cover
Contact Name
Fitria Dwi Prasetyanigntyas
Contact Email
jlj@mail.unnes.ac.id
Phone
+6282225990248
Journal Mail Official
jlj@mail.unnes.ac.id
Editorial Address
Jl. Bringin Raya No. 15, Karanganyar, Ngaliyan, Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Joyful Learning Journal
ISSN : 22526366     EISSN : 2775295X     DOI : https://doi.org/10.15294/jlj
Joyful Learning Journal publishes research articles on the development of innovative and creative learning media, the effectiveness of a learning model, the comparison of a learning activity in elementary school, the relationship of a learning concept as well as conceptual studies on basic education.
Articles 9 Documents
Search results for , issue "Vol 12 No 3 (2023): Joyful Learning Journal: September 2023" : 9 Documents clear
PENGEMBANGAN BAHAN AJAR PEMBELAJARAN TEMA (MENYAYANGI TUMBUHAN DAN HEWAN) DENGAN MENGGUNAKAN METODE STORYTELLING UNTUK MENINGKATKAN KETERAMPILAN BERBICARA PADA SISWA KELAS III SEKOLAH DASAR 112327 SIRIA-RIA Laila Sari Pohan
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.72570

Abstract

This study aims to determine how the development of teaching materials for the storytelling method on the thematic theme of loving plants and animals in class III and efforts to improve students' speaking skills in class III of Primary School 112327 Siria-Ria. This research is a type of development research (Research and Development) using the 4-D Model 4-D development model, namely defining (Define), designing (Design), developing (Develop), and disseminating (Disseminate). The subjects in this study are media expert validation and material experts and the object in this study is the development of theme learning teaching materials (loving plants and animals) using the storytelling method to improve the speaking skills of grade III elementary school students. The instrument used to collect data is a questionnaire. The results of the validation of teaching materials on learning themes (loving plants and animals) using the storytelling method are In the validation of material experts obtained 84% with very feasible criteria. And in the media expert validation obtained a score of 93% with very feasible criteria. Based on the data obtained, it can be concluded that teaching materials use the storytelling method to improve speaking skills in grade III elementary school students. Can improve the speaking skills of grade III students.
MEDIA ARTICULATE STORYLINE UNTUK PENINGKATAN PENGUASAAN KOSAKATA BAHASA INGGRIS SISWA KELAS 1 SEKOLAH DASAR Arif Widagdo; Salsa Nabila Junaedi
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.76011

Abstract

Penelitian ini bertujuan untuk mendeskripsikan desain media Articulate Storyline, mendeskripsikan kelayakan dan keefektifan media interaktif Artiuculate Storyline untuk meningkatkan penguasaan kosakata pada muatan Bahasa Inggris kelas I Sekolah Dasar. Jenis penelitian yang digunakan yaitu penelitian pengembangan (R&D) dengan menggunakan model Borg & Gall. Subjek studi ini adalah 26 siswa kelas I SD Kemala Bhayangkari 04 Semarang. Studi ini dilaksanakan di SD Kemala Bhayangkari 04 Semarang semester genap tahun akademik 2022/2023. Variabel penelitian yaitu variabel X media Articulate Storyline dan variabel Y penguasaan kosa kata. Teknik pengumpulan data yaitu dengan melaksanakan kegiatan observasi, wawancara, tes, pengumpulan dokumentasi, dan angket. Instrumen penelitian yang digunakan yaitu panduan wawancara, dokumentasi, angket tanggapan, angket validasi ahli, soal pretest dan posttest. Analisis data menggunakan uji normalitas, uji t, dan uji N-gain. Hasil dari penelitian menunjukkan bahwa media Articulate Storyline layak digunakan dengan persentase kelayakan dari validator ahli materi sebesar 96% dan ahli media sebesar 100% dengan kriteria sangat layak. Hasil uji-t diperoleh 16,79 > 2,120 artinya Ho ditolak dan Ha diterima, maka terdapat perbedaan yang signifikan antara hasil belajar pretest dan posttest. Peningkatan rata-rata (N-gain) data pretest dan posttest diperoleh sebesar 0,823 dengan kriteria tinggi. Simpulan pada penelitian ini adalah media interaktif Articulate Storyline layak dan efektif digunakan sebagai media pembelajaran pada muatan pelajaran bahasa Inggris kelas I SD Kemala Bhayangkari 04 Semarang. This research aimed to describe the design of the Articulate Storyline media, to describe the feasibility and effectiveness of the Artiuculate Storyline interactive media to improve vocabulary mastery in grade I elementary school English content. The type of research was development research (R&D) using the Borg & Gall model. The subjects of this study were 26 students of year 1 of SD Kemala Bhayangkari 04 Semarang. The researcher carried out this study at SD Kemala Bhayangkari 04 Semarang, even semester of the 2022/2023 academic year. The research variables were variable X media Articulate Storyline and variable Y vocabulary mastery. Data collection techniques included carrying out observation, interviews, tests, collecting documentation and questionnaires. The research instruments were interview guides, documentation, response questionnaires, expert validation questionnaires, pretest and posttest questions. Data analysis used the normality test, t test, and N-gain test. The results of the research show that the Articulate Storyline media is suitable for use with a feasibility percentage from material expert validators of 96% and media experts of 100% with very feasible criteria. The t-test results obtained were 16.79 > 2.120, meaning that Ho was rejected and Ha was accepted, so there was a significant difference between the pretest and posttest learning results. The average increase (N-gain) of pretest and posttest data was obtained at 0.823 with high criteria. The conclusion of this research is that the interactive media Articulate Storyline is suitable and effective for use as a learning medium in class I English lesson content at SD Kemala Bhayangkari 04 Semarang
PENGEMBANGAN MEDIA VIDEO ANIMASI ANIMAKER MATERI PENGARUH KONDISI GEOGRAFIS INDONESIA KELAS V Qurotu Aini, Laili Isnia; Prasetyaningtas, Fitria Dwi
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.76031

Abstract

Abstrak Penelitian ini bertujuan mengembangkan, menguji kelayakan, dan keefektifan media video animasi berbasis animaker sebagai media pembelajaran materi pengaruh kondisi geografis Indonesia kelas V SDN Tegowanu 4 Kabupaten Demak. Teknik pengumpulan data menggunakan teknik tes dan nontes. Jenis penelitian adalah Research & Development (R&D). Hasil penelitian diperoleh (1) media pembelajaran didesain dengan beberapa slide yang berisikan materi, gambar, animasi dan iringan musik yang sesuai, menggunakan jenis huruf yang dapat dibaca dengan jelas, menggunakan bahasa yang mudah dipahami, serta pemilihan warna yang cerah; (2) Media video animaker dinyatakan sangat layak berdasarkan penilaian ahli materi sebesar 87,5%, dan ahli media sebesar 86,36%; (3) hasil uji paired sample T-tes jka sig.(2-tailed) <0,005 maka dikatakan ada perbedaan antara hasil pretest dan posttest. Hasil perhitungan menunjukkan perolehan angka <0,001 dengan demikian dapat dikatakan bahwa ada perbedaan antara hasil pretest dan posttest pada kelompok kecil dan kelompok besar. Uji N- Gain kelompok kecil diperoleh sebesar 0,549 kriteria “sedang” dan kelompok besar diperoleh sebesar 0,609 dengan kriteria “sedang”. Simpulan dari penelitian ini yaitu media pembelajaran video berbasis animaker “sangat layak” dan efektif diterapkan untuk meningkatkan hasil belajar siswa kelas V muatan pelajaran IPS. This research aims to develop, test the feasibility and effectiveness of animaker-based video learning medium for the material on the influence of Indonesia's geographical conditions in grade V students at SDN Tegowanu 4, Demak Regency. Data collection techniques using test and non-test techniques. The type of research is Research & Development (R&D). The results of the study obtained (1) learning media is designed with several slides containing material, images, animations and appropriate musical accompaniment. Using fonts that can be read clearrly, using language that is easy to understand, and choosing bright colors; (2) animaker video media is declared very feasible based on the assessment of material experts at 87.5%, and media experts at 86.36%; (3) the results of the paired sample T-test if sig.(2-tailed) <0.005 then it is said that there is a difference between the pretest and posttest results. The calculation results show that the score is <0.001, so it can be said that there is a difference between the pretest and posttest results in the small group and the large group. The N- Gain test for the small group was obtained at 0.549 with the criteria for a "medium" increase and for the large group it was obtained at 0.609 with the criteria for a "medium" increase. The conclusion of this research is that animaker-based video learning media is "very feasible" and can be effectively applied to improve the learning outcomes of V grade students with Social Studies.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PETUASINA BERBASIS ADOBE FLASH PADA MUATAN PEMBELAJARAN MATEMATIKA KELAS V SD Wijayanti, Wahyu; Fathurrahman, Moh.
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.76042

Abstract

Abstrak Keterbatasan penggunaan media menyebabkan hasil belajar matematika yang masih rendah. Penelitian ini bertujuan untuk mengembangkan, mengetahui kelayakan dan keefektifan multimedia interaktif petuasina (Petualangan Si Bona) berbasis Adobe Flash untuk meningkatkan hasil belajar matematika siswa kelas V SD. Jenis penelitian yang digunakan adalah penelitian Research and Development (R&D) dengan model ADDIE. Subjek penelitia adalah siswa kelas V SDN Girimargo 1 Kecamatan Miri, Kabupaten Sragen. Teknik pengumpulan data menggunakan wawancara, observasi, angket, tes, dan dokumentasi. Teknik analisis data yaitu uji normalitas, uji t, uji N-Gain. Menghasilkan produk multimedia interaktif petuasina (Petualangan Si Bona) berbasis Adobe Flash materi operasi hitung penjumlahan dan pengurangan bilangan bulat. Kelayakan media dari ahli materi 85,8% (sangat layak) dan ahli media 88% (sangat layak). Keefektifan media diuji dari hasil nilai pretest dan posttest meggunakan uji t berpasangan dengan nilai sig. (2-tailed) sebesar 0,000<0,050 yang dinyatakan bahwa Ha diterima, dengan peningkatan rata-rata uji N-Gain sebesar 0,4604 (sedang) menunjukkan bahwa multimedia interaktif petuasina (Petualangan Si Bona) berbasis Adobe Flash efektif meningkatakan hasil belajar siswa. Simpulan penelitian ini menghasilkan multimedia interaktif petuasina (Petualangan Si Bona) berbasis Adobe Flash layak digunakan dalam pembelajaran dan efektif meningkatakan hasil belajar matematika siswa kelas V SDN Girimargo 1 Kecamatan Miri, Kabupaten Sragen. The limited use of media causes low mathematics learning outcomes. This study aims to develop, determine the feasibility and effectiveness of interactive multimedia petuasina (Adventure Si Bona) based on Adobe Flash to improve mathematics learning outcomes of grade V elementary school students. The type of research used is Research and Development (R&D) research with the ADDIE model. The research subject was a grade V student of SDN Girimargo 1 Miri District, Sragen Regency. Data collection techniques use interviews, observations, questionnaires, tests, and documentation. Data analysis techniques are normality test, t test, N-Gain test. Produce interactive multimedia products petuasina (Adventure Si Bona) based on Adobe Flash material operations to calculate addition and subtraction of integers. Media notability from material experts 85.8% (very feasible) and media experts 88% (very feasible). The effectiveness of the media is tested from the results of pretest and posttest values using a paired t test with sig values. (2-tailed) of 0.000<0.050 which stated that Ha was accepted, with an average increase in N-Gain test of 0.4604 (moderate) showed that interactive multimedia petuasina (Adventure Si Bona) based on Adobe Flash effectively improved student learning outcomes. The conclusion of this research resulted in interactive multimedia petuasina (Adventure Si Bona) based on Adobe Flash suitable for use in learning and effectively improving mathematics learning outcomes of grade V students of SDN Girimargo 1 Miri District, Sragen Regency.
PENGEMBANGAN BUKU AJAR NORMA DAN PENERAPANNYA BERBASIS KEARIFAN LOKAL SEMARANG UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V Arifa, Dwi; Sari, Nawang Wulan; Widodo, Susilo Tri; Aniswatin, Nor
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.76568

Abstract

Textbooks are one of the learning resources needed in the learning process. The aim of this research is to develop a textbook on Norms and their Application based on the local wisdom of Semarang City. The research method used is Research and Development. The development model used is the ADDIE model which starts from analysis, design, development, implementation and evaluation. The subjects in this research were fifth grade students at SD Negeri Wates 02. The data collection techniques used were interviews, observations and tests. To determine the suitability of a textbook, it must be assessed by media experts and material experts. The validation test results show that the textbook developed is in the very appropriate category both in terms of media and material. The percentage of media validation test results is 93% while the material validation test results are 91,66%. Meanwhile, the effectiveness of textbooks is carried out through tests. As many as 92% of students have completed and only 8% have not completed. From the results of validation tests and tests, this textbook can be said to be feasible and effective.
PENGEMBANGAN MEDIA SPINNING WHEEL BERBASIS UNITY PADA PEMBELAJARAN IPAS Hanafiah, Putri Arlisa; Christian Putra, Galih Mahardika
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.76971

Abstract

Media Pembelajaran IPAS terkait materi pembelajaran IPS kelas V SD Muhammadiyah Borobudur terdapat permasalahan pada penerapan media berbasis IT yang belum optimal. keterampilan kolaborasi pada pembelajaran yang merupakah salah satu penyebab peserta didik dapat belajar dengan aktif dan menyenangkan belum diterapkan pada pembelajaran IPAS. Oleh karena itu, pengembangan media pembelajaran dibutuhkan sebagai solusi dalam permasalahan tersebut. Tujuan dari penelitian ini adalah untuk mengembangkan media, menguji kelayakan, serta menguji keefektifan media pembelajaran Spinning Wheel berbasis Unity untuk meningkatkan keterampilan kolaborasi pada pembelajaran IPAS kelas V SD Muhammadyah Borobudur Kabupaten Magelang. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan Borg and Gall. Subjek pada penelitian ini adalah siswa kelas V SD Muhammadyah Borobudur Kabupaten Magelang. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dokumentasi, angket dan tes. Hasil penelitian menunjukkan bahwa desain pengembangan media Spinning Wheel berbasis Unity sangat layak dan sangat efektif digunakan dalam pembelajaran. dibuktikan dengan hasil uji kelayakan oleh ahli dengan presentase kelayakan pada media 90,63% dan materi 90,00% dengan kualifikasi sangat layak. Uji t berpasangan pada kelompok kecil dan besar juga mengindikasikan bahwa media ini efektif dalam meningkatkan keterampilan kolaborasi, dengan tingkat N-Gain yang tinggi. Berdasarkan hasil penelitian maka dapat disimpulkan bahwa media Spinning Wheel berbasis Unity layak dan efektif digunakan dalam pembelajaran untuk meningkatkan keterampilan kolaborasi peserta didik kelas V SD Muhammadiyah Borobudur Magelang. Saran peneliti adalah penyempurnaan media Spinning wheel berbasis unity pada pembelajaran peserta didik, sehingga mampu menghasilkan media pembelajaran yang lebih inovatif, kreatif dan menyenangkan. IPAS Learning Media related to social studies learning material for class V at SD Muhammadiyah Borobudur, there are problems with the application of IT-based media, which is not yet optimal. Collaboration skills in learning, which are among the reasons why students can learn actively and happily, have not been applied to science and science learning. Therefore, the development of learning media is needed as a solution to this problem. The aim of this research is to develop a design, test feasibility, and test the effectiveness of Unity-based Spinning Wheel learning media to improve collaboration skills in class V science and science learning at SD Muhammadyah Borobudur, Magelang Regency. This research uses the Research and Development (R&D) method with the Borg and Gall development model. The subjects in this research were fifth-grade students at SD Muhammadyah Borobudur, Magelang Regency. The data collection techniques used are observation, interviews, documentation, questionnaires, and tests. The results of the research show that the design for developing Unity-based Spinning Wheel media is very feasible and very effective for use in learning. Proven by the results of feasibility tests by experts with a feasibility percentage in the media of 90.63% and material of 90.00% with very feasible qualifications. Paired t-tests in small and large groups also indicated that this media was effective in improving collaboration skills, with a high level of N-Gain. Based on these results, it can be concluded that the Unity-based Spinning Wheel media is feasible and effective for use in learning to improve the collaboration skills of class V students at SD Muhammadiyah Borobudur Magelang. The researcher's suggestion is to improve the unity-based Spinning Wheel media in student learning so that it can produce learning media that is more innovative, creative, and fun.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO DORATOON UNTUK MENINGKATKAN HASIL BELAJAR IPS KELAS V Kusumawati, Erna
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.77092

Abstract

Abstrak Penelitian ini bertujuan untuk mengembangkan desain media, menguji kelayakan, dan keefektifan media pembelajaran berbasis video Doratoon untuk meningkatkan hasil belajar IPS siswa kelas VB SDN 4 Kertosari Kabupaten Kendal. Jenis penelitian yaitu Research and Development (R&D) dengan model pengembangan Borg & Gall. Subjek penelitian ini adalah 30 siswa kelas V SDN 4 Kertosari Kabupaten Kendal. Teknik pengumpulan data menggunakan observasi, wawancara, angket, tes, dan dokumentasi. Teknik analisis data awal menggunakan uji normalitas dan uji homogenitas. Teknik analisis data akhir menggunakan uji perbedaaan rata-rata dan uji N-Gain. Hasil penelitian menunjukkan bahwa 1) desain media pembelajaran berbasis video Doratoon menggunakan website Doratoon berisi cover, peta konsep, halaman pembuka, kompetensi dasar, tujuan pembelajaran, pertanyaan pemantik, 4 submateri, quiz dan penutup; 2) kelayakan dilakukan oleh ahli media diperoleh presentase skor 100% dengan kriteria sangat layak dan ahli materi diperoleh presentase skor 91,66% dengan kriteria sangat layak; dan 3) keefektifan media diperoleh dari hasil pretest posttest diuji menggunakan N-gain diperoleh skor 0,61 kriteria sedang, serta uji perbedaan rata-rata diperoleh nilai sig. (2-tailed) 0,001 < 0,05, maka Ha diterima. Simpulan dari penelitian ini adalah media pembelajaran berbasis video Doratoon berhasil dikembangkan, sangat layak dan efektif untuk meningkatkan hasil belajar IPS siswa kelas V SDN 4 Kertosari Kabupaten Kendal. This research aims to develop a media design, test the feasibility and effectiveness of Doratoon video-based learning media to improve social studies learning outcomes for class VB students at SDN 4 Kertosari, Kendal Regency. The type of research is Research and Development (R&D) with the Borg & Gall development model. The subjects of this research were 30 class V students of SDN 4 Kertosari, Kendal Regency. Data collection techniques use observation, interviews, questionnaires, tests and documentation. The initial data analysis technique uses the normality test and homogeneity test. The final data analysis technique uses the average difference test and the N-Gain test. The research results show that 1) the design of Doratoon video-based learning media using the Doratoon website contains a cover, concept map, opening page, basic competencies, learning objectives, trigger questions, 4 sub-materials, quiz and closing; 2) feasibility carried out by media experts obtained a score percentage of 100% with very feasible criteria and material experts obtained a score percentage of 91.66% with very feasible criteria; and 3) the effectiveness of the media was obtained from the results of the pretest posttest tested using N-gain, obtaining a score of 0.61, medium criteria, and the average difference test obtained a sig value. (2-tailed) 0.001 < 0.05, then Ha is accepted. The conclusion of this research is that the Doratoon video-based learning media has been successfully developed, is very feasible and effective for improving social studies learning outcomes for class V students at SDN 4 Kertosari, Kendal Regency.
PENGEMBANGAN MEDIA PEMBELAJARAN PAPAN NAPIER DILENGKAPI LKPD PADA BILANGAN CACAH KELAS III Wulandari, Fitri; Trimurtini, Trimurtini
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.77134

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya media pembelajaran yang diberikan guru kepada peserta didik dalam menyampaiakan materi pada pembelajaran Matematika. Tujuan penelitian ini untuk mengembangkan desain, menguji kelayakan dan keefektifan media papan napier dilengkapi LKPD untuk upaya peningkatan hasil belajar Matematika siswa kelas III SD Negeri Sewukan. Penelitian ini menggunakan jenis penelitian Research and Development (RnD) dengan model penelitian pengembangan Borg and Gell hanya sampai pada langkah ke-8. Teknik pengambilan data menggunakan teknik tes dan nontes. Teknik analisis data dengan uji normalitas, uji homogenitas, uji t, dan uji N-gain. Produk media papan napier dilengkapi LKPD berbentuk media fisik yang menggunakan aplikasi CorelDraw dan Canva. Hasil penelitian menunjukkan bahwa penilaian dari ahli materi dan ahli media mendapatkan kriteria sangat layak. Media papan napier dilengkapi LKPD efektif digunakan dalam pembelajaran Matematika materi perkalian dan pembagian bersusun. Hal tersebut dibuktikan dari hasil uji t-test yang menunjukkan bahwa thitung (2,659) > ttabel (2,576) pada skala kecil, dan thitung (6,512) > ttabel (2,144) pada skala besar yang artinya adanya perbedaan antara nilai pretest dan posttest, serta hasil uji N-gain yang menunjukkan peningkatan rata-rata sebesar 0,43 dan 0,57 yang termasuk dalam kategori sedang. Simpulan penelitian ini adalah media papan napier dilengkapi LKPD dikembangkan berbentuk media fisik yang menggunakan aplikasi Corel Draw dan Canva, dan pengembangan media papan napier dilengkapi LKPD layak serta efektif digunakan pada pembelajaran Matematika materi perkalian dan pembagian bersusun. This study was motivated by the lack of learning media that teachers provide to students as teaching materials in mathematics classes. The purpose of this study was to develop a design, test the feasibility and effectiveness of the Napier board media equipped with LKPD to improve the learning outcomes of third-grade Mathematics students at SD Negeri Sewukan. This research used Research and Development (RnD) research with the Borg and Gell development research model only up to the 8th step. Data collection techniques using test and non-test techniques. Data analysis techniques with normality test, homogeneity test, t-test, and N-gain test. Napier board media products are equipped with LKPD in the form of physical media using Corel Draw and Canva applications. The results showed that the assessment from material experts and media experts received very feasible criteria. Napier board media equipped with LKPD is effectively used in learning Mathematics material on multiplication and division in series.This is evidenced by the results of the t-test, which shows that t-count (2.659) > t-table (2.576) on a small scale, and t-count (6.512) > t-table (2.144) on a large scale, which means that there is a difference between pretest and posttest values, as well as N-gain test results which show an average increase of 0.43 and 0.57 which are included in the medium category. The conclusion of this study is that Napier board media equipped with LKPD was developed in the form of physical media using the Corel Draw application and Carva, and the development of Napier board media equipped with LKPD feasible and effective use in learning Mathematics multiplication and division materials.
PENGEMBANGAN MEDIA BERBASIS POWTOON MODEL GI UNTUK MENINGKATKAN HASIL BELAJAR IPS KELAS V Firdaus, Yusuf Ananda; Christian Putra, Galih Mahardika
Joyful Learning Journal Vol 12 No 3 (2023): Joyful Learning Journal: September 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i3.77453

Abstract

Abstrak Penlitian ini bertujuan untuk mengembangkan media berbasis Powtoon model GI untuk meningkatkan hasil belajar peserta didik kelas V SDN Sampangan 02 pada muatan pembelajaran IPS. Metode penelitian ini adalah research and development (R&D). Subek penelitian ini adalah guru kelas V dan 25 peserta didik kelas V SDN Sampangan 02. Teknik pengumpulan data yang digunakan berupa wawancara, data dokumen, angket dan dokumentasi. Analisis data dilakukan dengan uji kelayakan dan uji keefektifan media. Hasil uji kelayakan media oleh ahli materi materi memperoleh hasil 92% dan ahli media memperoleh 93% dalam kategori sangat layak. Hasil tanggapan guru memperoleh hasil 100% dan hasil tanggapan siswa 100% dalam kategori sangat layak. Hasil uji N-Gain sebelum dan sesudah pembelajaran mendapatkan hasil 0,62 dengan kriteria sedang, sehingga efektif digunakan untuk media pembelajaran. Simpulan dari penelitian ini media berbasis Powtoon model GI layak dan efektif digunakan dalam pembelajaran IPS. This research aims to develop Powtoon GI model based media to improve the learning outcomes of class V students at SDN Sampangan 02 on social studies learning content. This research method is research and development (R&D). The subjects of this research were class V teachers and 25 class V students at SDN Sampangan 02. The data collection techniques used were interviews, document data, questionnaires and documentation. Data analysis was carried out using feasibility tests and media effectiveness tests. The results of the media feasibility test by material experts obtained a result of 92% and media experts obtained 93% in the very feasible category. The results of the teacher's response were 100% and the student's response was 100% in the very appropriate category. The N-Gain test results before and after learning obtained a result of 0.62 with medium criteria, so it is effective for use as learning media. The conclusion from this research is that the Powtoon GI model based media is feasible and effective for use in social studies learning.

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