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 INTERAKTIF BERBASIS MICROSOFT SWAY UNTUK KEMAMPUAN MEMBACA PEMAHAMAN MATERI TEKS NONFIKSI SISWA KELAS IV SEKOLAH DASAR Aulia, Abinda Nova
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.v12i4.74351

Abstract

Abstrak Penelitian ini merupakan penelitian dan pengembangan dengan model Sugiyono yang bertujuan untuk mengembangan, mengkaji, dan menguji media interaktif berbasis microsoft sway untuk kemampuan membaca pemahaman materi teks nonfiksi siswa kelas IV SDN Mangkang Kulon 02. Penelitian ini dilatar belakangi oleh kurangnya inovasi penggunaan media pembelajaran yang berbasis IT. Subjek penelitian berjumlah 28 siswa. Teknik pengumpulan data melalui: observasi, wawancara, dokumentasi dan angket. Teknik analisis kelayakan media: angket penilaian validator, tanggapan guru dan siswa. Hasil penelitian menunjukkan bahwa media layak digunakan dengan memperoleh persentase; ahli materi 90% dan ahli media 88,6%. Media dinyatakan efektif berdasarkan uji paired sample t-test dengan nilai sig (2-tailed) 0,000 < 0,05 maka Ha diterima. Uji N-gain memperoleh nilai 0,80 (tinggi). Sehingga dapat disimpulkan bahwa peneliti berehasil mengembangkan media interaktif berbasis micorosft sway sesuai dengan karakteristik yang telah didesain, serta layak dan efektif digunakan dalam pembelajaran bahasa Indonesia materi teks nonfiksi kelas IV sekolah dasar. Abstract This research is research and development with the Sugiyono model, which aims to develop, study, and test-based interactive media Microsoft Sway for the ability to read comprehension of nonfiction text material for fourth-grade students at SDN Mangkang Kulon 02. This research is motivated by the need for more innovation in using IT-based learning media. The research subjects totaled 28 students. Data collection techniques through observation, interviews, documentation and questionnaires. Media feasibility analysis techniques: validator assessment questionnaire, teacher and student responses. The research results show that the media is feasible to use by obtaining a % of material experts and 90% of media experts 88.6%. The media is declared effective based on the test paired sample t-test with a sig (2-tailed) value of 0.000 <0.05, then Ha is accepted. At the same time, the N-test gain obtained a value of 0.80 (high). So, the researcher succeeded in developing interactive media based on Microsoft sway following the characteristics that have been designed, as well as appropriate and effective for use in learning Indonesian nonfiction text material for grade IV elementary schools.
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 VIDEO 360 DERAJAT UNTUK MENINGKATKAN KETERAMPILAN MENDIRIGEN LAGU NASIONAL Indriyani, Lisa Rahma
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.v12i4.76890

Abstract

Abstrak Penelitian ini mengembangkan media pembelajaran video berbasis kamera 360 derajat materi mendirigen lagu nasional. Tujuan penelitian ini adalah mengembangkan, menguji kelayakan dan keefektifan media pembelajaran video berbasis kamera 360 derajat dikelas III SD Negeri 1 Gemblengan. Jenis penelitian ini adalah penelitian dan pengembangan Research and Development (R&D) dengan model pengembangan oleh Borg & Gall. Teknik pengumpulan data meliputi teknik tes (pretest dan posttest), dan teknik non tes (observasi, wawancara, angket, dan dokumentasi). Desain media pembelajaran video berbasis kamera 360 derajat berisikan video materi mendirigen, video tutorial gerakan mendirigen berbasis kamera 360 derajat serta video kumpulan lagu nasional. Hasil penilaian media pembelajaran video berbasis kamera 360 derajat oleh ahli materi memperoleh persentase sebesar 88,3% dan ahli media sebesar 98% dengan kategori sangat layak. Teknik analisis data menggunakan uji normalitas, uji t-test, dan uji n-gain. Hasil uji normalitas data menunjukkan nilai sig. > 0,05 sehingga data berdistribusi normal. Media pembelajaran video berbasis kamera 360 derajat efektif digunakan dibuktikan dengan hasil uji t, dengan nilai signifikansi (Sig) 0,0004 < 0,05 untuk skala kecil dan 0,000 < 0,05 untuk skala besar. Sehingga diterima dan ditolak. Sementara untuk uji N-gain terjadi peningkatan hasil belajar dari perolehan rata-rata pretest dan posttest psikomotorik yaitu sebesar 0,49 untuk skala kecil dan 0,46 untuk skala besar dengan kategori sedang. Simpulan dari penelitian ini adalah media pembelajaran video berbasis kamera 360 derajat layak dan efektif untuk meningkatkan keterampilan mendirigen lagu nasional siswa kelas III SD Negeri 1 Gemblengan. This research developed 360-degree camera-based video learning media for conducting national songs. This research aimed to develop and test the feasibility and effectiveness of 360-degree camera-based video learning media in class III at SD Negeri 1 Gemblengan. This type of research way research and development (R&D) with a development model by Borg & Gall. Data collection techniques included test techniques (pretest and posttest) and non-test techniques (observation, interviews, questionnaires and documentation). The 360-degree camera-based video learning media design contained videos of conducting material, video tutorials on conducting movements based on a 360-degree camera and videos of collections of national songs. The results of the assessment of 360-degree camera-based video learning media by material experts obtained a percentage of 88.3% and media experts 98% with a very feasible category. Data analysis techniques use the normality test, t-test, and n-gain test. The results of the data normality test show a sig value. > 0.05 so the data is normally distributed. The 360-degree camera-based video learning media is effectively used as proven by the results of the t-test, with a significance value (Sig) of 0.0004 < 0.05 for small scale and 0.000 < 0.05 for large scale. So is accepted and is rejected. Meanwhile, for the N-gain test, there was an increase in learning outcomes from the average gain of the psychomotor pretest and posttest, namely 0.49 for the small scale and 0.46 for the large scale in the medium category. This research concludes that 360-degree camera-based video learning media is feasible and effective for improving the national song conducting skills of class III students at SD Negeri 1 Gemblengan.
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.
KEEFEKTIFAN ALAT MUSIK HADROH BERBANTUAN METODE DRILL TERHADAP KEMAMPUAN RITMIS SISWA Nanda, Yossy Eka
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.v12i4.78109

Abstract

Abstrak Tujuan penelitian ini adalah menguji keefektifan penggunaan alat musik hadroh sebagai media pembelajaran dengan bantuan metode drill terhadap kemampuan ritmis siswa kelas III SD Islam Al-Hilal Kartasura. Jenis Penelitian yang digunakan adalah quasi experimental dengan non-equivalent control group sebagai desain penelitiannya. Hasil pengujian hipotesis T-Test menunjukkan bahwa thitung>ttabel yakni 3,143 > 2,011. Hasil tersebut menunjukkan adanya perbedaan kemampuan ritmis siswa antara kelas eksperimen yang menggunakan alat musik hadroh berbantuan metode drill daripada media pembelajaran pada kelas kontrol. Hasil uji n-gain kelas eksperimen lebih unggul dan efektif dibandingkan kelas kontrol yaitu sebesar 0,6241 > 0,3342. Kedua hasil n-gain termasuk dalam kriteria “sedang”. Artinya, alat musik hadroh berbantuan metode drill lebih efektif terhadap kemampuan ritmis siswa. Kesimpulan dari penelitian ini adalah pada pembelajaran SBdP seni musik menggunakan alat musik hadroh berbantuan metode drill efektif terhadap kemampuan ritmis siswa kelas III SD Islam Al-Hilal Kartasura. The aim of this study was to test the effectiveness of using hadroh musical instruments as a learning media assisted with the drill method on the rhythmic abilities of grade III students at Al-Hilal Islamic Elementary School, Kartasura. The type of research used is quasi-experimental with a non-equivalent control group as the research design. The results of testing the T-Test hypothesis show that the tcount>ttable is 3.143 > 2.011. These results show that there are differences in students' rhythmic abilities between the experimental class which uses hadroh musical instruments assisted by the drill method compared to the learning media in the control class. The n-gain test results for the experimental class were superior and effective than the control class is 0.6241>0.3342. Both n-gain results are categorized as “medium”. This means that the hadroh musical instrument assisted by the drill method is more effective on students' rhythmic abilities. The conclusion of this research is that SBdP learning the art of music using hadroh musical instruments assisted by the drill method is effective for the rhythmic abilities of grade III students at Al-Hilal Islamic Elementary School, Kartasura.

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