Shinda Ayu Gammara
Universitas Negeri Surabaya

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

PENGEMBANGAN MEDIA PEMBELAJARAN KOTAK DAN KARTU MISTERIUS UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN EKONOMI KELAS X SMA Shinda Ayu Gammara; Waspodo Tjipto Subroto
Jurnal Pendidikan Ekonomi Vol.12 No.2 Oktober 2019
Publisher : Jurusan Ekonomi Pembangunan Fakultas Ekonomi Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (194.156 KB)

Abstract

This research is a type of development research using Box and Mysterious Card learning media (KOKAMI). The type of development used in this study is research and development or Research and Development (R & D) with the Thiagarajan 4-D development model which consists of defining, designing, developing, and disseminating. Data collection was obtained from the results of media and material validation, the results of the pretest and posttest, and the results of student responses to the application of the media. This study shows that the results of material validation in all aspects obtained an average percentage of 85%, while for the results of media feasibility validation in all aspects obtained an average percentage of 90.67%. For the results of the pretest of students on Kokami media an average of 39.33 was obtained while the posttest results of students on Kokami media were obtained an average of 90.67. For the results of student responses in all aspects, the average percentage of results was 92.86%. This shows that the Box and Mysterious Card learning media are very feasible to use.