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Journal : Jurnal Eduscience (JES)

DEVELOPMENT OF SMARTBOOK LEARNING MEDIA FICTIONAL STORY MATERIAL BASED ON EAST JAVA FOLK STORIES FOR CLASS 4 PRIMARY SCHOOL STUDENTS Kristianto, Johanes Victory; Hunaifi, Abdul Aziz; Santi, Novi Nitya
JURNAL EDUSCIENCE Vol 10, No 3 (2023): Jurnal Eduscience (JES), (Authors from Nigeria and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v10i3.4745

Abstract

This research is motivated by teachers still using the teacher center method so that learning is monotonous and the learning media is less interesting. Apart from that, it is not effective because students are less enthusiastic about learning so that learning outcomes are not satisfactory. This research has an urgency, namely to make learning interesting, innovative and make students have more motivation and enthusiasm for learning. The solution to overcome the problem is to develop learning media, namely smartbooks. The aims of the research are: (1) to determine the validity of smartbook learning media, (2) to determine the practicality of smartbook learning media, (3) to determine the effectiveness of smartbook learning media. This research is a type of development research (R&D) using a 4D development model through stages: (Define), (Design), (Development), and (Disseminate). The define stage is used to analyze and find out needs in the school. The design stage is to determine and design the product being developed. The development stage of the final product is different from other products. The disseminate stage is used for the product dissemination process through validation. The conclusion of this research: smartbook learning media is said to be very valid with a percentage of 86%. The results of the learning media teacher responses were said to be very practical with a percentage of 94%. Smartbook learning media is said to be very effective because after limited trials it got a percentage of 91% and extensive trials got 88%.Keywords: Smartbook Learning Media; fictional stories; East Javanese folklore.Abstrak Penelitian ini dilatarbelakangi oleh guru masih menggunakan metode teacher center  sehingga pembelajaran monoton dan media pembelajaran kurang menarik. Selain itu tidak efektif karena siswa kurang bersemangat belajar sehingga hasil belajar belum memuaskan. Penelitian ini memiliki urgensi yaitu guna membuat pembelajaran menjadi menarik, inovatif dan membuat siswa memiliki motivasi serta semangat belajar yang lebih. Adapun solusi untuk mengatasi permasalahan ialah mengembangkan media pembelajaran yaitu smartbook. Tujuan dari penelitian ialah: (1) untuk mengetahui kevalidan media pembelajaran smartbook, (2) untuk mengetahui kepraktisan media pembelajaran smartbook, (3) untuk mengetahui keefektifan media pembelajaran smartbook. Penelitian ini termasuk jenis penelitian pengembangan (R&D) menggunakan model pengembangan 4D melalui tahapan: (Define), (Design), (Development), dan (Disseminate). Tahap define digunakan  menganalisis dan mencari tahu kebutuhan di sekolah. Tahap design  guna menentukan dan merancang produk yang dikembangkan. Tahap Development hasil final produk berbeda dengan produk lain. Tahap disseminate digunakan guna proses penyebaran produk melalui validasi.  Kesimpulan penelitian ini: media pembelajaran smartbook dikatakan sangat valid dengan presentase  sebesar 86 %. Hasil dari respon guru media pembelajaran dikatakan sangat praktis dengan presentase sebesar 94%.  Media pembelajaran smartbook dikatakan sangat efektif  sebab setelah uji coba terbatas mendapatkan presentase sebesar 91% dan suji coba luas mendapatkan 88%.Kata Kunci: Media Pembelajaran smartbook: cerita fiksi: cerita rakyat Jawa Timur
THE INFLUENCE OF WATER CYCLE VIDEO LEARNING MEDIA ON THE UNDERSTANDING OF GRADE V STUDENTS OF SDN TAROKAN 3 ON WATER CYCLE MATERIAL Putri, Juita Cahyani; Santi, Novi Nitya; Sahari, Sutrisno
JURNAL EDUSCIENCE Vol 10, No 3 (2023): Jurnal Eduscience (JES), (Authors from Nigeria and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v10i3.4750

Abstract

This research was motivated by the lack of learning media used by teachers when delivering material. The solution to overcome this problem is to use learning video media. The aims of this research are (1) To find out how the use of water cycle video learning media affects the understanding of class V students at SDN Tarokan 3 in the experimental class, (2) To find out how learning without using learning media affects the understanding of class V students at SDN Tarokan 3 in the control class , (3) To determine the difference between the use of water cycle video learning media and without the use of media on the understanding of class V students at SDN Tarokan 3 regarding the water cycle material. This research is a type of quantitative research with experimental techniques. The conclusion of this research is that the water cycle video learning media has a greater role in increasing students' understanding compared to delivering material without using learning media.Keywords: learning media, videos, water cycles, student understanding. Abstrak Penelitian ini dilatarbelakangi oleh kurangnya media pembelajaran yang digunakan guru saat meyampaikan materi.  Solusi untuk mengatasi masalah ini adalah dengan menggunakan media video pembelajaran. Tujuan penelitian ini adalah (1) Untuk mengetahui bagaimana penggunaan media pembelajaran video siklus air terhadap pemahaman siswa kelas V SDN Tarokan 3 di kelas eksperimen, (2) Untuk mengetahui bagaimana pembelajaran tanpa menggunakan media pembelajaran terhadap pemahaman siswa kelas V SDN Tarokan 3 di kelas kontrol, (3) Untuk mengetahui adanya perbedaan penggunaan media pembelajaran video siklus air dan tanpa penggunaan media terhadap pemahaman siswa kelas V SDN Tarokan 3 terhadap materi siklus air.  Penelitian ini merupakan jenis penelitian kuantitatif dengan teknik eksperimen. Simpulan penelitian ini adalah media pembelajaran video siklus air memiliki peran lebih dalam meningkatkan pemahaman siswa dibandingkan dengan penyampaian materi tanpa menggunakan media pembelajaran.Kata Kunci: media pembelajaran, video, siklus air, pemahaman siswa.
DEVELOPMENT OF INTERACTIVE MULTIMEDIA IN IMPROVING THE DIGITAL LITERACY SKILLS OF CLASS 4 STUDENTS OF sdn SDN KARANG TENGAH 3 Rochman, Fatkhur; Hunaifi, Abdul Aziz; Santi, Novi Nitya
JURNAL EDUSCIENCE Vol 10, No 3 (2023): Jurnal Eduscience (JES), (Authors from Nigeria and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v10i3.4783

Abstract

The background of this research was carried out by means of classroom observations and interviews with teachers and students. Based on the results of interviews and observations obtained data that the use of teaching materials such as learning media is still lacking. Teaching materials that are often used are textbooks and blackboards. The solution to overcome the problem is to develop learning media, namely smart apps Creator. The aims of the study were: (1) to determine the validity of interactive multimedia, (2) to determine the practicality of interactive multimedia, (3) to determine the effectiveness of interactive multimedia. This research is a type of development research (R&D) using the Borg and Gall development model through 10 stages (1) research and data collection, (2) planning, (3) product draft development, (4) initial field trials, (5) revision design, (6) field trials, (7) product improvement, (8) trial use, (9) final product improvement, (10) dissemination and implementation.The Borg and Gall stage is used to analyze and find out the needs at school. This stage is to determine and design the product to be developed. The Development stage of the final product is different from other products. The disseminate stage is used for the product dissemination process through validation. The conclusion of this study: Interactive multimedia is said to be very valid with a percentage of 85%. The results of the response of the learning media teacher are said to be very practical with a percentage of 86%. Interactive Multimedia. said to be very effective because after a limited trial it got a percentage of 86% and an extensive trial got 85%.Keywords: Smartbook Learning Media; fictional stories; East Javanese folklore.Abstrak  Penelitian ini dilatarbelakangi oleh  dilakukan dengan cara observasi kelas dan wawancara dengan guru dan siswa. Berdasarkan hasil wawancara dan observasi yang diperoleh data bahwa penggunaan bahan ajar seperti media pembelajaran masih kurang. Bahan ajar yang sering dipakai lebih ke buku teks dan papan tulis. Adapun solusi untuk mengatasi permasalahan ialah mengembangkan media pembelajaran yaitu smart apps Creator. Tujuan dari penelitian ialah: (1) untuk mengetahui kevalidan multimedia Interaktif, (2) untuk mengetahui kepraktisan multimedia Interaktifk, (3) untuk mengetahui keefektifan multimedia Interaktif. Penelitian ini termasuk jenis penelitian pengembangan (R&D) menggunakan model pengembangan Borg and Gall melalui 10 tahapan (1) penelitian dan pengumpulan data, (2) perencanaan, (3) pengembangan draf produk, (4) uji coba lapangan awal, (5) revisi desain, (6) uji coba lapangan, (7) penyempurnaan produk, (8) uji coba pemakaian, (9) penyempurnaan produk akhir, (10) desiminasi dan implementasi.Tahap Borg and Gall digunakan menganalisis dan mencari tahu kebutuhan di sekolah. Tahap tersebut guna menentukan dan merancang produk yang dikembangkan. Tahap Development hasil final produk berbeda dengan produk lain. Tahap disseminate digunakan guna proses penyebaran produk melalui validasi. Kesimpulan penelitian ini: multimedia Interaktif  dikatakan sangat valid dengan presentase sebesar 85 %. Hasil dari respon guru media pembelajaran dikatakan sangat praktis dengan presentase sebesar 86%. Multimedia Interaktif. dikatakan sangat efektif sebab setelah uji coba terbatas mendapatkan presentase sebesar 86% dan suji coba luas mendapatkan 85%.kata Kunci: Multimedia Interaktif,  Literasi Digital, Media Social .
DEVELOPMENT OF INTERACTIVE MULTIMEDIA IN IMPROVING STUDENTS' DIGITAL LITERACY SKILLS Rochman, Fatkhur; Hunaifi,, Abdul Aziz; Santi, Novi Nitya
JURNAL EDUSCIENCE Vol 11, No 1 (2024): Jurnal Eduscience (JES), (Authors from Nigeria, India, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v11i1.5359

Abstract

The background of this research was carried out by means of classroom observations and interviews with teachers and students. Based on the results of interviews and observations obtained data that the use of teaching materials such as learning media is still lacking. Teaching materials that are often used are textbooks and blackboards. The solution to overcome the problem is to develop learning media, namely smart apps Creator. The aims of the study were: (1) to determine the validity of interactive multimedia, (2) to determine the practicality of interactive multimedia, (3) to determine the effectiveness of interactive multimedia. This research is a type of development research (R&D) using the Borg and Gall development model through 10 stages (1) research and data collection, (2) planning, (3) product draft development, (4) initial field trials, (5) revision design, (6) field trials, (7) product improvement, (8) trial use, (9) final product improvement, (10) dissemination and implementation.The Borg and Gall stage is used to analyze and find out the needs at school. This stage is to determine and design the product to be developed. The Development stage of the final product is different from other products. The disseminate stage is used for the product dissemination process through validation. The conclusion of this study: Interactive multimedia is said to be very valid with a percentage of 85%. The results of the response of the learning media teacher are said to be very practical with a percentage of 86%. Interactive Multimedia. said to be very effective because after a limited trial it got a percentage of 86% and an extensive trial got 85%.