Development of Science Learning Media Klanimal Android-Based for Elementary School Students

Fadhilah Nur Lailatus Saadah, Fitria Nur Hasanah
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引用次数: 1

Abstract

The difficulties students face in understanding the concepts of Science are due to their abstract nature, making it difficult to retain long-term memory. The research objective is to develop an interactive Android-based media to visualize Science learning, specifically the concept of animal classification based on their types of food, to facilitate its retention in students' long-term memory. The "Klanimal" media is an Android-based platform that includes content menus, learning objectives menus, animal guessing menus, and quiz menus. The research methodology employed in this study is the Research and Development (R&D) approach. The development model used is the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Media experts and subject matter experts validated the Klanimal media. Subsequently, it was tested on 6th-grade students. The test results showed a percentage of 89.8, indicating a highly suitable category. Pretest and post-test scores improved, and the N Gain analysis indicated a value of 0.70, indicating a significant increase in understanding. The research findings suggest that the effective use of Android-based Science learning media enhances the understanding of 5th-grade students at SDN Candibinangun IV Sukorejo, specifically regarding the topic of animal classification based on their types of food.
基于android的小学生科学学习媒体Klanimal的开发
学生在理解科学概念时面临的困难是由于它们的抽象性,使其难以保持长期记忆。研究目标是开发一种基于android的交互式媒体,将科学学习可视化,特别是根据动物的食物类型对动物进行分类的概念,以促进学生对其长期记忆的保留。“Klanimal”媒体是一个基于android的平台,包括内容菜单、学习目标菜单、动物猜测菜单和测验菜单。本研究采用的研究方法是研究与发展(R&D)方法。所使用的开发模型是ADDIE开发模型,它由分析、设计、开发、实现和评估阶段组成。媒体专家和主题专家证实了Klanimal媒体。随后,对六年级学生进行了测试。测试结果显示,百分比为89.8,表明高度合适的类别。测试前和测试后的得分都有所提高,N增益分析显示其值为0.70,表明理解能力显著提高。研究结果表明,基于android的科学学习媒体的有效使用增强了SDN Candibinangun IV Sukorejo五年级学生的理解,特别是根据他们的食物类型对动物进行分类的主题。
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