PENGEMBANGAN MEDIA PEMBELAJARAN FUN THINKER BOOK BERBASIS ANDROID AUDIO VISUAL MATERI IPS KELAS IV SDN MLANCU I KAB. KEDIRI

  • Dyah Aditya Ningrum Universitas Negeri Surabaya

Abstract

Abstrak

Jenis penelitian yang digunakan adalah Reseacrh and Development (R&D) dengan model pengembangan ADDIE. Subjek penelitian ini adalah kelas IV SDN Mlancu I Kab. Kediri sebanyak 21 siswa saat uji coba lapangan. Instrumen penelitian berupa lembar validasi, prettest posttest, dan angket respon siswa. Tujuan penelitian ini untuk menjelaskan prosedur pengembangan media, mengetahui kevalidan media, kepraktisan media, dan keefektifan media terkait penggunaan media pembelajaran fun thinker book berbasis android audio visual pada materi keragaman rumah adat di Indonesia. Hasil penelitian ini menunjukkan bahwa produk mendapatkan persentase 92% dari kevalidan media; 87% dari kevalidan materi; 98% dari kepraktisan angket respon siswa; dan nilai N-Gain sebesar 0,87 efektif dengan kriteria tinggi yang masuk dalam rentang 0,70 < g < 1.00 yang diperoleh dari prettest dan posttest siswa. Didapatkan kesimpulan bahwa media pembelajaran fun thinker book berbasis android audio visual pada materi keragaman rumah adat di Indonesia sangat valid dan sangat layak, sangat praktis dan mendapatkan respon positif dari siswa, serta terdapat peningkatan tinggi dan efektif digunakan dalam pembelajaran di kelas.

Kata Kunci: Fun Thinker Book, Android Audio Visual, Keragaman Rumah Adat di Indonesia.

  

Abstract

The type of research used is Research and Development (R&D) with the ADDIE development model. The subjects of this research were class IV of SDN Mlancu I Kab. Kediri as many as 21 students during the field trial. The research instruments were validation sheets, pretest posttest, and student response questionnaires. The purpose of this research is to explain media development procedures, determine media validity, media practicality, and media effectiveness related to the use of audio-visual android-based fun thinker book learning media on the diversity of traditional houses in Indonesia. The results of this research show that the product has a percentage of 92% of media validity; 87% of material validity; 98% of the practicality of the student response questionnaire; and the N-Gain value of 0.87 is effective with high criteria which is in the range of 0.70 < g < 1.00 obtained from the student's pretest and posttest. It was concluded that the fun thinker book learning media based on Android audio visual on the diversity of traditional houses in Indonesia was very valid and very feasible, very practical and received a positive response from students, and there was a high increase and was effectively used in classroom learning.

Keywords: Fun Thinker Book, Android Audio Visual, Diversity of Traditional Houses in Indonesia.

  

Published
2023-11-20
Section
Articles
Abstract Views: 16
PDF Downloads: 9