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Pengembangan Buku Cerita Bergambar Berbasis Montase dalam Pembelajaran IPS Kelas V Faroh, Nisrina Nurul
Joyful Learning Journal Vol 7 No 4 (2018): Joyful Learning Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v7i4.25089

Abstract

Latar belakang penelitian ini adalah hasil belajar kelas V SDN 2 Kalirejo rendah. Penelitian ini bertujuan untuk mengembangkan buku cerita bergambar berbasis montase “Petualangan Si Unyil” materi candi-candi peninggalan agama Hindu di Indonesia, yakni mendeskripskikan desain, penilaian ahli media dan ahli materi, dan uji keefektifan media tersebut. Jenis Penelitian ini adalah Research and Development.Teknik pengumpulan data menggunakan angket, wawancara, dokumentasi, observasi dan tes.Analisis data menggunakan uji validitas, reliabilitas, uji z, normalitas, uji t, dan n-gain.Hasil penelitian menunjukkan bahwa: a) desain media dikembangkan sesuai dengan kebutuhan siswa dan guru; b) analisis penilaian ahli media dan materi dinyatakan sangat layak dengan rata-rata kelayakan 88%; c) media tersebut efektif digunakan dengan thitung7,108 dan ttabel 2,052. Data perhitungan dengan menggunakan N-gain sebesar 0,43 dengan kriteria sedang. Simpulan penelitian ini yaitu buku cerita bergambar berbasis montase “Petualangan Si Unyil” layak dan efektif digunakan pada pembelajaran IPS. The background of this research is the study’s result of 5th grade Elementary School 2 Kalirejo was low. This research aims to developing a picture story book based on montage "Petualangan Si Unyil/ The Unyil’s Adventure" with the material “The Temples Relic of Hinduism in Indonesia”, namely description of design, media experts and material expert assessment, and test the effectiveness the media. This research is a Research and Development (R&D). Data collection techniques used question form, interviews, documentation, observation and tests. Data analysis used the test of validity, reliability, z-test, normality, t test, and n-gain.The results showed that: a) media design developed according to the demands of students and teacher; b) analysis of the assessment material and media experts stated very feasible with an average of 88% eligibility; c) the effective media used with tcpunt 7.108 and ttable 2.052. Data calculation using n-gain of 0.43 with medium criteria. The concluded of this research is the picture story book based montage "The Unyil’s Adventure" feasible and effective use on the social sciences learning.
PENINGKATAN HASIL BELAJAR MUATAN IPS DALAM PEMBELAJARAN JARAK JAUH DENGAN MENERAPKAN PERMAINAN OPEN THE BOX SISWA KELAS IV SDN 2 KALIREJO Faroh, Nisrina Nurul
Jurnal Analisis Pendidikan Sosial Vol 1 No 4 (2024): Jurnal Analisis Pendidikan Sosial (JAPS)
Publisher : CV Sintesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The objectives of this study are: (1) to apply open the box games to improve social studies learning outcomes for fourth grade students at SDN 2 Kalirejo in the 2020/2021 academic year and (2) to improve social studies learning outcomes for fourth grade students at SDN 2 Kalirejo in the 2020/2021 academic year through the application of open the box game.This research is a classroom action research (CAR). The research was carried out in two cycles, each cycle consisting of 6 meetings. This research was carried out in four stages consisting of planning, implementation, observation and reflection. The subjects of this study were fourth grade students of SD Negeri 2 Kalirejo. The data sources of this research are teachers, students, and documents. Data collection techniques using tests and observations. Data analysis used is qualitative data analysis techniques and quantitative data analysis. The results of this study indicate that: (1) the application of open the box games to improve social studies learning outcomes for grade IV SDN 2 Kalirejo for the academic year 2020/2021 is carried out through five steps, namely: (a) delivering material using power points; (b) random selection of students using a random wheel; (c) selected students answer the questions in the box and other students are given the opportunity to express their opinion; (d) giving rewards for students who successfully answer and dare to have an opinion; (e) the teacher provides feedback. The results of the observations indicate that the research was carried out in accordance with the steps that have been prepared well (2) the application of open the box games has an effect on increasing student learning outcomes. The completeness of social studies learning outcomes before the implementation of the action was 32%, then the completeness of the social studies learning outcomes after the implementation of the actions in the first cycle was 68%, and in the second cycle increased to 84%. The conclusion of this study is that the application of open the box games can improve social studies learning outcomes for fourth graders at SDN 2 Kalirejo for the 2020/2021 academic year.