Sumarno Sumarno
Pendidikan Dasar Pascasarjana Universitas PGRI Semarang

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Pengembangan Media Pembelajaran Comic Book IPA untuk Meningkatkan Keterampilan Berpikir Kritis dan Karakter Peduli Lingkungan Aniek Kurniawanti Murdianingsih; Sumarno Sumarno; Joko Siswanto
Jurnal Kualita Pendidikan Vol. 3 No. 2 (2022): Jurnal Kualita Pendidikan
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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Abstract

This research is motivated by the low critical thinking skills and environmental care character of students, one of which is the lack of supporting media for interesting learning textbooks with lots of pictures and content that can make it easier for students to understand the material. This study aims to examine and develop a valid, practical and effective science comic book media to improve critical thinking skills and students' environmental care character. This study uses research and development methods, which means that research aims to produce certain products that can be used in the learning process, in the form of science comic book media. The sources of this research are students, teachers, and experts. The data in this study were obtained through data on the needs of students and teachers, which were obtained through a need’s questionnaire; IPA comic book media assessment data, which was obtained through a science comic book media readability questionnaire; and media application data obtained through test instruments, journals, and observation sheets. The data analysis technique used was the research prerequisite test including the normality test, as well as the media effectiveness test including the paired t test and the N-Gain test.The results showed that, (1) the assessment of 1 media expert validator and 2 material expert validators obtained an average percentage score of 95% and 92% with a very valid category; (2) the results of the media practicality test based on the teacher's response obtained an average percentage score of 96% in the very practical category, and based on the student's response the average percentage score was 95% in the very practical category; (3) The results of the T test on the pre-test and post-test of critical thinking skills obtained a Sig score. (2-tailed) of 0.002, while the results of the T-test on the pre-test and post-test of environmental care characters obtained a Sig score. (2-tailed) of 0.000 (4) the results of the N-Gain pre-test and post-test critical thinking skills obtained a score of 0.63 in the "moderate" category, while the environmental care character obtained a score of 0.42 with the category "currently".
Kepraktisan Media APKOBAR dalam Strategi Bioedutainment pada Pembelajaran IPA Sekolah Dasar Sutariyah Sutariyah; Sumarno Sumarno; Iin Purnamasari
Jurnal Kualita Pendidikan Vol. 3 No. 2 (2022): Jurnal Kualita Pendidikan
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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Abstract

The results of observations and interviews in science learning for fifth grade elementary school, the material of human blood circulation and its functions have difficulty understanding because the teacher is active but the students are passive, and also the limitations of the learning media used by teacher. This study aims to determine the practicality of APKOBAR media in bioedutainment strategies in science learning for students at SDN Tembok 02, Limpung District, Batang Regency. This research is research and development by adopting the ADDIE model (analyze, design, development, implementation, and evaluation). The analyze stage includes initial analysis, student analysis, concept analysis and formulating learning objectives. The design stage includes making the apron media framework, which is designed to have a box-shaped space covered in transparent plastic which is used as a place for material images. The development stage includes combining the collected materials into media and developing instrument data. The implementation phase includes the application of APKOBAR media that has been developed for fifth grade students at SDN Tembok 02. The tests carried out at this stage are product feasibility tests, readability, and pretest-posttest for fifth grade students, with the result showing the readability of small-scale with an average score of 37,5 at interval X > 33,54 with very good category. The students’s readability test on a wide scale obtained an average score of 36,2 at interval X > 33,54 with a very good category. The results of the practicality test by practitioners consisting of class teachers and colleagues were declared valid in terms of appearance, material aspects and language aspects, as evidenced by the acquisition of an average score of 57 with an interval of X > 50.4 with a very good category. The evaluation stage includes the form of evaluation carried out at each stage of the ADDIE model. The conclusion of the study shows that the APKOBAR media in the developed bioedutainment strategy is feasible and practical to use in science learning for elementary school students.
Pembelajaran Kartu Permainan Berbasis Profil Pelajar Pancasila untuk Meningkatkan Pemahaman Konsep Tema Persatuan dalam Perbedaan Siswa Kelas VI SD Eni Harjanti; Iin Purnamasari; Sumarno Sumarno
Jurnal Kualita Pendidikan Vol. 3 No. 2 (2022): Jurnal Kualita Pendidikan
Publisher : Perkumpulan Kualitama Edukatika Indonesia

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Abstract

This study aims to determine the feasibility, practicality and effectiveness of playing card learning media based on the Pancasila Student Profile in learning theme 2 unity in differences in class VI SD. This type of research is research and development. The development is carried out referring to the Sugiyono development model. The subjects of the research trial were students of class VI SDN Kreyo in the academic year 2021/2022. Consisting of 6 students of class VI in the small group trial and 21 students of class VI in the large group trial. The results of the assessments of media experts and material experts indicate that the learning media for playing cards based on the Pancasila Student Profile is feasible to use with the "Very Good" criteria. The small group trial resulted in a positive response with the criteria "Good". Large group trials were used to test the effectiveness and practicality of using game card products based on the Pancasila Student Profile. The effectiveness in terms of student learning outcomes shows that there is an average difference of 6.42 to 7.48. There is an increase in student learning outcomes as indicated by a significance value of 0.001 with a significance level of 0.005. The practicality of using game card media is shown from the teacher's observations, the percentage is 92% and the students' observations are 86.9% with each of the same practicality criteria, namely "Very Practical".