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Development of Applications Media Interactive Based on Articulate Storyline 3 for Early Reading Siti Latifa Zahara; Heri Suwignyo; Shirly Rizki Kusumaningrum
Jurnal Syntax Admiration Vol. 4 No. 8 (2023): Jurnal Syntax Admiration
Publisher : Syntax Corporation Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/jsa.v4i8.692

Abstract

The rapid development of technology can have a positive influence on the learning process. Technology support in learning can be a means in the learning process. The existence of technology can be an instructional scaffold, namely as a form of teacher support to students during the learning process. The purpose of this research is to develop a product in the form of an interactive media application based on articulate storyline for initial reading. This developed product is used by students at the stage of learning to read. The research method used in this study is using 4D research methods. Starting from the define (discovery), design (design), develop (development), and dessiminate (deployment) stages. This product that has been developed has gone through the validation stage, namely validation by media experts and validation by learning content experts (material). The results of validation by media experts of 91% and the results of validation by learning content experts (material) of 93% which shows that this interactive media application is very feasible to use.
Keefektifan Model Pembelajaran Role Playing Terhadap Peningkatan Interaksi Sosial Siswa Kelas 4 SDN Bumiayu 2 Malang Aldy Ferdiyansyah; Siti Latifa Zahara; Wahyu Puji Rahayu; Muhammad Alfan; Aldy Ferdiyansyah; Siti Latifa Zahara; Wahyu Puji Rahayu; Muhammad Alfan; Shirly Rizki Kusumaningrum
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 1 No. 11 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065v1i112021p888-896

Abstract

Abstract: This research was conducted with the aim of testing effectiveness using the role playing learning model on increasing the social interaction of 4th graders at SDN Bumiayu 2 Malang. This study uses a pre-experimental design method with a quantitative approach. The results of the calculation of the paired sample test show a significance value of 0.000 which is less than 0.05. So that it can be interpreted that there is a significant difference between the results of the pretest and posttest, in other words the use of role playing models has an effect on increasing students' social interactions. The level of effectiveness of the use of the role playing model is included in the medium category based on the results of the N-Gain test with an average gain score of 0.6. Abstrak: Penelitian ini dilakukan dengan tujuan menguji efektivitas penggunaan model pembelajaran role playing terhadap peningkatan interaksi sosial siswa kelas 4 SDN Bumiayu 2 Malang. Metode penelitian yang digunakan yaitu pre-experimental design dengan pendekatan kuantitatif. Hasil dari penghitungan uji paired sample test yang menunjukkan nilai signifikansi sebesar 0,000 yang bernilai kurang dari 0,05. Sehingga dapat diartikan bahwa terdapat perbedaan yang signifikan antara hasil dari pretest dan posttest, dengan kata lain penggunaan model role playing berpengaruh dalam peningkatan interaksi sosial siswa. Tingkat efektivitas dari penggunaan model role playing termasuk dalam kategori sedang berdasarkan hasil uji N-Gain dengan rata-rata gain score sebesar 0,6.