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Perancangan Media Pembelajaran Sejarah Berbasis Android di SMK Negeri 1 Koto Besar Krismayana, Krismayana; Efriyanti , Liza; Okra , Riri; Antoni Musril , Hari
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 1 No. 1 (2022): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (445.96 KB) | DOI: 10.57255/intellect.v1i1.22

Abstract

Pentingnya siswa agar dapat memahami sejarah Agama Islam di Indonesia sehingga pembelajaran haruslah dapat membuat siswa mudah dalam memahami materi ini. Materi yang banyak mengenai sejarah agama Islam mulai dari sejarah masuknya agama Islma di Indonesia dan sejarah kerajaan Islam yang ada di Indonesia. Siswa mengalami kesulitan dalam memahami materi disebabkan isi materi yang terlalu banyak, pembelajaran yang terkesan monoton, belum adanya media pembelajaran yang dipakai selama ini. Adapun tujuan penelitian ini merancang media pembelajaran untuk memudahkan siswa dalam memahami materi, menambah ketertarikan siswa terhadap sejarah Agama Islam di Indonesia. Aplikasi ini sebagai media alternatif pembelajaran sehingga memudahkan guru dalam menyampaikan materi sejarah Agama Islam di Indonesia. Penelitian ini menggunakan metode Research and Development (RnD) Dengan menggunakan Luther sutopo yang terdiri dari beberapa langkah yaitu concept, design, material collecting, assembly, testing, distribution. Media pembelajaran dibangun dengan menggunakan Media dibuat dengan menggunakan aplikasi adobe flash cs6 dengan jenis script adobe air. Media pembelajaran ini akan berbentuk APK android yang telah support dengan. Produk diuji dengan menggunakan formula Aiken’s “V” untuk uji validitas, Formula Moment kappa untuk uji praktikalitas dan formula Gain Score untuk uji efektifitas. Berdasarkan ketiga pengujian tersebut didapatkatkan bahwa produk valid degan nilai 0.87, praktis dengan nilai 0.77 dan efektif dengan nilai 0,81. Produk ini dapat mempermudah siswa dalam memahami materi dan menarik keterkaitan siswa pada materi ini.
Desain Media Pembelajaran Interaktif Mata Pelajaran IPA untuk Anak Tunagrahita Ringan Kelas VIII di SLB Amanah Bunda Sitapung Nagari Balai Gurah Kecamatan Ampek Angkek Agam Elbazs, Qadisa Awdidia; Derta, Sarwo; Efriyanti , Liza; Khairuddin, Khairuddin
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (603.255 KB) | DOI: 10.31004/irje.v3i1.37

Abstract

Special schools (SLB) are special schools for children who have difficulty participating in learning either due to physical, emotional or mental disorders. At the Amanah Bunda Sitapung Special School (SLB) the problems found by researchers were that the learning media used were less varied which caused boredom while studying, because students were bored and the focus of students was also reduced, and there was no animated video-based learning media. From these problems, interactive learning media were designed for science subjects regarding growth and development in humans, especially the physical characteristics of boys and girls at puberty for Tugrahita children with the Tellagami application. The results of the design of interactive learning media in the form of videos. The manufacturing process starts from thecollection of materials, assembly, distribution, distribution, and finally product testing. The method used is the 4-D version of RnD development method which consists of: define, design, develop, desseminate with the Luther-Sutopo Multimedia development model. The results of Interactive learning media research on science subjects get an average validity test value of 0.80 with very valid criteria, practicalitytest an average value of 0.89 with very high criteria, and an effectiveness test an average value of 0.80 with criteria very effective. Based on the results of product testing, the science learning media for mentally retarded children using the Tellagami application is valid, practical, effective and can facilitate students in the learning process.
Perancangan Media Pembelajaran Game Edukasi untuk Anak Berkebutuhan Khusus (ABK) Dengan Menggunakan Scratch Anak Autis Ringan di Sekolah Luar Biasa (SLB) Amanah Bunda Putri, Elsi Kumala; Efriyanti , Liza; Okra, Riri; Musril, Hari Antoni
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (515.298 KB) | DOI: 10.31004/irje.v2i3.64

Abstract

Education is an important part in signaling the progress of a country, especially for a developingcountry, namely Indonesia. Education aims to improve intellectuals, skills and habits to changeone's attitudes and thoughts in order to create a generation of potential and quality in all aspects of life. For Mild Autistic Children at the Amanah Bunda Special School (SLB), there was a problemwhere the learning media still used the natural surroundings such as grass, took it from the internet and then printed it. The use of media is repeated without any development so that it makes students feel bored, not to mention the erratic mood changes of students. So that the Researchers Design Educational Game Learning Media for Children with Special Needs (ABK) Using Scratch on Mild Autistic Children in Amanah Bunda Special Schools (SLB). The method used in this research is the 4-D (four D) version development method. 4D which consists of define, design, develop, and develop Luther-Sutopo multimedia. The results of the validity test of 2 tests are expert is 0.79 with valid criteria, and the results of the test with 2 practicality examiners with a total of 0.91 with very high criteria, and the results effectiveness test with teachers worth 0.05 who are effective and students have an average value of 0.86. And it can be concluded that this educational game learning media is valid, practical and effective and can be used by mild autistic students.