基于动觉学习方式,在新加坡邦贡罗尔岛 I 班开发 pancasila 拼图媒体

Indri Nur Rahmawati, K. Kartinah, M. Prayitno, Deny Susilowati
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引用次数: 0

摘要

本研究的目的是根据动觉学习方式,找出在SDN Panggung Lor的I班使用谜题Pancasila媒体的可行性。谜题板卡西拉媒体的开发采用了研发方法。开发阶段采用了 Thiagarajan 的 4D 模型,即定义、设计、开发和传播。本研究采用观察、访谈和问卷调查等方法收集数据。本次开发研究的可行性测试的总体结果是:(1)媒体专家测试获得了非常可行的标准,结果为 93.88%;(2)材料专家测试获得了非常可行的标准,结果为 93.13%;(3)学生回答获得了非常可行的标准,结果为 95%。根据这些结果,在 SDN Panggung Lor 中使用 Puzzle Pancasila 媒体是非常可行的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PENGEMBANGAN MEDIA PUZZLE PANCASILA DI KELAS I SDN PANGGUNG LOR BERDASARKAN GAYA BELAJAR KINESTETIK
The purpose of this research is to find out feasible of the puzzle Pancasila media in class I at SDN Panggung Lor based on kinesthetic learning styles. The development of the puzzle Pancasila media uses R&D methods. The development stages adapted the 4D model from Thiagarajan, that is Define, Design, Develop, and Disseminate. Methods of data collection in this reseach using observation, interviews, and questionnaires. The overall results of the feasibility test of this development research produced the puzzle Pancasila media product with the details of (1) media expert test obtained very feasible criteria with a result of 93.88%, (2) the material expert test obtained very feasible criteria with a result of 93.13%, (3) student responses obtained very feasible criteria with a result of 95%. Based on these results, the Puzzle Pancasila media is very feasible for use in SDN Panggung Lor.
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