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DEVELOPMENT OF POWTOON-BASED LEARNING MEDIA ON CAPITAL MARKET MATERIAL FOR GRADE X OF STATE HIGH SCHOOL 1 ALALAK Umi Hani; Mahmudah Hasanah; Baseran Nor; Alfi Fadhilah Hakim Harahap
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 4 No. 11 (2025): OCTOBER
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijset.v4i11.1224

Abstract

The purpose of this study is to develop a capital market material media product using the powtoon web application. This study measures the validity and practicality of the media. The method in this study is Research and Development (R&D) and uses the 4D model. The procedures in the development include (1) define, (2) design, (3) development, and (4) dissemination. The results of the research conducted show the development process of learning media using powtoon starting from a) initial analysis, students, assignments, concepts, and analysis of learning objectives b) selection of media, selection of formats, and design c) validation by experts and product trials. d) dissemination. The validation of material experts received a rating of 95.08% very valid. While expert validation for media with an assessment of 80% valid criteria. As for the product trial in the operational field for the results of student responses to the powtoon learning media. The assessment of the product trial in the operational field with a percentage of 87.30% is in the very practical category.
Development of UNO Card Learning Media Economic Growth and Development Material Aulia Sapitri; Mahmudah Hasanah; Sharfina Amima; Baseran Nor
Journal of Educational Management Research Vol. 5 No. 3 (2026)
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/jemr.v5i3.2154

Abstract

This study aims to develop UNO card-based learning media and analyze its validity and practicality in teaching economic growth and development. In the context of rapid digitalization, learning environments face challenges such as decreased student concentration and over-reliance on technology, which often reduce engagement and learning effectiveness. Therefore, innovative, non-digital, and interactive learning media are needed to support meaningful learning experiences. This research employed a Research and Development (R&D) design using the 4D model, consisting of define, design, develop, and disseminate stages. Data were collected through expert validation sheets, student questionnaires, interviews, and documentation, and analyzed using descriptive quantitative techniques. The findings indicate that the developed media achieved a very high level of validity (96.75%) and practicality (94.4%). The media aligns well with curriculum standards and student characteristics, enhancing its instructional relevance. The interactive game structure increases student motivation, participation, and engagement. The visual and structural design supports readability and usability. The media is flexible and does not require internet access, making it suitable for diverse contexts. It also promotes collaborative and active learning. This study contributes to the development of game-based learning in economics education and recommends further research to examine its effectiveness on learning outcomes.