Roebyanto, Goenawan
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Development of The Vistori Book on Basic Concepts of Division for Grade II Elementary School Students Aurelia, Davina; Linguistika, Yulia; Roebyanto, Goenawan; Nuraini, Ni Luh Sakinah
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Volume 33 Nomor 1 Mei 2024
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v33i12024p14-25

Abstract

The use of textual learning media in elementary school that can help to improve literacy and students' ability to understand stories is still limited, especially when it is integrated with mathematics. The goal of this study is to produce a vistori book on the topic of the basic concept of division for second grade elementary school that is assessed for validity. The ADDIE model, which consists of five phases such as analysis, design, development, implementation, and evaluation, was used in this study. In this research, data collection involved the utilization of interviews, questionnare, and documentation. The score obtained from expert validation and student responses were calculated using a quantitative descriptive methodology. The findings showed that vistori books get excellent qualifications for both validity and attractiveness. Based on analysis, vistori book media on the basic concept of division for second grade elementary school is qualified for use in learning.
Pengembangan Media Game PERSIK “Perkalian Asik” pada Muatan Matematika Materi Perkalian Kelas II Sekolah Dasar Handayani, Hanifah; Nuraini, Ni Luh Sakinah; Roebyanto, Goenawan
Teaching, Learning, and Development Vol. 1 No. 1 (2023)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/telad.v1i1.3

Abstract

Abstract: The purpose of this research is to produce a persik game media “perkalian asik” which is valid according to media and material experts as well as practical and fun according to users (teachers and students). The model used in this research is using the ADDIE model which consists of 5 stages: (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. The instrument in this study was a questionnaire and then analyzed using quantitative data analysis and qualitative data. The result of the development is persik game media product "perkalian asik" which is used in the mathematical content of multiplication material. This media is in the form games that can be accessed anytime and anywhere. This game is also equipped with a user guide that can be accessed online or offline. The result of the persik game product validation testshow the level of validity, namely the average value of media expert validators is 95 percent which is categorized as very valid and the average value of material expert validators is 77 percent which is categorized as valid. The results of the practicality test by the teacher obtained a score of 98 percent and the test to students obtained a score of 97 percent which was included in the very practical and fun category. Based on the percentage results, it can be seen that the persik game is valid, practical and fun, so that it can be used in the learning process in second grade elementary school. Abstrak: Tujuan dilakukannya penelitian ini untuk menghasilkan media game persik “perkalian asik” yang valid menurut ahli media dan materi serta praktis maupun menyenangkan menurut pengguna (guru dan peserta didik). Model yang digunakan dalam penelitian ini yaitu menggunakan model ADDIE yang terdiri dari 5 tahap: (1) analysis, (2) design, (3) development , (4) implementation , (5) evaluation. Adapun Instrumen pada penelitian ini adalah angket dan selanjutnya dianalisis menggunakan analisis data kuantitatif dan data kualitatif. Hasil pengembangan berupa produk media game persik “perkalian asik” yang digunakan pada muatan matematika materi perkalian. Media ini berupa game online yang dapat diakses kapanpun dan dimanapun. Game ini juga dilengkapi dengan buku petunjuk yang dapat diakses secara online maupun offline. Hasil uji validasi produk game persik menunjukkan tingkat kevalidan yaitu menghasilkan nilai rata-rata dari validator ahli media sebesar 95 persen yang dikategorikan sangat valid dan nilai rata-rata validator ahli materi sebesar 77 persen yang dikategorikan valid. Hasil uji kepraktisan oleh guru memperoleh nilai sebesar 98 persen dan uji coba kepada siswa memperoleh nilai sebesar 97 persen yang termasuk kategori sangat praktis dan menyenangkan. Berdasarkan hasil persentase tersebut, terlihat bahwa media game persik valid dan praktis serta menyenangkan, sehingga dapat dimanfaatkan dalam proses pembelajaran di kelas II sekolah dasar.