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Development of Contextual-Based Interactive Multimedia of Tema Daerah Tempat Tinggalku of 4th Grade Students in Public Elementary School (SDN) 054919 Kacangan, Secanggang District, Langkat Regency Fifit Sahputra; Restu Restu; Mursid Mursid
Budapest International Research and Critics in Linguistics and Education (BirLE) Journal Vol 2, No 3 (2019): Budapest International Research and Critics in Linguistics and Education, August
Publisher : BIRCU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birle.v2i3.376

Abstract

This study aims to develop contextual-based interactive multimedia of Tema Daerah Tempat Tinggalku. This research is conducted at SDN 054919 Kacangan, Secanggang District, Langkat Regency. The population in this study are 4th  grade students consisting of 30 students. The instruments which is used in this study are social studies learning outcomes tests and student response questionnaires. The data are collected and analyzed by quantitative descriptive analysis techniques. The method of this research is the development of Borg & Gall research combined with the learning development model of Dick & Carey. The trial subjects consists of learning material experts, learning design experts, two instructional media design experts, three students for individual trials, six students for small group trials and thirty students for large group trials. The results of the study show (1) The results of the trial of subject matter experts in the assessment of the content and feasibility of presentation are in very good criteria (88.09%); (2) The results of the learning design expert's test are in very good criteria (85.42%); (3) The results of the expert design study media I test are in sufficient criteria (73.21%) while the expert design test results of learning media II are on the sufficient criteria (83.92%); (4) The results of individual trials are in very good criteria (81.67%); (5) The results of the small group trial are in very good criteria (90.42%); (6) The results of a large group trial are in the criteria of good (73.2%).
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MASALAH PADA MATA PELAJARAN PENDIDIKAN KEWARGANEGARAAN Roy Fikri Tinambunan; R Mursid; Hamonangan Tambunan
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 6, No 2 (2019): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.938 KB) | DOI: 10.24114/jtikp.v6i2.16964

Abstract

Abstrak: Tujuan penelitian adalah:  (1) mendeskripsikan  rancangan multimedia  interaktif, (2) mengetahui hasil pengembangan media pembelajaran interaktif dan (3) mengetahui efektivitas penggunaan pengembangan media pembelajaran interaktif terhadap hasil belajar PKn.  Jenis penelitian  ini  adalah penelitian pengembangan, dengan  model  ADDIE.  Penelitian ini melibatkan siswa kelas VIII 30  orang. Hasil  penelitian  menunjukkan:  (1)  rancang  bangun  media pembelajaran interaktif  berupa  flowchart  dan  storyboard  yang  digunakan  untuk  mengembangkan  sebuah  produk pengembangan  berupa  media  pembelajaran  interaktif.  (2)  kualitas  hasil  pengembangan multimedia interaktif   menurut  ahli materi  yaitu  sebesar  91% berada pada  kualifikasi  sangat  baik. Hasil evaluasi  ahli  desain  sebesar  87,66%  berada  pada  kualifikasi  sangat  baik.  Hasil  evaluasi  ahli  media sebesar 83,1% berada pada kualifikasi baik. Hasil uji perorangan sebesar 79% berada pada kualifikasi baik.  Hasil  uji  perorangan  sebesar  82,25%  berada  pada  kualifikas  sangat  baik.  Hasil  uji  kelompok sebesar  91,4% dan hasil uji lapangan sebesar 92,9% berada pada  kualifikasi  sangat  baik.  (3) berdasarkan hasil uji efektivitas  penghitungan hasil  belajar secara manual maka  terdapat  perbedaan  yang  signifikan  hasil  belajar  PKn  siswa  antara   sebelum  dan sesudah  menggunakan  multimedia  pembelajaran  interaktif.  Nilai  rata-rata  setelah  menggunakan media (90,5) lebih tinggi dibandingkan sebelum menggunakan media (62,40). Kata Kunci: media pembelajaran interaktif, masalah, pendidikan kewarganegaraan Abstract: The research objectives are: (1) describing interactive multimedia design, (2) knowing the results of the development of interactive learning media and (3) knowing the effectiveness of using interactive learning media development on Civics learning outcomes. This type of research is development research, with ADDIE models. This research involved 30th grade VIII students. The results showed: (1) design of interactive learning media in the form of flowcharts and storyboards that are used to develop a product of development in the form of interactive learning media. (2) the quality of the results of the development of interactive multimedia according to material experts that is equal to 91% is in very good qualifications. The design expert evaluation results of 87.66% are in very good qualifications. The results of the evaluation of media experts by 83.1% are in good qualifications. Individual test results of 79% are in good qualifications. Individual test results of 82.25% are in very good qualifications. Group test results of 91.4% and field test results of 92.9% are in very good qualifications. (3) based on the results of the effectiveness of manually counting learning outcomes test results there are significant differences in student Civics learning outcomes between before and after using interactive learning multimedia. The average value after using the media (90.5) is higher than before using the media (62.40). Keywords: interactive learning media, problems, citizenship education
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN KIMIA SMK Isma Harliana; Abdul Hamid K; R Mursid
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 5, No 2 (2018): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (388.255 KB) | DOI: 10.24114/jtikp.v5i2.12596

Abstract

Abstrak: Penelitian ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan. Jenis penelitian ini adalah penelitian pengembangan model Borg dan Gall dengan model rancangan pembelajaran Dick and Carey. Hasil penelitian menunjukkan; (1) uji ahli materi dalam kategori sangat layak (89,83%), (2) uji ahli desain pembelajaran kategori  sangat layak (84,38%), (3) uji ahli rekayasa perangkat lunak kategori sangat layak (88,15%), (4) uji coba perorangan kualifikasi sangat layak (92,92%), uji coba kelompok kecil berada pada kualifikasi sangat layak (95,00%), uji coba lapangan kualifikasi  sangat  layak (95,46%).Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media interaktif dengan hasil belajar siswa yang dibelajarkan dengan dengan menggunakan media Presentasi. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung  sebesar 3,76  sedangkan ttabel = 1,98 pada α=0,05 dengan dk 70. Hasil perhitungan dimana  thitung > ttabel,  yaitu  3,76>1,98. Efektifitas penggunaan media  interaktif dalam pembelajaran  Kimia adalah sebesar 76,90% dan dikategorikan layak digunakan. Kata Kunci: media pembelajaran interaktif, mata pelajaran kimia Abstract: This study aims to: (1) Produce interactive learning media that are feasible to use, (2) To determine the effectiveness of interactive learning media developed. This type of research is the development of Borg and Gall models with Dick and Carey's learning design model. The results of the study show; (1) material expert test in very feasible category (89.83%), (2) learning design expert test in very feasible category (84.38%), (3) software engineering expert test in very feasible category (88.15% ), (4) a very feasible individual qualification trial (92.92%), a small group trial is in a very decent qualification (95.00%), the qualification field trial is very feasible (95.46%). prove that there is a significant difference between the learning outcomes of students who are taught by using interactive media with student learning outcomes learned by using Presentation media. This is indicated by the results of data processing which obtained tcount of 3.76 while ttable = 1.98 at α = 0.05 with dk 70. The calculation results where tcount> ttable, which is 3.76> 1.98. The effectiveness of the use of interactive media in Chemistry learning is 76.90% and is categorized as appropriate to use. Keywords: interactive learning media, chemistry subjects
Pengembangan Elektronic Book Berbasis Proyek Untuk Meningkatkan Literasi Pancasila Peserta Didik Sekolah Dasar Umi Rahman; Surya Dharma; Mursid Mursid
ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED Vol. 14 No. 3 (2024): ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED
Publisher : FIP Unimed

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/esjpgsd.v15i3.65557

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yang layak dan efektif untuk meningkatkan literasi Pancasila peserta didik kelas V sekolah dasar. Penelitian ini merupakan penelitian pengembangan. Dengan 10 langkah instruksional berdasakan pendekatan Borg and Gall yang disederhanakan menjadi 3 tahapan oleh Sukmadinata. Sampel dalam penelitian ini diambil dengan teknik total sampling, dimana kelas VA menggunakan produk sebagai kelas Eksperimen dan kelas VB tidak menggunakan produk sebagai kelas kontrol. Instrumen dalam penelitian ini menggunakan soal untuk mengetahui hasil belajar siswa dan menggunakan angket untuk mengetahui pemahaman penerapan nilai-nilai Pancasila siswa. Validasi ahli dan uji coba siswa dilakukan untuk mengetahui kelayakan produk. Uji-T dilakukan untuk membandingkan perbedaan signifikan antara kelas eksperimen dan kelas kontrol. Kelayakan produk berdasarkan hasil validasi 3 ahli dikategorikan sangat layak. Hasil uji coba terbatas menunjukkan nilai 92% dan hasil uji coba luas menunjukkan nilai 96%. Hasil Uji-T diperoleh 0,000 < 0,005 yang
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA BASED ON PROBLEM BASED LEARNING IN CLASS V THEMATIC LEARNING AT SD SWATA MARKUS MEDAN Paskah Apryanti Pakpahan; Sugiharto Sugiharto; R. Mursid R. Mursid
Sensei International Journal of Education and Linguistic Vol. 1 No. 3 (2021): Sensei International Journal of Education and Linguistics
Publisher : SENSEI JOURNAL PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53768/sijel.v1i3.48

Abstract

This research and development aim to: (1) produce interactive multimedia based on problem based learning that is suitable for use in the sub-theme of national events during the colonial period, and (2) determine the improvement of student learning outcomes from the use of interactive multimedia based on problem-based learning in the sub-theme of national events, developed colonial period. This type of research is research and development that uses a 4-D model. The research method consists of two stages: the first stage of developing learning multimedia and the second stage of testing the product's effectiveness. The results of the research in the development stage of learning multimedia products show that: (1) the assessment of material experts is in the very feasible criteria with an average score of 4.58, (2) the assessment of media experts is in the very feasible criteria with an average score of 4.51. The effectiveness of the learning device was concluded based on the post-test results of students in the second trial, the percentage of classical completeness was 90% with 30 students or 90% declared complete. Moreover, 3 students or 10% are declared incomplete. 3) The practicality of student learning media is concluded based on the teacher's response; the teacher's response to the learning media in the first trial reached 91.67%, which was included in the convenient category. Assessment of student learning outcomes based on pretest and post-test analyzed using N-Gain obtained an average gain value of 0.7, which is in the high category.
DEVELOPMENT OF INTERACTIVE MULTIMEDIA BASED ON CONTEXTUAL TEACHING AND LEARNING ON THEME 6 MY GOALS SUB-THEME 1 ME & MY DREAMS CLASS IV SD NEGERI 106789 TANJUNG GUSTA Lasmaria Agnes Sinaga; Hidayat Hidayat; R. Mursid R. Mursid
Sensei International Journal of Education and Linguistic Vol. 1 No. 3 (2021): Sensei International Journal of Education and Linguistics
Publisher : SENSEI JOURNAL PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53768/sijel.v1i3.49

Abstract

This research and development aim to 1) develop interactive multimedia based on Contextual Teaching and Learning on the theme 6 my ideals, subtheme 1 I & my dreams in the fourth grade of SD Negeri 106789 Tanjung Gusta; (2) the position of interactive multimedia based on Contextual Teaching and Learning on the theme 6 my goals, sub-theme 1 I & my dreams in the fourth grade of SD Negeri 106789 Tanjung Gusta; (3) Knowing the effectiveness of interactive multimedia based on Contextual Teaching and Learning on theme 6 my ideals sub-theme 1 I & my dreams in improving student learning outcomes in grade IV SD Negeri 106789 Tanjung Gusta. The development model in this research is 4D which consists of 4 stages, namely: define, design, develop, and distribute. The results showed that: (1) the expert's assessment of multimedia content/materials was in very decent criteria with an average score (4.58); (2) the expert's assessment of multimedia construction is in very decent criteria with an average score (4,62); (3) the assessment of instructional design experts is in the very feasible criteria with an average score (4,43). Moreover, it is effectively used to improve student learning outcomes, including the percentage of classical completeness in the first trial reaching 80% with an average N-Gain acquisition of 0.5 and the classical mastery percentage in the second trial reaching 100%, with the average N-Gain acquisition being 0.8 and received a positive response from the teacher reaching an average of 3.4 with very decent criteria
DEVELOPMENT OF LKPD BASED ON PROJECT BASED LEARNING MODEL TO IMPROVE MATHEMATICAL CREATIVE THINKING ABILITY OF GRADE V ELEMENTARY SCHOOL STUDENTS Astria Ayu Ramadianti; Edi Syahputra; R. Mursid R. Mursid
Sensei International Journal of Education and Linguistic Vol. 1 No. 3 (2021): Sensei International Journal of Education and Linguistics
Publisher : SENSEI JOURNAL PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53768/sijel.v1i3.52

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This study aims to 1) analyze the validity of the LKPD based on the Project-Based Learning model on the flat side of cubes and blocks; 2) Analyzing the practicality of LKPD based on the Project Based Learning model; 3) Analyzing the effectiveness of LKPD based on Project Based Learning; 4) Analyzing the improvement of students' mathematical creative thinking skills through the development of LKPD based on the Project Based Learning model on the flat side of cubes and blocks. The subjects of this study were fifth-grade students of SD Negeri 101736 Medan Krio, while the object in this study was LKPD based on the Project Based Learning model. This type of research is development research with the Dick and Carey model. The results of this study indicate (1) Based on the results of the validity of material experts 89%, linguists 89.2%, and design experts 98.2%. From the results of the developed LKPD validation, the LKPD is included in the excellent criteria and is declared valid and feasible to use; (2) The project-based LKPD is categorized as practical because the results of the student's response to the LKPD obtained a value of 90.80%, namely if the student's response is greater than 80%, it is said that the student gave a positive response to the LKPD; (3) LKPD is effective because in the field trial the results of the percentage of classical completeness increased from 44.83% to 89.66%, positive student responses, and the percentage of effective learning time; (4) The students' mathematical creative thinking ability increased, the average score was 68.55 in the pretest, while the post-test average was 87.17
THE EFFECT OF LEARNING APPROACH AND THINKING ABILITY ON MATHEMATIC LEARNING OUTCOMES OF GRADE 5 AT SD NEGERI KOTA BINJAI Saudur Yusmi Silalahi; Harun Sitompul; R. Mursid R. Mursid
Sensei International Journal of Education and Linguistic Vol. 1 No. 4 (2021): Sensei International Journal of Education and Linguistics
Publisher : SENSEI JOURNAL PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53768/sijel.v1i4.61

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The purpose of this research was to determine : (1) the Mathematical learning outcomes of primary students taught by Realistic Mathematics Approach and Scientific Approach; (2) the differences between the learning outcomes of students who have high abstract thinking ability and students with low abstract thinking ability; (3) the interaction between learning approach and abstract thinking ability on students' Mathematical learning outcomes. The population of this research was all grade 5 of SD Negeri 028289 and SD Negeri 025282 Kota Binjai. There are 4 classes of grade 5, with the total number of students being 98. Cluster Random Sampling was used to find the total sample, and this research sample consisted of 48 students. The Measurement of Mathematics learning outcomes instrument was an objective test with four possible answers, consisting of 26 items that have been tested the validity and reliability. To obtain data on students' creative thinking ability was done by using a questionnaire tested for validity and reliability. Point Biserial Correlation Formula was used to analyze the Mathematical learning outcome, and Product Moment Formula was used to analyze the abstract thinking ability. The research method was Quasi experiment with 2 x 2 factorial design. The technique of data analysis using ANOVA two ways at the significance level = 0.05. Before the data is analyzed using ANOVA, tdata distribution data should be normal and homogeneous. The Lilifors Provision measures the Normality of data, and the homogeneity of data was measured based on the Fisher and Barlett Test. Based on the results, the researcher obtained that: (1) the Mathematics learning outcomes of students taught by Realistic Mathematics Approach were higher than the mathematics learning outcomes of students taught by Scientific Approach with Fcount = 8.56 > Ftable = 4.06; (2) the Mathematics learning outcomes of students with high abstract thinking ability were higher than students with low abstract thinking ability with Fcount = 20.4 > Ftable = 4.06 ; (3) there is an interaction between learning approach and creative thinking ability on students' Mathematical learning outcomes with Fcount = 7.58 > Ftable = 4.06. From the data analysis, it can be concluded that using the Realistic Mathematics Approach in learning Mathematics is more effective for students with high abstract thinking ability. This is also a good opportunity for students with low abstract thinking ability to increase their ability. The implication of this research is to appoint Mathematical teachers to apply the Realistic Mathematics Approach in teaching Mathematics and recognize students' characteristics like abstract thinking ability.
Penguatan Daya Saing UMKM Gula Aren melalui Inovasi Teknologi Tepat Guna Penepung Gula Semut Ulfa Nurhayani; Rini Herliani; Mursid Mursid; Weny Nurwendari; Haryani Pratiwi Sitompul; Choms Choms Gary Ganda Tua Sibarani; Erny Luxy Purba; Sondang Aida Silalahi
Jurnal Pengabdian UNDIKMA Vol. 7 No. 1 (2026): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v7i1.18613

Abstract

This community service program aims to enhance the capacity of palm sugar artisan groups in Teluk Bakung Village in terms of production, quality, marketing, and business management as an effort to strengthen the competitiveness of palm sugar–based MSMEs. The program was implemented using a participatory approach that included stages of socialization, training, mentoring, and evaluation. Evaluation instruments consisted of observation sheets to assess technical skills and comprehension questionnaires to measure managerial understanding, which were analyzed using descriptive comparative methods. The results indicate a significant increase in daily production capacity through the adoption of appropriate technology in the form of a grinding machine. Product quality also improved, as evidenced by finer and more hygienic physical characteristics, along with the establishment of the “Arentapure” brand identity. In addition, partners successfully expanded their market reach through social media and began implementing simple financial record-keeping systems separate from household finances. These findings demonstrate that the program is effective in transforming traditional enterprises into more professional business units with strong potential for long-term economic sustainability.
Development of learning videos at SDN 106104 Sambirejo Maisyaroh Maisyaroh; Syarifah Syarifah; Mursid Mursid
Inovasi Kurikulum Vol. 21 No. 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.69286

Abstract

The lecture learning method sometimes makes students bored, so it is necessary to develop learning methods that are effective and fun for students. This research aims to determine the feasibility and effectiveness of using instructional videos in teaching my area, my pride, class V at SDN 106104 Sambirejo. This research is development research, which refers to the 4-D development model, which consists of 4 stages, namely the Define, Design, Development, and Disseminate stages. Data was collected through observation, interviews, validation questionnaires, and tests. Based on research results, the developed learning video was validated by material expert validators, obtaining a feasibility percentage of 95.38 percent, a very valid criteria. The results of the small group trial obtained a practicality percentage of 88.50 percent, very practical criteria. The field trials' results show the percentage of practicality was 91.57 percent, a very practical criteria. At the field trial stage, effectiveness was achieved at 100 percent classically, with a gain score of 0.615 classified as medium effectiveness criteria. The percentage increase in learning outcomes is 92 percent, meaning that learning videos can be effectively used in the learning process of my proud region in class V at SDN 106104 Sambirejo   Abstrak Metode pembelajaran ceramah terkadang membuat peserta didik bosan, sehingga perlu dilakukan pengembangan metode pembelajaran yang efektif dan menyenangkan untuk peserta didik. Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan penggunaan video pembelajaran pada pembelajaran daerahku kebangganku kelas V SDN 106104 Sambirejo. Penelitian ini merupakan penelitian pengembangan yang mengacu pada model pengembangan 4-D yang terdiri dari 4 tahapan yaitu tahap Define, Design, Development, dan Disseminate. Pengumpulan data dilakukan dengan observasi, wawancara, angket validasi dan tes. Berdasarkan hasil penelitian video pembelajaran yang dikembangkan telah divalidasi oleh validator ahli materi memperoleh persentase kelayakan sebesar 95,38 persen kriteria sangat valid. Hasil uji coba kelompok kecil memperoleh persentase kepraktisan sebesar 88.50 persen kriteria sangat praktis. Hasil uji coba lapangan persentase kepraktisan sebesar 91,57 persen kriteria sangat praktis. Pada tahap uji coba lapangan keefektifan tercapai dengan 100 persen secara klasikal, dengan hasil gain score sebesar 0,615 diklasifikasikan dalam kriteria efektivitas sedang. Persentase peningkatan hasil belajar sebesar 92 persen, artinya video pembelajaran dapat efektif digunakan dalam proses pembelajaran daerahku kebangganku di kelas V SDN 106104 Sambirejo. Kata Kunci: 4-D; hasil belajar; video pembelajaran