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 672 Documents
PENGEMBANGAN MEDIA KUBUS TULIS HURUF PINTAR UNTUK MENINGKATKAN KETERAMPILAN MENULIS PERMULAAN Desi Nur Amalia
Joyful Learning Journal Vol 12 No 2 (2023): Joyful Learning Journal: June 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i2.73704

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterampilan menulis permulaan di SD Negeri 01 Panunggalan Kabupaten Grobogan. Hal tersebut dikarenakan penggunaan media pembelaran yang masih sederhana seperti gambar dan video yang didapatkan melalui internet tanpa dimodifikasi sesuai karakteristik siswa sekolah dasar. Penelitian ini bertujuan untuk mengembangkan, mendeskripsikan hasil kelayakan, dan menguji keefektifan media kubus tulis huruf pintar yang digunakan untuk meningkatkan keterampilan menulis permulaan. Penelitian ini merupakan penelitian pengembangan dengan jenis ADDIE (Analyze, Design, Development, Implemetation, dan Evaluation). Subyek penelitian ini adalah 28 siswa kelas 1. Teknik pengumpulan data yang digunakan adalah teknik tes berupa pretest dan posttest dan teknik non-tes berupa angket, wawancara, dan studi dokumentasi. Teknik analisis datanya adalah analisis data produk, analisis data awal, dan analisis data akhir. Hasil penelitian menunjukkan bahwa Peneliti berhasil mengembangkan media kubus tulis huruf pintar dan dinyatakan layak digunakan sebagai media pembelajaran karena memperoleh presentase kelayakan media sebesar 94% dan presentase kelayakan materi sebesar 95%, serta angket kebutuhan guru memperoleh presentase 97% dan angket kebutuhan siswanya 95%. Keefektifan media kubus tulis huruf pintar ditunjukkan melalui hasil perhitungan uji t yang memperoleh nilai thitung lebih kecil dari ttabel yaitu 9,536 lebih kecil dari 1,703 dan peningkatan rata-rata (N-gain) data pretest dan posttest sebesar 0,62 dengan kriteria sedang. Simpulan penelitian ini adalah media kubus tulis huruf pintar sangat layak digunakan sebagai media pembelajaran dan efektif untuk meningkatkan keterampilan menulis permulaan. This research was motivated by the low initial writing skills at elementary school Panunggalan 01, Grobogan Regency. This is because of the use of simple learning media such as images and videos obtained through the internet without being modified according to the characteristics of elementary school students. This study aims to develop, describe the feasibility results, and test the effectiveness of smart letter writing cube media used to improve the initial writing skills of first grade students. This research is a development research with the type of ADDIE (Analyze, Design, Development, Implementation, and Evaluation). The subjects of this study were 28 first grade students. The data collection techniques used are test techniques in the form of pretest and posttest and non-test techniques in the form of questionnaires, interviews, and documentation studies. The data analysis techniques are product data analysis techniques, initial data analysis, and final data analysis. The results showed that researchers succeeded in developing smart letter writing cube media and were declared suitable for use as learning media because they obtained a percentage of media feasibility of 94% and a percentage of material feasibility of 95%, and teacher needs questionnaires obtained a percentage of 97% and student needs questionnaires of 95%. The effectiveness of the smart letter writing cube media is shown through the calculation results of the t-test which obtained a tcount value smaller than ttable, which is 9.536 smaller than 1.703 and an average increase (N-gain) of pretest and posttest data of 0.62 with moderate criteria. This research concludes that the smart letter writing cube media is very feasible to be used as a learning medium and is effective for improving initial writing skills.
PENGEMBANGAN MEDIA KOMIK STRIP DIGITAL BERBASIS PROBLEM BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS IPA Yuliana Evi Safitri
Joyful Learning Journal Vol 12 No 2 (2023): Joyful Learning Journal: June 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i2.73776

Abstract

Abstrak Penelitian ini bertujuan untuk mengembangkan desain, menguji kelayakan dan menguji keefektifan media komik strip digital berbasis Problem Based Learning untuk meningkatkan kemampuan berpikir kritis. Jenis penelitian ini adalah Research and Development (R&D) menggunakan model pengembangan Borg and Gall dengan delapan tahapan. Teknik pengumpulan data menggunakan tes (pretest dan posttest), dan non tes (wawancara, observasi, angket, dan dokumentasi). Teknik analisis data yang digunakan yaitu uji normalitas, uji t, dan N-gain. Hasil penelitian ini menunjukkan 1) Media komik strip digital berbasis Problem Based Learning yang dikembangkan menggunakan aplikasi canva dan dipadukan dengan model Problem Based Learning sebagai satu kesatuan untuk meningkatkan kemampuan berpikir kritis peserta didik; 2) Media komik strip digital berbasis Problem Based Learning pada muatan pembelajaran IPA sangat layak digunakan dalam kegiatan pembelajaran dengan persentase hasil validasi oleh ahli media sebesar 91% kategori sangat layak, ahli materi sebesar 91,17% kategori sangat layak, dan ahli bahasa sebesar 91,17% kategori sangat layak. Adapun penilaian oleh guru pada uji coba skala besar diperoleh persentase 100% kategori sangat layak dan penilaian peserta didik diperoleh 94,9% kategori sangat layak; 3) Media komik strip digital berbasis Problem Based Learning dinyatakan efektif ditunjukkan dengan hasil uji t diperoleh thitung = 9,393 > ttabel =1,672 sehingga H0 ditolak dan Ha diterima. Hal ini didukung dengan hasil N-gain diperoleh sebesar 0,515 dalam kategori sedang. Simpulan penelitian adalah media komik strip digital berbasis Problem Based Learning berhasil, sangat layak dan efektif digunakan untuk meningkatkan kemampuan berpikir kritis peserta didik pada muatan IPA kelas V SDN Bringin 02 Kota Semarang. This study aims to develop a design and test the feasibility and effectiveness of digital-based comic strip media Problem-Based Learning to improve critical thinking skills. This type of research is Research and Development (R&D) uses the development model Borg and Gall with eight stages. Data collection techniques use tests (pretest and posttest) and non-test (interview, observation, questionnaire, and documentation). The data analysis techniques are the normality test, t-test, and N-gain. The results of this study indicate 1) Digital-based comic strip media Problem-Based Learning developed using the Canva application and combined with models Problem Based Learning as a unit to improve students' critical thinking skills; 2) Comic strip-based digital media Problem-Based Learning in science learning content it is very suitable for use in learning activities with the percentage of results of validation by media experts of 91% very feasible category, material experts of 91.17% very feasible category, and linguists of 91.17% very feasible category. As for the assessment by the teacher in the large-scale trial, a percentage of 100% was obtained in the very feasible category, and the student's assessment was obtained 94.9% in the very feasible category; 3) Comic strip-based digital media Problem-Based Learning declared effective indicated by the results of the t-test obtained temmons= 9,393 > ttable=1,672 until H0 rejected and Ha accepted. This is supported by the N-gain results obtained by 0.515 in the medium category. The research concludes that digital-based comic strip media Problem-Based Learning successful, is very feasible and effective in improving students' critical thinking skills in class V science content at SDN Bringin 02 Semarang City.
PENGEMBANGAN MEDIA KABARU (KARTU BANGUN RUANG) BERBASIS QR-CODE PADA PELAJARAN MATEMATIKA KELAS V SD Antik Maulida Sofiah
Joyful Learning Journal Vol 12 No 2 (2023): Joyful Learning Journal: June 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i2.73793

Abstract

AbstrakPenelitian ini bertujuan untuk medeskripsikan desain, menguji kelayakan, dan menguji keefektifan media Kabaru berbasis QR-Code. Jenis penelitian ini adalah Research and Development (R&D). Model pengembangan yang digunakan adalah model Borg & Gall yang telah disesuaikan dengan keadaan, kebutuhan penelitian dan diadaptasi oleh Sugiyono dengan 8 langkah yaitu: (1) potensi dan masalah; (2) pengumpulan data/informasi; (3) desain produk; (4) validasi desain; (5) perbaikan desain; (6) uji coba produk; (7) revisi produk; (8) uji coba pemakaian. Teknik penggumpulan data yang digunakan yaitu teknik tes (pretest dan posttest) dan non tes (wawancara, observasi, angket, dokumentasi). Teknik analisis data menggunakan analisis deskriptif dan statistik (uji normalitas, T-test dan uji N-Gain). Populasi pada penelitian ini berjumlah 27 siswa dengan sampel 21 siswa dengan teknik purposive sampling. Hasil penelitian 1) Peneliti sudah mengembangkan desain media kabaru berbasis QR-code sebagai sumber belajar pada mata pelajaran matematika siswa kelas V SD Negeri Kedalingan 02 Pati, 2) media kabaru berbasis QR-Code sangat layak digunakan dengan persentase kelayakan penyajian oleh ahli media sebesar 100% (sangat layak), dan kelayakan isi oleh ahli materi sebesar 93% (sangat layak) serta dikuatkan dengan tanggapan siswa dengan persentase 94% dengan kriteri sangat baik dan tanggapan guru dengan presentase 100% dengan kriteria sangat baik, 3) Media Kabaru berbasis QR-Code efektif digunakan dalam mata pelajaran matematika kelas V SD Negeri Kedalingan 02 berdasarkan posttest menunjukkan bahwa 20 siswa tuntas KKM dan 1 siswa tidak tuntas. Perhitungan uji t diperoleh hasil bahwa t-hitung lebih besar dari t-tabel yaitu 11.718 > 2.086 sehingga dapat diartikan bahwa ada perbedaan hasil belajar sebelum dan sesudah diberikan treatmen dengan media. Kemudian uji peningkatan rata-rata (N-gain) data pretest dan posttest diperoleh sebesar 0,5845 dengan kriteria sedang. Simpulan penelitian ini adalah media Kabaru berbasis QR-Code yang dikembangkan layak dan efektif digunakan pada mata pelajaran matematika materi bangun ruang. This study aims to describe the design, test the feasibility, and test the effectiveness of QR-Code-based Kabaru media. This type of research is Research and Development (R&D). The development model used the Borg & Gall model which has been adapted to circumstances, research needs and adapted by Sugiyono with 8 steps, namely: (1) potentials and problems; (2) data/information collection; (3) product design; (4) design validation; (5) design improvements; (6) product trials; (7) product revisions; (8) trial usage. The data collection techniques used test techniques (pretest and posttest) and non-test (interviews, observations, questionnaires, documentation). The data analysis techniques used descriptive and statistical analysis (normality test, T-test and N-Gain test). The population in this study amounted to 27 students with a sample of 21 students using purposive sampling technique. The results of the study 1) Researchers have developed a QR-code-based Kabaru media design as a learning resource in mathematics for fifth grade students of SD Negeri Kedalingan 02 Pati, 2) QR-Code-based Kabaru media is very appropriate to use with a percentage of eligibility for presentation by media experts of 100 % (very feasible), and content feasibility by material experts of 93% (very feasible) and reinforced by student responses with a percentage of 94% with very good criteria and teacher responses with a percentage of 100% with very good criteria, 3) QR-based Kabaru Media -The effective code is used in the fifth grade mathematics subject at SD Negeri Kedalingan 02 based on the posttest showing that 20 students completed the KKM and 1 student did not complete. Calculation of the t test obtained the result that the t-count is greater than the t-table, namely 11,718 > 2,086 so that it can be interpreted that there are differences in learning outcomes before and after being given treatment with media. Then the average increase test (N-gain) for pretest and posttest data was obtained at 0.5845 with moderate criteria. The conclusioned of this study the QR-Code-based Kabaru media which is feasible and effective for use in mathematics subject matter of geometric shapes.
PENINGKATAN HASIL BELAJAR IPAS MATERI BAGIAN TUBUH TUMBUHAN MELALUI PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA REALIA PADA PESERTA DIDIK KELAS IV SD Kurnia Aqsho Novina
Joyful Learning Journal Vol 12 No 2 (2023): Joyful Learning Journal: June 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i2.74336

Abstract

Tujuan dari penelitian ini yaitu mendeskripsikan proses pembelajaran dan meningkatkan hasil belajar IPAS materi bagian tubuh tumbuhan melalui penerapan model problem based learning berbantuan media realia. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK) dengan model Kemmis & Mc. Taggart dalam Arikunto menggunakan 4 langkah yaitu: (1) perencanaan (planning), (2) pelaksanaan tindakan (action), (3) observasi (observation), dan (4) refleksi (reflecting). Subjek penelitian ini adalah seluruh siswa kelas IV SDN Sendangmulyo 03 Kota Semarang yang berjumlah 29 siswa. Teknik pengumpulan data yang digunakan yaitu observasi, tes, angket, dan dokumentasi. Teknik analisis data menggunakan teknik analisis data kuantitatif dengan menghitung rata-rata nilai dan persentase ketuntasan.Hasil penelitian ini adalah rata- rata nilai dan persentase yang didapat dari pra siklus, siklus I dan siklus II. Peningkatan tersebut didapat dari hasil perbaikan mulai dari pra siklus untuk di siklus I dan perbaikan dari siklus I untuk di siklus II. Peningkatan ketuntasan hasil belajar peserta didik dapat dilihat dari rata-rata nilai prasiklus adalah 54 dengan persentase ketuntasan sebesar 21%, rata-rata nilai siklus I adalah 70 dengan persentase ketuntasan sebesar 59% dan rata-rata nilai siklus I adalah 77 dengan persentase ketuntasan sebesar 79%. Berdasarkan hasil penelitian dapat disimpulkan bahwa penerapan model Problem Based Learning berbantuan media realia dapat meningkatkan hasil belajar IPAS materi bagian tubuh tumbuhan pada peserta didik kelas IV SDN Sendangmulyo 03 Kota Semarang. The purpose of this research is to describe the learning process and improve learning outcomes of science material on plant body parts through a standard problem based learning model assisted by realia media. This type of research is Classroom Action Research with the Kemmis & Mc model. Taggart in Arikunto uses 4 steps, namely: (1) planning, (2) action, (3) observing, and (4) reflecting. The subjects of this research were all class IV students at SDN Sendangmulyo 03 Semarang City, totaling 29 students. The data collection techniques used are observation, tests, questionnaires and documentation. The data analysis technique uses quantitative data analysis techniques by calculating the average score and percentage of completeness. The results of this research are the average scores and percentages obtained from the pre-cycle, cycle I and cycle II. This increase was obtained from the results of improvements starting from pre-cycle to cycle I and improvements from cycle I to cycle II. The increase in the completeness of students' learning outcomes can be seen from the average pre-cycle score of 54 with a completion percentage of 21%, the average value of cycle I is 70 with a percentage of completeness of 59% and the average value of cycle I is 77 with a percentage of completeness of 79%. Based on the research results, it can be concluded that the application of the Problem Based Learning model assisted by realia media can improve the learning outcomes of science material on plant body parts in class IV students at SDN Sendangmulyo 03, Semarang City.
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 CERITA BERGAMBAR BERBASIS ARTICULATE STORYLINE PADA MUATAN PELAJARAN BAHASA INDONESIA Lestari, Janatun Tri
Joyful Learning Journal Vol 12 No 4 (2023): Joyful Learning Journal: Desember 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i4.57519

Abstract

Penelitian ini dilatar belakangi oleh rendahya keterampilan siswa dalam menulis kalimat efektif. Hal ini terjadi karena kurangnya media pembelajaran Bahasa Indonesia yang inovatif. Penelitian ini bertujuan untuk mengembangkan media cerita bergambar berbasis Articulate Storyline untuk siswa kelas III SD, menguji kelayakan cerita bergambar berbasis Articulate Storyline, dan menguji keefektifan cerita bergambar berbasis Articulate Storyline. Jenia penelitian ini Research and Develompent (R&D). Prosedur penelitian ini menggunakan model Borg and Gall. Hasil uji kelayakan media cerita bergambar berbasis Articulate Storyline yaitu dari ahli materi sebesar 89,4%, ahli media sebesar 97,8% dan ahli materi sebesar 95%. Media cerita bergambar berbasis Articulate Storyline efektif digunakan dalam pembelajaran Bahasa Indonesia. Hasil uji t menunjukkan bahwa media cerita bergambar berbasis Articulate Storyline efektif untuk meningkatkan hasil belajar keterampilan menulis kalimat efektif. Uji N-Gain pretest dan posttest diperoleh sebesar 0,45 kriteria “sedang”. Simpulan penelitian ini adalah media yang dikembangkan sangat layak dan efektif digunakan dalam pembelajaran Bahasa Indonesia serta dapat meningkatkan keterampilan siswa dalam menulis kalimat efektif. This research was motivated by the poor skill of students in writing effective sentences. This occured due to the lack of innovative learning media in Bahasa Indonesia subject. This study aimed to develop Articulate Storyline based illustrated story media for Grade III elementary school students, testing the feasibility of Articulate Storyline based illustrated stories, and testing the effectiveness of Articulate Storyline based illustrated stories. The research method used is Research and Development (R&D). The feasibility test results of Articulate Storyline based Illustrated story media are from material experts at 89.4%, media experts at 97.8% and material experts at 95%. The results of the T test showed that Articulate Storyline based picture story media is effective for improving the learning outcomes of effective sentence writing skills. Test n-gain pretest and posttest obtained by 0.45 criteria”medium". The conclusion of this research is that the media developed was very viable and effective in learning and can improve students' skills in writing effective sentences.
PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS APLIKASI BOOK CREATOR PADA TEMA PERTUMBUHAN DAN PERKEMBANGAN MAKHLUK HIDUP KELAS III SD Ayuni, Amanda Putri; fadlan, muhammad noer
Joyful Learning Journal Vol 12 No 4 (2023): Joyful Learning Journal: Desember 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i4.73437

Abstract

This research is a type of development research (research and development) with reference to the 4D model which is an extension of Define, Design, Development and Dissemination. The instrument used to collect data is a questionnaire. The data analysis technique is descriptive qualitative. The development of teaching materials is carried out in several stages. In the initial stage, researchers chose the material based on the Core Competencies (KI), Basic Competencies (KD), and textbooks for third grade elementary school students on the theme of growth and development of living things. After selecting the material to be developed, then make the design of Book creator learning teaching materials. Book creator learning teaching materials that have been completed are then validated by teaching material experts, material experts and teacher responses. The results of teaching material validation obtained a percentage of 100%. The results of material validation obtained a percentage of 74%. The results of teacher response validation obtained a percentage of 98%. This percentage includes very valid criteria (very feasible) to be used as teaching materials in learning activities for grade III elementary school students on the theme of growth and development of living things.
PENGEMBANGAN MEDIA PEMBELAJARAN BIG BOOK PADA TEMA TUGASKU SEHARI-HARI KELAS II SD Hanjani, Nurul Aulia; Silalahi, Beta Rapita; Surya, Muhammad Kafi
Joyful Learning Journal Vol 12 No 4 (2023): Joyful Learning Journal: Desember 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i4.73443

Abstract

This development research aims to determine the feasibility of big book learning media on the theme of my daily tasks in class II SD. This research is a Research and Development (R&D) research with the 4D development model. The development steps taken by researchers are: 1) Pedefiisian stage (define), 2). Design stage, 3). Development stage, and 4). Dissemination stage with data collection techniques using a questionnaire. The data analysis technique uses descriptive qualitative. Validation was carried out by material experts, media experts, and learning experts. The overall results of the assessment by material experts obtained an average score of 78.75% with the criteria Valid (Eligible) to be used as learning media for grade II elementary school students on the theme of My Daily Tasks. The overall results of the assessment by media experts obtained an average score of 82% with very valid criteria to be used as learning media for grade II elementary school students on the theme of My Daily Tasks. And the overall results by learning experts obtained an average score of 88.75%. This percentage includes very valid criteria to be used as learning media in the learning activities of grade II elementary school students on the theme of My Daily Tasks.
PENGEMBANGAN MEDIAVIDEO ANIMASI DENGAN MENGGUNAKAN MODEL PEMBELAJARAN COOPERATIVE LEARNING PADA TEMA KEWAJIBAN DAN HAKKU KELAS III SD Pransiska1, Rindi; Silalahi, Beta Rapita; Surya, Muhammad Kafi
Joyful Learning Journal Vol 12 No 4 (2023): Joyful Learning Journal: Desember 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jlj.v12i4.73446

Abstract

This research is a type of development research (research and development) with reference to the 4D model which is an extension of Define, Design, Development and Dissemination. The instrument used to collect data is a questionnaire. The data analysis technique is descriptive qualitative. The results of the research on the teacher's response to the media obtained a percentage of 93%. This percentage includes very valid criteria (very feasible) to be used as learning media for grade III elementary school students on the theme of My Obligations and Rights. The overall assessment of the media expert review received a percentage of 98%. This percentage includes very valid criteria (very feasible) to be used as media in learning activities for grade III elementary school students on the theme of My Obligations and Rights. The overall assessment of the material expert review received a percentage of 86%. This percentage includes valid criteria (feasible) to be used as media in learning activities for grade III elementary school students on the theme of My Obligations and Rights

Filter by Year

2012 2023


Filter By Issues
All Issue Vol 12 No 4 (2023): Joyful Learning Journal: Desember 2023 Vol 12 No 3 (2023): Joyful Learning Journal: September 2023 Vol 12 No 2 (2023): Joyful Learning Journal: June 2023 Vol 12 No 1 (2023): Joyful Learning Journal: March 2023 Vol 11 No 4 (2022): Joyful Learning Journal: Desember 2022 Vol 11 No 3 (2022): Joyful Learning Journal: September 2022 Vol 11 No 2 (2022): Joyful Learning Journal: Juni 2022 Vol 11 No 1 (2022): Joyful Learning Journal: Maret 2022 Vol 10 No 4 (2021): Joyful Learning Journal: Desember 2021 Vol 10 No 3 (2021): Joyful Learning Journal: September 2021 Vol 10 No 2 (2021): Joyful Learning Journal: Juni 2021 Vol 10 No 1 (2021): Joyful Learning Journal: Maret 2021 Vol 9 No 4 (2020): Joyful Learning Journal Vol 9 No 3 (2020): Joyful Learning Journal Vol 9 No 2 (2020): Joyful Learning Journal Vol 9 No 1 (2020): Joyful Learning Journal Vol 8 No 4 (2019): Joyful Learning Journal Vol 8 No 3 (2019): Joyful Learning Journal Vol 8 No 2 (2019): Joyful Learning Journal Vol 8 No 1 (2019): Joyful Learning Journal Vol 7 No 4 (2018): Joyful Learning Journal Vol 7 No 3 (2018): Joyful Learning Journal Vol 7 No 2 (2018): Joyful Learning Journal Vol 7 No 1 (2018): Joyful Learning Journal Vol 6 No 4 (2017): Joyful Learning Journal Vol 6 No 3 (2017): Joyful Learning Journal Vol 6 No 2 (2017): Joyful Learning Journal Vol 6 No 1 (2017): Joyful Learning Journal Vol 4 No 3 (2015): Joyful Learning Journal Vol 4 No 2 (2015): Joyful Learning Journal Vol 4 No 1 (2015): Joyful Learning Journal Vol 3 No 4 (2014): Joyful Learning Journal Vol 3 No 3 (2014): Joyful Learning Journal Vol 3 No 2 (2014): Joyful Learning Journal Vol 3 No 1 (2014): Joyful Learning Journal Vol 2 No 3 (2013): Joyful Learning Journal Vol 2 No 2 (2013): Joyful Learning Journal Vol 2 No 1 (2013): Joyful Learning Journal Vol 1 No 2 (2012): Joyful Learning Journal Vol 1 No 1 (2012): Joyful Learning Journal More Issue