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The Effectiveness of Using Interactive Multimedia with Local Purworejo Culture on Learning Outcomes of Class V Elementary School Students Pangestika, Rintis Rizkia; Yansaputra, Galih; Setyanto, Setyanto
International Conference on Elementary Education Vol. 3 No. 1 (2021): Proceedings The 3rd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (149.13 KB)

Abstract

This aim is to determine the effectiveness of the use of interactive multimedia of the local culture of Purworejo on the learning outcomes of fifth-grade elementary school students. This type of research in this research is descriptive quantitative research. The target of this research is the fifth-grade elementary school students with a total of 22 students. This research design using One-Shot Case Study. This study uses data collection techniques with the written test method. The test given is in the form of an essay question. The effectiveness of this study was obtained based on the number of students who obtained a completeness score of ≥ 70 as much as 75% of the total number of students. The results showed that the scores obtained by students who achieved the minimum completeness criteria were 19 students or 86.36% and those who obtained scores below the completeness criteria were 3 students or 13.64%. The average score was 80.2. Thus, it can be said that the use of interactive multimedia is effective on student learning outcomes.
Pengembangan Media Stopmotion Berbantuan Storytelling Pada Pembelajaran IPS SD Yansaputra, Galih; Pangestika, Rintis Rizkia
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 12 No 2 (2020)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v12i2.4212

Abstract

Social studies learning problem is an urgent problem and it is necessary to immediately find alternative solutions to problems to improve and improving the quality of social studies learning at SDN 2 Pangenjurutengah. Research that has the aim of increasing the motivation for learning Social Sciences at SD Negeri 2 Pangenjurutengah is increasing. To overcome these learning problems, it is necessary to apply innovative learning models that can increase student motivation including teacher skills, student activities, and student learning outcomes that encourage active student involvement in learning. The subjects studied in this study were SD Negeri 2 Pangenjurutengah, Class IV 2018/2019 Academic Year. The type of methods use in this research is development or Research and Development (R&D). The resulting product is social studies learning with stopmotion media assisted by storytelling consisting of learning media, teacher's books and students. The instrument used was tested for validity and reliability testing. Before analyzing the data, the analysis prerequisite test was carried out which consisted of a normality test. The results of the study obtained a validation score of 77.6% of material experts and a score of 78.9% of media experts. Data collection using a questionnaire in the learning model, usability, media design, material coverage of Elementary School Social Sciences obtained by the prerequisite analysis test, namely the normality test getting a score of 0.546> 0.05 (Kolmogorov Smirnov table) so that the distribution is normal. Hypothesis testing or t test get sig.0.000 <0.05 and t count 0.76 <1.69 (t table). From the results of the research conducted, it can be concluded that the stopmotion media is to increase the motivation of elementary school students in social studies learning.
PENGEMBANGAN MEDIA EDUTOYS BERBASIS TERINTEGRASI KARAKTER TEMA PANAS DAN PERPINDAHANNYA PADA KELAS V SD Wibowo, Deni Hari; Ngazizah, Nur; Yansaputra, Galih
Jurnal Fundadikdas (Fundamental Pendidikan Dasar) Vol 4, No 2: Juli 2021
Publisher : universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/fundadikdas.v4i2.4199

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) pengembangan media edutoys berbasis HOTS terintegrasi karakter, (2) kelayakan media edutoys berbasis HOTS terintegrasi karakter yang dikembangkan, (3) respon peserta didik setelah menggunakan media edutoys berbasis HOTS terintegrasi karakter yang telah dikembangkan (4) keterlaksanaan pembelajaran. Metode penelitian pengembangan atau R&D dengan model 4D (Define, Design, Develop, Disseminate). Penelitian ini dilakukan di SD Negeri Piji Purworejo dengan subjek penelitian 10 peserta didik. Metode pengumpulan data menggunakan wawancara, observasi, dan angket. Teknik analisis data yang digunakan dalam penelitian ini adalah : analisis hasil telaah validasi, analisis keterlaksanaan pembelajaran dan analisis respon   Berdasarkan hasil penelitian (1) dihasilkan produk berupa media edutoys berbasis HOTS terintegrasi karakter tema panas dan perpindahannya pada kelas V SD yaitu media pembelajaran atau alat peraga pengukur suhu ruangan. (2) Hasil validasi yang dilakukan oleh dua dosen ahli dan guru kelas V mendapatkan nilai secara keseluruhan sebesar 3,50 sehingga termasuk kategori layak digunakan sebagai media pembelajaran. Uji reliabilitas diperoleh sebesar 93,50%, sehingga data sangat reliabel. (3) Hasil respon peserta didik diperoleh jumlah skor 372 dengan presentase 92% sehingga termasuk kategori “sangat baik”. (4) Hasil keterlaksanaan pembelajaran selama tiga kali pertemuan diperoleh persentase rata-rata 98,49% dengan kategori sangat baik.
Peningkatan Sikap Sosial Positif melalui Outing Class Permainan Tradisional Interaktif Yansaputra, Galih; Pangestika, Rintis Rizkia
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 2 (2020): Agustus
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/aks.v4i2.3454

Abstract

ABSTRAK Tujuan dari pengabdian kepada masyarakat ini meliputi mengenalkan kebudayaan berupa permainan tradisional yang interaktif kepada siswa sekolah dasar yang dimana di era global ini banyak dari mereka yang belum tahu akan manfaat dari permainan ini, menumbuhkan sikap sosial yang positif antar teman, menciptakan pembelajaran yang menyenangkan, menambah wawasan kepada siswa tentang kebudayaan yang ada di sekitar, dan melestarikan kebudayaan. Target khusus yang ingin dicapai dari kegiatan pendampingan pengabdian kepada masyarakat yang meliputi memberikan pengetahuan baru tentang permainan tradisional dan melestarikan kebudayaan. Metode yang akan dipakai dalam mencapai tujuan kegiatan pendampingan pengabdian kepada masyarakat yaitu dengan memberikan berbagai macam outing class melalui permainan tradisional yang interaktif. Hasilnya menunjukkan bahwa melalui permainan tradisional interaktif ini, antar siswa sudah dapat menunjukkan sikap sosial yang positif, siswa merasa senang dalam pembelajaran, siswa menjadi tahu tentang kebudayaan Indonesia yang berupa permainan tradisional.Kata Kunci: permainan tradisional; sikap sosial; outing class Increasing Positive Social Attitudes through Traditional Interactive Game Outing Classes ABSTRACT The purpose of community service includes introducing culture in the form of interactive traditional games to elementary school students, where in this global era many of them do not know the benefits of the game, foster positive social attitudes among friends, create fun learning, add insight into students about the culture around them, and preserve culture. Specific targets to be achieved from community service assistance activities include providing new knowledge about traditional games and preserving culture. The method that will be used in achieving the objectives of community service assistance activities is by providing various outing classes through interactive traditional games. The results show that through this interactive traditional game, between students can already show positive social attitudes, students feel happy in learning, students come to know about Indonesian culture in the form of traditional games.Keywords: traditional game; social attitude; outing class