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Pengembangan Media Pembelajaran Ensiklopedia pada Mata Pelajaran IPA Kelas 5 SDN 58 Kota Lubuklinggau Marinda, Annisa Deni; Erwandi, Rudi; Mandasari, Novianti
Journal of Education and Instruction (JOEAI) Vol 6 No 2 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v6i2.5934

Abstract

Kurangnya penggunaan media pembelajaran yang inovatif merupakan salah satu penyebab kejenuhan dalam proses pembelajaran yang berdampak buruk pada hasil belajar siswa. penelitian ini bertujuan untuk mengembangkan media pembelajaran bernama ensiklopedia pada materi panas dan perpindahannya sebagai Media pembelajaran untuk kelas V SDN 58 Lubuklinggau. Penelitian ini merupakan jenis penelitian dan pengembangan (R&D) yang menggunakan model ADDIE. Uji validitas media pembelajaran dan materi pembelajaran didasarkan pada hasil tiga validator ahli, uji kepraktisan didasarkan pada respons guru yaitu wali kelas V.A dan 9 orang siswa dari kelas V.B tentang penggunaan media pembelajaran. Kemudian, media pembelajaran ini diimplementasikan di kelas V.A SDN 58 Lubuklinggau dengan subjek penelitian adalah 24 siswa. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dan angket. Hasil penelitian menunjukkan kelayakan media pembelajaran dengan skor rata-rata 0.87 berada dalam kategori tinggi. Hasil uji coba lapangan pada respon guru yaitu 94% dan siswa memperoleh 100%, keduanya dalam kategori respon positif yang dinyatakan sangat praktis. Hasil uji coba efek potensial dengan skor 0.70 berada dalam kategori tinggi. Media pembelajaran e-ensiklopedia ini dinyatakan valid, praktis dan memiliki efek potensial yang tinggi.
Science Board Game Media Based on Team Game Tournament Model to Improve Cognitive Learning Outcomes Marinda, Annisa Deni; Winarni, Endang Widi; Muktadir, Abdul
Jurnal Pendidikan Indonesia Vol 14 No 3 (2025): September
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v14i3.94964

Abstract

The low cognitive learning outcomes of students on the subject of force and the limited availability of interactive learning media are the background of this research. Learning that does not involve students actively causes low motivation and understanding of concepts. This research aims to develop learning media in the form of a Science Board Game based on the Teams Games Tournament (TGT) model to improve the cognitive learning outcomes of fourth-grade elementary school students. The approach used is Research and Development (R&D) with the ADDIE model which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include documentation, observation, questionnaires, validation, and cognitive tests. The trial was conducted on students in grades IV A and IV B. Data analysis was carried out with qualitative data obtained from observations, interviews, and expert validation questionnaires analyzed descriptively qualitatively to evaluate the feasibility of the media and quantitative data regarding students' cognitive learning outcomes were analyzed using descriptive and inferential statistics. The results of the study show that the media that has been developed is in the valid, practical, and effective categories, with an increase in learning outcomes in the medium to high categories. The implication is that game-based media can be an innovative solution to improve the science learning outcomes of elementary school students. The implications of this research show that interactive and competitive learning media innovations can be an effective alternative in increasing student involvement and understanding of science material.