Zerri Rahman Hakim
Universitas Sultan Ageng Tirtayasa, Serang

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DEVELOPMENT OF ADOBE FLASH MULTIMEDIA-BASED INTERACTIVE LEARNING MEDIA ON THE TYPE OF EMPLOYMENT IN SOCIAL SCIENCE LEARNING SUBJECTS AT GRADE IV SD Dea Risti Andiani; M. Taufik; Zerri Rahman Hakim
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 1 (2023): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i1.8648

Abstract

This paper discusses the development of adobe flash multimedia-based interactive media in social science learning subjects, especially on the learning material of the employment types at grade IV. The research method used by the author is Research and Development (R&D), which consists of the stages of problem analysis, data collection, product design, product design validation, product revision, and product testing. To test the feasibility of this learning video, the validation test was applied by media and material experts. The product was tested with the research subject, which involved 20 fourth-grade students of SDN Bama 3. Based on the validation results regarding interactive learning media based on adobe flash multimedia the validation from media experts was categorized as "very feasible" with a percentage of 86%, percentage of material experts’ validation was 94%, which was in the "very feasible" category, and the percentage from respondents who were intended for students achieved 91.4%, which was in the “very decent” category. Thus, it can be concluded that interactive learning media based on adobe flash multimedia is "very feasible" to use in social science learning subjects on the learning material of employment types.
PENGEMBANGAN KOMIK FANTASI BERTEMA PAHLAWANKU SEBAGAI MEDIA PEMBELAJARAN IPS DI KELAS IV SEKOLAH DASAR Mohamad Rizki; Zerri Rahman Hakim; Ana Nurhasanah
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 2 (2022): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v11i2.8601

Abstract

This article discusses the development of my hero-themed fantasy comic as a social science learning media for fourth-grade students in elementary school and the level of feasibility of the comic and students' responses to the comic developed. The study described in this article used a research and development method (RnD) with the research design of the Borg and Gall model modified by Sugiyono. There were 6 stages of development in the study, namely problem analysis, data collection, product design, design validation, design revision, and product testing (limited). The instruments in the study were the form of expert validation sheets and students’ response questionnaires. This comic was validated by 2 media experts, 2 material experts, and 2 linguists and tested on 26 fourth-grade students at SDN Pasirmae 1. The results of the study were the development of my hero-themed fantasy comic as social science learning media for fourth-grade students in elementary school. The feasibility of the comic based on expert validation was an assessment in the very feasible category with a percentage of 83.88% from media experts, 81.66% from material experts, and 90% from linguists. Meanwhile, the assessment of the student responses showed a percentage of 95.32% which was included in the very good category.
DEVELOPING MIND MAPPING BASED POCKET BOOK LEARNING MEDIA FOR UNDERSTANDING THE CONCEPT OF INDONESIAN GEOGRAPHIC CONDITIONS MATERIALS AT GRADE V ELEMENTARY SCHOOL Desi Ayu Pratiwi; Ana Nurhasanah; Zerri Rahman Hakim
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2021): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v10i1.8068

Abstract

This study was a research and development which was based on Borg and Gall model modified by Sugiyono. This model divided the steps of the development process into 6 stages: 1) problem analysis, 2) data collection, 3) product design, 4) validation testing, 5) product revision, and 6) limited testing. This study aimed to produce a product of Mind Mapping-based Pocket Book Learning Media for Understanding the Concept of Indonesian Geographical Materials at grade V. This study also aimed to determine the level of feasibility and understanding of students towards Mind Mapping-based Pocket Book on Indonesian Geographical Conditions. The subjects in this study were 17 fifth grade students of SDN Cimunang Cilik. The analysis technique used in this research was the feasibility analysis technique of expert judgement and students’ understanding tests. The results of this study showed that the results of the assessment by media experts obtained an average percentage of 89.2% with the category "Very Feasible" while the results of the assessment by material experts obtained an average percentage of 91% with the category "Very Feasible", and the results of the assessment by linguists obtained an average percentage of 82.8% in the category of "Very feasible". Finally, the results of the test of students' understanding got an average score of 88.2 in "Good" category. The results of this study indicated that Mind Mapping-based Pocket Book learning media could be used to improve students' understanding on the material of Indonesia's geographical conditions.
DEVELOPING A HANDOUT BASED ON BANTEN CULTURE FOR TEACHING MATERIALS Ela Suhaelah; Ana Nurhasanah; Zerri Rahman Hakim
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 1 (2021): February
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v10i1.8039

Abstract

This research aimed to find out the stages in developing a handout based on Banten culture for teaching materials and the validity of the handout. This research utilized the Research and Development (R&D) method by Sugiyono, which consisted of 6 steps, namely: (1) problem analysis, (2) data collection, (3) product design, (4) design validation, (5) design revisions, and (6) product trial test. The development of the handout was carried out through the validation test by material experts, media experts, and education experts. Then, to accomplish the limited trial test, a product trial test was conducted after the validation test involving 15 fourth-grade students at SDN Unyur as the research subjects. Findings of this research were that the percentage from the material experts was 95% with a very feasible category. Then, the result from the media expert obtained a percentage of 78% with a feasible category. After that, the result from the education expert indicated that the percentage for the handout was 93% with a very feasible category. Meanwhile, the results of the product trials obtained a percentage of 90% with a very feasible category. Based on these results, it could be concluded that the handout based on Banten culture for the fourth-grade students at SDN Unyur was feasible to be used as teaching materials after going through the six stages of development procedures.
DEVELOPING A CONTEXTUAL LEARNING-BASED AUDIO VISUAL MEDIA ON MATERIAL OF THE ENERGY SOURCE AND ITS CHANGE FOR FOUR GRADE STUDENTS AT ELEMENTARY SCHOOLS Maulina Agustini; Lukman Nulhakim; Zerri Rahman Hakim
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 10 No. 2 (2021): April
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v10i2.8069

Abstract

This research aimed to develop a contextual learning–based audiovisual media and examine its validity. This study utilized the Research and Development (R&D) method, referring to Borg and Gall’s development model which consisted of six stages: (1) problem analysis, (2) data collection, (3) product design, (4) validation, (5) product revision, and (6) product trial testing. The study was conducted on fourth-grade students at SD Negeri Salatuhur. Based on the validity examined by the experts—media expert, language expert, and material expert—the average score of the validity from the media expert was 92% in the very feasible category. The average validity score from the material expert was 85.49% in the very feasible category. Meanwhile, the average validity score from the language expert was 94.16%, also in the very feasible category. Moreover, the results of students’ responses obtained a score of 97.49% in the very feasible category. Based on the research results, the final product of a contextual learning–based audiovisual media on the material of energy sources and their changes was feasible to be utilized for learning activities of fourth-grade elementary school students.