Bunga Ayu Dibtasari
Universitas Negeri Malang

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Media Development of Animated Learning Videos Pure Substance and Mixture Substance in 5th Grade Elementary School Bunga Ayu Dibtasari; Esti Untari; Sutansi Sutansi
Justek : Jurnal Sains dan Teknologi Vol 5, No 2 (2022): November
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v5i2.11501

Abstract

Abstract: The purpose of this study was to produce an animated video media of learning pure substances and mixture substances of class V at SDN Pesantren 2 Kota Kediri. The model used in this study is a 4D Thiagarajan model consisting of four stages of research, namely define, design, development, and dissemination. Material expert validation results obtained a percentage of 100%, media experts obtained a percentage of 95.83%, users (teachers) obtained a percentage of 93.75%. Meanwhile, the results of product attractiveness trials in grade V students of SDN Pesantren 2 Kota Kediri, namely small-scale trials of 97.05%, and large-scale trials of 93.88%. It can be concluded that the learning animation video media has been interesting and worthy to be used as a learning medium in the process of teaching and learning activities.Abstrak: Tujuan dari penelitian ini, yaitu menghasilkan media video animasi pembelajaran zat tunggal dan zat campuran kelas V di SDN Pesantren 2 Kota Kediri. Model yang digunakan dalam penelitian ini adalah model 4D Thiagarajan yang terdiri dari empat tahapan penelitian, yaitu pendefinisian, perancangan, pengembangan, dan diseminasi. Hasil validasi ahli materi diperoleh persentase 100%, ahli media diperoleh persentase 95,83%, pengguna (guru) diperoleh persentase 93,75%. Sedangkan hasil uji coba kemenarikan produk pada siswa kelas V SDN Pesantren 2 Kota Kediri, yaitu uji coba skala kecil 97,05%, dan uji coba skala besar 93,88%. Dapat disimpulkan media video animasi pembelajaran  sudah menarik dan layak digunakan sebagai media pembelajaran dalam proses kegiatan belajar mengajar.
The Use of Role Playing Learning Methods and Mystery Box Media to Improve Students' Learning Outcomes in Class VI SDN Lebakrejo 4 Purwodadi Kumala Dewi Pertiwi; Bunga Ayu Dibtasari; Achmad Chusairi
Justek : Jurnal Sains dan Teknologi Vol 5, No 2 (2022): November
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v5i2.11520

Abstract

Abstract: This research is a classroom action research (CAR) that aims to find out whether applying the role playing method and mystery box media can improve the learning outcomes of class VI students at SDN Lebakrejo 4 Purwodadi on the science content of the solar system material. The method used in this study is observation, documentation, and learning outcomes assessment tests. The results showed that by using the role playing method and mystery box media there was an increase in student learning outcomes from pre-action to cycle II by 55.56%. The class average also increased by 29.89 from pre-action to cycle II.Abstrak: Penelitian ini merupakan penelitian tindakan kelas (PTK) yang bertujuan untuk mengetahui apakah dengan menerapkan metode role playing dan media mystery box dapat meningkatkan hasil belajar siswa kelas VI di SDN Lebakrejo 4 Purwodadi pada muatan IPA materi tata surya. Metode yang digunakan dalam penelitian ini adalah observasi, dokumentasi, dan tes penilaian hasil belajar. Hasil penelitian menunjukkan bahwa dengan menggunakan metode role playing dan media mystery box terjadi peningkatan hasil belajar siswa dari pra tindakan ke siklus II sebesar 55,56%. Rata-rata kelas juga meningkat sebesar 29,89 dari pra tindakan ke siklus II.