ThesisOpen AccessMetadata saja
2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir
Media pembelajaran berbasis permainan (game) yang dapat membantu peserta didik belajar dengan cara yang menyenangkan. Melalui media pembelajaran berbasis game, peserta didik dapat belajar sambil bermain, proses pembelajaran menjadi lebih menarik dan bermakna. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Ludo yang mengintegrasikan materi matematika dengan kebudayaan dan kehidupan sehari-hari peserta didik, serta untuk mengetahui tingkat kelayakan dan kemenarikan media tersebut bagi siswa kelas V di Tarakan. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi lima tahapan, yaitu Analyze (analisis), Design (perancangan), Develop (pengembangan), Implement (pelaksanaan), dan Evaluate (evaluasi). Hasil penelitian menunjukkan bahwa media pembelajaran Ludo yang dikembangkan termasuk dalam kategori sangat layak digunakan, berdasarkan hasil penilaian dari ahli media sebesar 96%, ahli materi sebesar 92%, dan praktisi sebesar 96%. Selain itu, hasil angket respon siswa menunjukkan bahwa media pembelajaran Ludo sangat menarik dan membantu dalam proses pembelajaran, uji coba terbatas sebesar 93,25 dan uji coba lapangan sebesar 86,85%. Berdasarkan hasil uji coba dan pelaksanaan, dapat disimpulkan bahwa media pembelajaran Ludo yang mengintegrasikan konteks budaya lokal Tarakan sangat layak dan praktis digunakan sebagai media pembelajaran di sekolah dasar. Media ini diharapkan mampu meningkatkan minat belajar siswa, khususnya dalam pembelajaran matematika, serta membantu peserta didik mengaitkan konsep matematika dengan kebudayaan dan kehidupan sehari-hari mereka. Game-based learning media can support students in learning in an enjoyable and engaging manner. Through game-based learning media, students can learn while playing, making the learning process more interesting and meaningful. This study aimed to develop Ludo-based learning media that integrates mathematics content with students' local culture and daily life contexts, and to determine the feasibility and attractiveness of the media for Grade V students in Tarakan. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. The results indicated that the developed Ludo learning media was categorized as highly feasible for use, based on evaluations by media experts (96%), subject-matter experts (92%), and practitioners (96%). In addition, student response questionnaires showed that the Ludo learning media was very attractive and helpful in the learning process, with limited trial results of 93.25% and field trial results of 86.85%. Based on the trial and implementation results, it can be concluded that the Ludo learning media integrating the local cultural context of Tarakan is highly feasible and practical for use as instructional media in elementary schools. This media is expected to increase students' learning interest, particularly in mathematics, and to help students connect mathematical concepts with their culture and daily life experiences.
ThesisOpen AccessMetadata saja
2023•
This study is a Research and Development that aimed to create interactive PowerPoint learning media and determine feasibility in terms of material expert validation, media expert validation, and linguist validation, as well as attractiveness in terms of teacher and student response questionnaires. The ADDIE model flow was used in this research as a type of Research and Development (R&D). The ADDIE model was divided into five stages: analysis, design, development, implementation, and evaluation. Interview guides, validation heets, teacher response questionnaires, and student response questionnaires were used to collect data. This study was carried out in class V-B SDN 026 Tarakan. Material experts provided 90% validation, media experts provided 80% validation, linguists provided 84.37 validation, and the average percentage of validation scores from the three validators was 89.73%. The results of the media and material validators showed that using interactive PowerPoint learning media in learning process activities was very feasible. The results of the teacher response questionnaire were 95%, and the student response questionnaire after using interactive PowerPoint learning media in the limited trial obtained a score percentage of 99.37%, and the field trial obtained a score percentage of 97.91%, resulting in an average percentage score of 97.42% with a very interesting category from the teacher response questionnaire, the limited trial student response questionnaire, and the field trial. Based on the validation results of media experts, material experts, and linguists, as well as teacher response questionnaires and limited trial student response questionnaires, interactive PowerPoint learning media was declared feasible and interesting to use in the process of learning activities.
ThesisOpen AccessMetadata saja
2023•Skripsi, Thesis, Disertasi, dan Tugas Akhir
This study aimed to analyze the use of biology learning media in class XI SMA Negeri 02 Tarakan City. The method used in this research was a documentation study with a qualitative approach. The data collection used in this study were interviews, observation, and documentation. Data were analyzed using data reduction, data presentation, drawing conclusions, and data triangulation to assist in analyzing and checking the validity of the data. The object of this study was the activity of utilizing learning media used by biology teachers in class XI at SMA Negeri 02 Tarakan City. The subjects in this study were biology teachers at SMA Negeri 02 Tarakan City and class XI MIPA students. Based on the data analysis carried out from the results of the research, it was shown that the types of learning media used by biology teachers were print media and graphic media, in the form of pictures and mind mapping. Factors that were considered by biology teachers in using learning media were the availability of media, student characteristics, the ease of the teacher in operating learning media, and learning materials. The contents of the learning media used by biology teachers were appropriate to the learning material, making it easier for students to understand the learning material In the use of learning media by biology teachers, there were no obstacles that arose in the form of students who were not focused or not paying attention, noisy class conditions, availability of learning media, and learning time
ThesisOpen AccessMetadata saja
2020•Skripsi, Thesis, Disertasi, dan Tugas Akhir
DEVELOPMENT OF LEARNING MEDIA BASED ON QUIET BOOK AT SEVENTH GRADE STUDENTS OF SMP IT ULUL ALBAB TARAKAN Abstract This study aimed to develop learning media that had effective design and attractive materials to be used in learning English for seventh grade students at SMP IT Ulul Albab Tarakan. This was research and development study using ADDIE model that considered of five stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. The instruments used in this study consisted of a material expert validation questionnaire, and media (design) validation questionnaire and students response questionnaire. The result of the study showed that the validation by Quiet Book material experts and media experts were 77% and 76% respectively and both were at good qualifications. The results of the students questionnaire responses which were divided into three showed that the one to one formative evaluation trial was 93% (very good qualification), the small evaluation trial was 87% (very good qualification), and the field test formative evaluation trial was 88% (very good qualification). The results of the research and development of learning media Quiet Book were appropriate for use in learning English for seventh grade students at SMP IT Ulul Albab Tarakan.