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Pengembangan Buku Cerita Bergambar Berbasis Kearifan Lokal (Burita-Berbekal) di Sekolah Dasar Neni Novitasari
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 12, No 3 (2024): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v12i3.93274

Abstract

Media adalah alat perantara untuk mengirimkan pesan dari pengirim ke penerima, sedangkan media pembelajaran adalah alat perantara yang digunakan oleh guru untuk mengirimkan pesan pembelajaran kepada siswa agar pembelajaran lebih efektif. Penelitian ini bertujuan untuk menghasilkan media buku cerita bergambar berbasis kearifan lokal (Burita-Berbekal) yang layak dan praktis. Penelitian ini merupakan penelitian dan pengembangan yang menggunakan model ADDIE yang terdiri atas lima tahap utama yaitu: analyze, design, develop, implement, dan evaluate. Sampel dalam penelitian ini adalah siswa kelas IV SD Negeri 013 dan SD Negeri 031 Tarakan. Pemilihan sample menggunakan simple random sampling. Pengumpulan data dilakukan dengan menggunakan angket, wawancara dan observasi. Data dianalisis menggunakan deskriptif kualitatif dan uji-t. Hasil validasi ahli media diperoleh prosentase sebesar 92,86 % dengan kategori layak, sedangkan hasil validasi ahli materi diperoleh hasil 95% dengan kategori layak. Kemudian hasil respon guru diperoleh skor 4,1 dengan kategori sangat praktis, sedangkan hasil respon siswa diperoleh skor 3,4 dengan kategori praktis. Sehingga dapat disimpulkan bahwa media Burita-Berbekal yang dihasilkan layak dan praktis untuk digunakan oleh siswa SD.
Development of Interactive Learning Multimedia on Harmony Materials in the Ecosystem Donna Rhamdan; Neni Novitasari; Tazkiyah Mufidah
Justek : Jurnal Sains dan Teknologi Vol 9, No 1 (2026): March
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v9i1.37450

Abstract

This research aims to develop interactive learning multimedia that is feasible and interesting. This research uses research and development (R&D) methods with research and development procedures using the ADDIE Model which consists of several stages, namely: Analyze, Design, Develop, Implement, and Evaluate. Then the sampling technique used was the saturated sampling technique, where the sample taken used all members of the population, namely 27 students. The model focuses on a systematic learning process. The products that have been designed, validated by subject matter experts with an average percentage of 95% with a very feasible category, validation by linguists with an average percentage of 85% with a very feasible category, validation by design experts with an average percentage of 95% with a very feasible category, and assessments from practitioners in the form of teacher response questionnaires to interactive learning multimedia developed by researchers get a percentage of 95% with the category very feasible, and the average percentage of student response questionnaires for the trial use is 95% with a very interesting category. Based on the description above, it can be concluded that feasibility is determined by the validation results from experts and practitioners as well as the attractiveness of student responses. Furthermore, this research on the development of interactive learning multimedia still focuses on the subject of harmony in ecosystems. Therefore, further research is expected to expand to other abstract and difficult-to-understand materials for students.