PENGEMBANGAN MULTIMEDIA INTERAKTIF FLASH BERBASIS CONTEXTUAL TEACHING AND LEARNING PADA MUATAN IPA KELAS V SD (Universitas Negeri Semarang, 2021)
Abstrak Penelitian ini dilatar belakangi oleh minimnya pengalaman belajar menggunakan media inovatif. Pelaksanaan pembelajaran IPA di kelas V SDN Pengempon 01 Kebumen, sesuai dengan standar proses pendidikan di Indonesia namun belum optimal. Berdasarkan arsip nila PTS mata pelajaran IPA menunjukkan nilai rata-rata yang belum maksimal yaitu sebanyak 20 siswa memiliki presentase perolehan nilai sebesar 45% (9 siswa) memperoleh nilai di bawah KKM. Tujuan penelitian ini adalah untuk mengembangkan media Adobe Flash CS6, menguji kelayakan media, dan menguji keefektifan media untuk meningkatkan hasil belajar siswa. Jenis penelitian yang digunakan adalah penelitian Research and Development (R&D) dengan model Borg & Gall. Langkah pengembangan meliputi potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, produksi masal (Sugiyono, 2016:35-39). Teknik pengumpulan data yang digunakan adalah angket atau kusioner, data dokumentasi, pretest, dan posttest. Multimedia interaktif flash berbasis contextual teaching and learning yang dikembangkan didesain dengan beberapa slide menu, yang terdiri dari (1) halaman pembuka, (2) halaman awal, halaman daftar pustaka, menu kompetensi dasar, menu panduan, (3) menu utama, (4) menu materi, (5) menu video, (6) menu evaluasi, dan (7) menu bidota profil. Penilaian dari ahli materi sebesar 85% dengan kriteria sangat layak dan ahli media sebesar 81,5% dengan kriteria sangat layak. Kefektifan multimedia interaktif flash berbasis contextual teaching and learning dibuktikan pada uji coba kelompok kecil di mana terdapat peningkatan hasil belajar siswa dengan N-gain sebesar 0,5729 dengan kriteria sedang. Persentase tanggapan siswa sebesar 92,7% dengan kriteria sangat baik. Sedangkan persentase tanggapan guru sebesar 90% dengan kriteria sangat baikDisimpulkan bahwa multimedia interaktif flash berbasis contextual teaching and learning layak dan efektif digunakan di dalam pembelajaran. This research is motivated by the lack of learning experience using innovative media. The implemetation of science learning in fifth grade students of Pengempon Elementary School is in accordance with the standard of the education process in Indonesia but has not been optimal. Based on the midterm assessments, science subjects showed an average value that was not maximal, namely as many as 20 students , 45% of students did not pass the completeness criteria (KKM). The purpose of this research is to develop the media Adobe Flash CS6, testing the feasibility of the media, and testing the effectiveness of the media to improve student learning outcomes. This type of research is Research and Development (R&D) with the Borg & Gall model. Development steps include potentials and problems, data collection, product design, design validation, design revision, product testing, mass production (Sugiyono, 2016: 35-39). The data collection techniques used were questionnaires, documentation data, pretest, and posttest. The developed interactive flash multimedia based on contextual teaching and learning is designed with several menu slides, consist of (1) opening page, (2) starting page, bibliography page, basic competency menu, guide menu, (3) main menu, (4) ) material menu, (5) video menu, (6) evaluation menu, and (7) bidota profile menu. The evaluation of material experts is 85% with very feasible criteria and media experts by 81.5% with very feasible criteria. In small group trials there was an increase in student learning outcomes with N- gain amounting to 0.5729 with moderate criteria. The percentage of student responses was 92.7% with very good criteria. Meanwhile, the percentage of teacher responses was 90% with very good criteria.