Pengembangan multimedia berbasis sosiokultural untuk meningkatkan motivasi dan prestasi belajar siswa kelas IV

Dewingga Fizzy Keni Pratama, Muhammad Nur Wangid
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引用次数: 0

Abstract

Penelitian ini bertujuan untuk menghasilkan dan mengetahui keefektifan produk mutlimedia berbasis sosiokultural yang layak untuk meningkatkan motivasi dan prestasi belajar pada siswa. Penelitian dilaksanakan di SD Negeri Glagah Yogyakarta. Subjek dalam penelitian ini adalah siswa kelas IV. Penelitian menggunakan metode research and development (R & D) dengan langkah-langkah sebagai berikut: (1) studi literatur, survei lapangan awal, dan analisis kebutuhan; (2) perencanaan; (3) pengembangan draf produk; (4) uji coba terbatas; (5) merevisi hasil uji coba; (6) uji coba diperluas; (7) merevisi hasil uji coba; (8) uji operasional; (penyempurnaan produk akhir; dan (10) diseminasi. Perencanaan meliputi penyusunan materi, pembuatan flowchart, story board, serta evaluasi dan revisi rancangan. Pengembangan meliputi produk multimedia berbasis sosiokultural, validasi ahli materi, validasi ahli media, dan revisi produk awal. Instrumen pengumpulan data meliputi; pedoman wawancara, angket respon guru, angket respon siswa, skala motivasi, dan soal tes. Tekhnik analisis data menggunakan independent sample t-test dengan taraf signifikansi 0,05. Hasil penelitian menunjukkan bahwa, produk multimedia berbasis sosiokultural yang dihasilkan memiliki kelayakan dan keefektifan yang sangat baik.Kata kunci: multimedia, sosiokultural, motivasi belajar, dan prestasi belajar MULTIMEDIA DEVELOPMENT BASED ON SOCIOCULTURAL TO IMPROVE MOTIVATION AND LEARNING ACHIEVEMENTS OF GRADE IV STUDENTS IN GLAGAH ELEMENTARY STATE YOGYAKARTAAbstractThis study aims to appropriate and knowing the effectiveness of sociocultural based multimedia to improve motivation and learning achievement in the student. The study was conducted in Glagah State Elementary School, Yogyakarta. Subjects in this study were fourth-grade students. The study used to research and development (R & D) method with the following steps: (1) literature study, initial field survey, and needs analysis; (2) planning; (3) development of product draft; (4) limited trials; (5) revise the results of the trial; (6) expanded trials; (7) revise the results of the trial; (8) operational tests; (improvement of final products; and (10) dissemination. Planning includes the preparation of materials, preparation of flowcharts, storyboards, as well as evaluation and revision of the design. Development includes sociocultural-based multimedia products, expert material validation, media expert validation, and initial product revisions. The data included: interview guidelines, teacher response questionnaires, student response questionnaires, motivation scale, and test questions. The technique of data analysis used independent sample t-test with a significance level of 0.05. The results showed that the resulting sociocultural multimedia products had excellent feasibility and effectiveness.Keywords: multimedia, sociocultural, learning motivation, and learning achievement
以社会文化为基础的多媒体发展,以提高四年级学生的动力和学习成绩
本研究旨在培养和了解以社会文化为基础的mutlimedia产品的有效性,以提高学生的动机和学习成绩。这项研究是在日惹格雷加省小学进行的。本研究的主题是四年级学生,采用研究与发展方法(R & D)的研究方法如下:(1)文献研究、初步实地调查和需求分析;(2)规划;(3)产品草案开发;(4)限制试验;(5)修改试验结果;(6)试验扩大;(7)修改试验结果;(8)操作测试;(最终产品完成;(10)播种。计划包括材料的汇编、软图制作、故事板,以及设计评估和修改。发展包括基于社会文化的多媒体产品、材料专家的验证、媒体专家的验证和早期产品的修正。数据收集工具包括;采访指导方针、教师反应量表、学生反应量表、动机量表和测试问题。数据分析技术采用了具有0.05显著性的体样t测试的独立性分析。研究结果表明,生产的以社会文化为基础的多媒体产品具有极佳的可行性和有效性。关键词:多媒体,sosiokultural、学习动力和学习成就多媒体开发改编自SOCIOCULTURAL TO IMPROVE MOTIVATION》和四年级学生学习ACHIEVEMENTS IN GLAGAH小学州立YOGYAKARTAAbstractThis study aims TO appropriate AND知道SOCIOCULTURAL之显示其基于多媒体TO IMPROVE MOTIVATION和学生的学习成就奖》。这项研究是由日惹的Glagah州立小学批准的。这项研究的题目是四年级的学生。研究用于研究和发展(R & D)采用跟随步骤的方法:(1)扫盲研究、现场勘探和需求分析;(2)计划;(3)生产草案的发展;(4)限制试验;(5)修改试验结果;(6)展开试验;(7)修改试验结果;(8)操作测试;(最后的产品改进;和(10)研讨会。计划包括材料准备,浮动图表准备,故事板,和评估和审查设计。发展包括基于多媒体产品、现有材料验证、现有媒体验证和原始产品修正。包括数据:采访指南,教师回答问题,学生回答问题,激励等级,测试问题。使用的独立分析数据技术具有0.05级的意味样本测试。结果表明,多媒体产品的可再生性具有卓越的情感和效果。重点词:多媒体、社会文化、学习激励和学习成就
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