PENGEMBANGAN MEDIA PEMBELAJARAN BAHASA INDONESIA MATERI KARYA ILMIAH BERMODEL GUIDED DISCOVERY LEARNING DENGAN APLIKASI ADOBE FLASH UNTUK PESERTA DIDIK KELAS XI SMA - FAHMIDINA, ANISA (BAPALA, 2018)
Abstrak Penelitian ini dilatarbelakangi oleh sifat peserta didik yang pasif. Hal tersebut disebabkan model pembelajaran yang digunakan pendidik mata pelajaran Bahasa Indonesia tidak inovatif sehingga peserta didik mudah bosan dalam pembelajaran. Berdasarkan masalah tersebut disusun media pembelajaran interaktif dengan aplikasi adobe flash yang dikombinasikan dengan model guided discovery learning untuk menciptakan suasana belajar yang menyenangkan, aktif, kritis, dan logis. Penelitian ini bertujuan mendeskripsikan 1) proses pengembangan media pembelajaran bahasa Indonesia materi karya ilmiah bermodel guided discovery learning dengan aplikasi adobe flash untuk peserta didik kelas XI SMA dan 2) kualitas media pembelajaran bahasa Indonesia materi karya ilmiah bermodel guided discovery learning dengan aplikasi adobe flash untuk peserta didik kelas XI SMA. Dalam penelitian ini, kualitas media diukur berdasarkan kevalidan, keefektifan, dan kepraktisan. Penelitian ini berjenis Research and Development (R&D). Model penelitian yang digunakan adalah model 4D Thiagarajan namun, dalam penelitian ini hanya digunakan tiga tahap yang meliputi tahap pendefinisian, perancangan, dan pengembangan. Hal tersebut disebabkan tahap penyebaran tidak berkaitan langsung dengan bidang akademis. Subjek dalam penelitian ini adalah kelas XI IPA 2 dan XI IPA 4. Hasil penelitian menunjukkan kualitas media pembelajaran bahasa Indonesia materi karya ilmiah bermodel guided discovery learning dengan aplikasi adobe flash dinilai sangat baik. Hal tersebut diukur berdasarkan kevalidan, keefektifan, dan kepraktisan. Berdasarkan hasil validasi dari aspek kelayakan isi, bahasa, penyajian, dan kegrafikaan media masing-masing diperoleh nilai persentase 96%. Keefektifan media dari rata-rata hasil belajar peserta didik uji coba terbatas diperoleh nilai 86 dan uji coba luas 88. Selain itu, kepraktisan media diukur berdasarkan hasil observasi aktivitas pendidik dan respons peserta didik. Pada uji coba terbatas hasil persentase observasi aktivitas pendidik diperoleh 91% dan persentase respons peserta didik 87%. Pada uji coba luas hasil persentase observasi aktivitas pendidik 96% dan persentase respons peserta didik 90%. Hal tersebut menunjukkan media pembelajaran bahasa Indonesia materi karya ilmiah bermodel guided discovery learning dengan aplikasi adobe flash sangat layak, sangat efektif, dan sangat praktis. Kata Kunci: media pembelajaran, model guided discovery learning, aplikasi adobe flash, dan pembelajaran aktif, kritis, logis. Abstract This research is motivated by passive nature of learners. This is due to the model of learning used Indonseisan language educators are not innovative so that learners easily bored in learning. Based on the problem, is arranged adobe flash interactive media. It combined with guided discovery learning model to create learning environment is fun, active, critical, and logical. This study aims to describe 1) process development of learning media Indonesian language material scientific works model guided discovery learning with adobe flash application to learners of class XI SMA and 2) quality of learning media Indonesian language material scientific works model guided discovery learning with adobe flash application to learners of class XI SMA. In this study, quality of media was measured by validity, effectiveness, and practicality. This type of research is Research and Development (R&D). The research model used is 4D Thiagarajan model, but in this study only used three stages which include stage of defining, designing, and developing. Because the stage of dissemination is not directly related to the academic field. Subjects in this research are class XI IPA 2 and XI IPA 4. The results showed that the quality of learning media Indonesian language material scientific works model guided discovery learning with adobe flash application is considered very good. It is measured by validity, effectiveness, and practicality. Based on the validation of feasibility aspects of content, language, presentation, and media graffiti each obtained a percentage value of 96%. The effectiveness of media from limited trial the average learning outcomes of learners obtained value 86 and trial widely 88. In addition, the practicality of the media based on the results observations activities educator and learners responses. On the trials limited the results of the percentage observations activities educator obtained 91% and the percentage responses learners 87%. On the trials widely the results of the percentage observations activities educator obtained 96% and the percentage responses learners 90%. The results show that learning media Indonesian language material scientific works model guided discovery learning with adobe flash application is very feasible, very effective, and very practical. Keywords: learning media, model guided discovery learning, adobe flash application, and active learning, ctical, and logical