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DEVELOPMENT OF LEARNING MEDIA FOR THE GAME OF SNAKES AND LADDERS TO INCREASE STUDENTS LEARNING INTEREST IN THE PPKN SUBJECT FOR CLASS III SD NEGERI 024776 BINJAI Nina Junisa Sianipar; Ramli Nur; Dede Ruslan
Sensei International Journal of Education and Linguistic Vol. 1 No. 2 (2021): Sensei International Journal of Education and Linguistics
Publisher : SENSEI RESEARCH CENTER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53768/sijel.v1i2.34

Abstract

This study aims to produce an innovative learning media product by developing learning media for snakes and ladders to be applied in the learning process. In this research the product is first validated by media experts and material experts. As well as assessment of responses from teachers and students. Products in the form of learning media for the game of snakes and ladders will be tested first in small groups and then in limited groups. The objectives of this study were (1) Obtaining the feasibility, practicality, and effectiveness of the snake and ladder learning media in PPKn subjects in class III SD Negeri 024776 Binjai from material experts and media experts, (2) Knowing the differences in interests and learning outcomes of students who use and not. using snake and ladder learning media in PPKn subjects in class III SD Negeri 024776 Binjai. Development This research was developed with the ADDIE development model, starting from the analysis, design stage, development stage, implementation stage, and evaluation stage. Based on the results of the analysis of experts consisting of material experts with an average value of 82.26, it means that it is very valid and with media experts with an average value of 89 it means very valid. The percentage value of classical completeness obtained by students in the pretest and posttest of the experimental group experienced a high increase, namely 40% to 95%, with an average pretest score of 59.00 and an average posttest score of 81.25. So that it has met the criteria for classical completeness and the learning media products have met the indicators of effectiveness and are suitable for use.
DEVELOPMENT OF ANDROID-BASED DIGITAL POCKET LEARNING MEDIA TO INCREASE STUDENT'S INTEREST AND LEARNING OUTCOMES IN IPS LEARNING Maria Dewi Ratna Simanjuntak; Dede Ruslan; Naeklan Simbolon
Sensei International Journal of Education and Linguistic Vol. 1 No. 3 (2021): Sensei International Journal of Education and Linguistics
Publisher : SENSEI RESEARCH CENTER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53768/sijel.v1i3.54

Abstract

This study aims to describe the level of feasibility and effectiveness of developing android-based digital pocketbook learning media to increase student interest and learning outcomes in social studies learning for class IV. This research was conducted at the Pembina Experimental Elementary School, Medan, North Sumatra. The subjects of this study were all fourth-grade students of the Medan Pembina Experiment Elementary School for the 2020/2021 academic year, totaling 60 students. This research method is ADDIE development research. The results showed (1) Based on the validity of material experts 92.5%%, design experts 80%, and linguists 90%. From the results of the validation of the developed media, the media is included in the perfect criteria and is declared valid and feasible to use; (2) Learning Media for Android-Based Digital Pocket Books is categorized as practical because the media resulting from student responses from the first and second trials has increased; and (3) Based on the research results, the Android-based digital pocketbook learning media is said to be effective in learning with the assumption that students' social studies learning value is higher when using Android-based digital pocketbook learning media.