Pengembangan Media Pembelajaran RUMPI (Rumah Pintar) Berbasis Android Kelas IV Sekolah Dasar

Shinta Farah Rohadatul Aisy, Meifita Asri Untari, I. Listyarini
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Abstract

This research focuses on developing an innovative and interactive android-based learning media to increase learning motivation and make learning more interest. The purpose of this study is to describe the characteristics of the Android-based RUMPI (Smart House) learning media and to determine the level of validity and practicality of the Android-based RUMPI (Smart House) learning media in the IV grade of elementary school. This type of research used Research and Development (RnD) using the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). This research is conducted in three elementary schools: SDN Bangunharjo, SDN Miroto, and SDN Pandean Lamper 05. The data in this study was obtained by observation through observation, interviews, and questionnaires. The validation results from the two material experts showed an average percentage of 100% and the validation results from the two media experts showed an average percentage of 100%. The results of the practitioner's assessment obtained a percentage of 96%. Student response questionnaires obtained a percentage of 99%. It can be concluded that the learning media developed are included in the categories of "very good" and "very feasible" to be used in the IV grade of elementary school learning.
以Android为基础的网络学习媒体四年级小学
本研究的重点是开发一种创新的、交互式的基于android的学习媒体,以提高学习动机,使学习更有趣。本研究的目的是描述基于android的RUMPI(智能房屋)学习媒体的特点,并确定基于android的RUMPI(智能房屋)学习媒体在小学四年级的有效性和实用性水平。这种类型的研究使用了使用ADDIE开发模型(分析、设计、开发、实现和评估)的研究与开发(RnD)。本研究在三所小学进行:SDN Bangunharjo, SDN Miroto和SDN Pandean Lamper 05。本研究的数据采用观察法、访谈法和问卷法。两位材料专家的验证结果平均百分比为100%,两位介质专家的验证结果平均百分比为100%。从业者的评估结果获得了96%的百分比。学生回答问卷获得了99%的百分比。可以得出结论,开发的学习媒体在小学四年级的学习中使用是“非常好”和“非常可行”的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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