Herlina Herlina
Universitas Borneo Tarakan

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PENGEMBANGAN MEDIA PEMBELAJARAN BERUPA GAME EDUTAINMENT UNTUK MENINGKATKAN MOTIVASI BELAJAR MATEMATIKA SISWA Herlina Herlina; Nurmala R
Mathematics Education And Application Journal (META) Vol 1, No 2 (2019)
Publisher : Jurusan Pendidikan Matematika Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/meta.v1i2.1237

Abstract

AbstractThis research is a development research that aims to produce instructional media to know the qualityof game edutainment to improve the mathematics learning motivation ofstudent’s class IX SMPN 5 Tarakan based on expert validation and field testing. The development of this instructional media used the development model adopted from Thiagarajaran’s 4D  which consists of 4 stages include the define, design, development and disseminate. The result of the analysis showed that the game edutainment developed was based validation from three validators after averaging was obtained valid criteria with 76,83% which it is valid to be used. The result of the analysis from student in field testing was obtained very practical criteria with 83,31%. Then, the result of the analysis of student motivation in the field testing was obtained  effective criteria with 78,57%  so that the developed media can be said of quality to improve the mathematics learning motivation of student’s class IX SMPN 5 Tarakan. Keywords: Development, Media, Game EdutainmentAbstrakPenelitian ini merupakan penelitian pengembangan yang bertujuan untuk menghasilkan media pembelajaran berupa game edutainment yang berkualitas untuk meningkatkan motivasi belajar matematika siswa kelas IX SMPN 5 Tarakan berdasarkan hasil validasi ahli dan uji lapangan. Pengembangan ini menggunakan model pengembangan yang diadaptasi dari model Thiagarajan yaitu 4D yang terdiri atas 4 tahap yang meliputi tahap define, design, development dan disseminate. Hasil analisis menunjukkan bahwa game edutainment yang dikembangkan berdasarkan hasil validasi dari ketiga validator setelah dirata-ratakan diperoleh persentase kevalidan media sebesar 76,83% dengan kriteria valid. Berdasarkan hasil analisis respon siswa pada uji lapangan diperoleh persentase 85,31% dengan kriteria sangat praktis. Kemudian hasil analisis motivasi siswa pada uji lapangan diperoleh persentase 78,57% dengan kriteria efektif sehingga media yang dikembangkan dapat dikatakan berkualitas untuk meningkatkan motivasi belajar siswa kelas IX SMPN 5 Tarakan.Kata Kunci: Pengembangan,Media, GameEdutainment
DEVELOPMENT OF CONTEXTUAL LEARNING VIDEOS ON TRANSFORMING ENERGY IN GRADE IV Herlina Herlina; Degi Alrinda Agustina; Dedi Kusnadi; Agustinus Toding Bua; Sucahyo Mas'an Al Wahid; Andi Ard Maidhah
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 9, No 2 (2025): September 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v9i2.105196

Abstract

The use of learning media can attract students' interest in learning, increase motivation and make it easier to understand the material. This research aims to develop learning video media with a feasible and interesting contextual approach. This research is a Research and Development with the flow of the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection instruments used were in the form of validation sheets and student response questionnaires. This research was conducted in class IV C SDN 006 Tarakan. The results of the validation of material experts were obtained at 80%, including the feasible category, media experts were obtained at 88.33% including the very feasible category, linguists were obtained at 83.13% including the very feasible category. The results of the limited trial student response were obtained of 82.54%, including the very interesting category, and the results of the field trial student response were obtained of 89.72%, including the very interesting category. Based on the results of the validation of materials, media and language, as well as student response questionnaires in limited trials and field trials, learning videos with a contextual approach were declared feasible and interesting to be used in the learning process.