop students’ imagination and common sense in learning thus increasing their learning achievement. Further research by combining learning strategies during the pandemic through online learning.
Basically, media is something that cannot be separated from the learning component. The use of unattractive and varied media can make students bored and bored when the learning process takes place. This research was conducted with the aim of developing or producing a learning media product based on the use of virtual reality technology. The method used in this research is the research and development (RD) method. This media development focuses on learning Natural Sciences for grade V Elementary Schools. The initial stage of this research is by validating media experts and material experts. Then test the feasibility of media products to the teacher before testing the product to students. The results of the validation by media experts and material experts obtained criteria strongly agree with the results of validation by media experts by 85% and material experts by 92%. Then the media feasibility test conducted by the teacher obtained 89% results with the criteria strongly agree. The feasibility of media products for use by students was carried out through product trials at SDS Muhammadiyah 9 Jakarta with a total of 21 students. The results obtained show a percentage of 86% with very agree criteria.
Pada pembelajaran dalam masa pandemi sangat beragam jenis media yang digunakan dan manajemen sekolah tidak memfasilitasi kesamaan media yang digunakan sesuai karakteristik siswa. Hal tersebut menuntut guru menjadi mandiri dalam menentukan media yang digunakan dalam mengajar. Adapun tujuan penelitian ini adalah untuk menganalisis kebutuhan pengembangan media pembelajaran IPA berbasis Nearpod. Jenis penelitian ini adalah penelitian pengembangan dengan model pengembangan ADDIE. Subjek penelitian ini yaitu 14 responden, sedangkan objek penelitian ini adalah analisis kebutuhan guru terhadap pengembangan media pembelajaran interaktif berbasis Nearpod. Pada penelitian ini metode pengumpulan data yang digunakan dalam pengumpulan informasi awal adalah studi literatur dan studi lapangan. Instrumen yang digunakan yaitu angket kebutuhan media berupa kuesioner dalam bentuk google form ke beberapa sekolah. Data yang diperoleh kemudian dianalisis menggunakan teknik analisis data statistik deskriptif kuantitatif. Hasil penelitian ini menunjukan bahwa 100% guru pernah menggunakan media berbasis teknologi (ICT) dalam proses pembelajaran. Jenis media pembelajaran berbasis teknologi (ICT) yang sering digunakan adalah PPT (71,4%), Video Flash (42,9%), Video Youtube (7,1%), Quiziz, Zoom, Google Meet, Google Classroom (7,1%), Rumah Juara (7,1%), dan 100% guru memeroleh media pembelajaran berbasis teknologi (ICT) dari internet. Simpulan penggunaan media pembelajaran interaktif berbasis teknologi (ICT) dalam proses pembelajaran sangat dibutuhkan sebagai media yang mendukung proses pembelajaran. Implementasi dari penelitian ini yaitu hasil penelitian ini dapat dijadikan analisis kebutuhan pengembangan media yang dapat dilanjutkan pada tahap pengembangan, khususnya untuk mengembangkan media pembelajaran IPA berbasis Nearpod.
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