PENGEMBANGAN MEDIA TOUCH AND PLAY 3D IMAGES MATERI PANCA INDERA KELAS IV SEKOLAH DASAR BERBASIS ADOBE FLASH
https://doi.org/10.25273/florea.v4i2.1812
Keywords:
adobe flash, elementary students, touch and play 3d images, science,Abstract
The use of teaching media in the 4th Grade of SDN Sukorejo IV, Sukerejo District, Pasuruan Regency has not been maximal, thus resulting the decreasing level of students’ motivation during the learning session. Then, it is needed an effort to escalate the students’ motivation in learning through the development and utilization of learning media. This research is conducted to produce The development of Touch and Play 3D Images Learning Media Based on Adobe Flash in the Five Senses Subject at 4th Grade of Elementary School, and to describes The students’ responses in the implementation of touch and play 3D images learning media based on Adobe Flash in the Five Senses Subject at 4th Grade of Elementary School. The research show that: The development of Touch and Play 3D Images learning media based on Adobe Flash in the Five Senses Subject at 4th Grade of Elementary School using the design of research and development stated by Borg and Gall. This design has 10 phases, but the researcher only applied 7 phases due to the phases which already modified, which are the potential and problems, data collection, design product, design validation, design revision, product testing, product revision. The Touch and Play 3D Images media in the Science Subject, The five senses Subject of 4th Grade students is part of the worthy to be used. Validity test held by the expert of the subject obtained the 87.5 % percentage within the Valid Category. The test of validity by the learning expert gets the percentage value of 97.2% included in the valid category. The average result of the student's response shows the percentage of 97.61% is included in either category. In conclusion, the Touch and Play 3D Images based on Adobe Flash in the five senses subject of 4th Grade Elementary Students can be considered as Valid as the learning media.
Downloads
References
Aqib, Z. (2013). Model-model, media dan strategi pembelajaran kontekstual (inovatif). Bandung: Yrama Widya
Arikunto, S. (2008). Prosedur penelitian: suatu pendekatan praktik. Jakarta: PT Rineka Cipta.
Bustomi, A. Y. (2013). Aplikasi Pembelajaran Panca Indra Pada Manusia Berbasis Android (Studi Kasus: SDN Pruwatan 03). Jurnal Telematika, 6(1), 1-14.
Hartati, T. A. W. & Safitri, D. (2017). The Respon of IKIP BUDI UTOMO Students toward the Instructional Book of Cell Biology Subject Aided by Interactive Multimedia. Jurnal Pendidikan Biologi Indonesia, 3(2), 166-173.
Hasyim, A. (2016). Metode penelitian dan pengembangan di Sekolah. Yogyakarta: Media Akademi.
Hermono, F., & Hakim, F. N. (2012). Perancangan media pembelajaran berbasis multimedia (studi kasus mata pelajaran IPA bahasan gerak benda kelas III SDN Dempelrejo). Journal Speed-Sentra Penelitian Engineering dan Edukasi, 4(1), 42-49.
Husamah & Pantiwati, Y. (2014). Cooperative learning STAD-PjBL: Motivation, thinking skills, and learning outcomes in Biology Students. International Journal of Education Learning & Development (IJELD), 2(1), 77-94.
Husamah, Pantiwati, Y., Restian, A. & Sumarsono, P. (2016). Belajar dan Pembelajaran. Malang: UMM Press.
Iswahyudi., & Urbani, Y. H. (2013) Pembuatan media pembelajaran Ilmu Pengetahuan Alam kelas 5 Sekolah Dasar Negeri Dagen 1 Jaten. Seminar Riset Unggulan Nasional Informatika dan Komputer FTI UNSA, 2(1), 61-67
Jupriyanto., & Ganis, E. I. (2011). Pengenalan adat tradisional indonesia berbasis multimedia pada Madrasah Ibtidaiyah Muhammadiyah (Mim) Ngadirejan. Journal Speed – Sentra Penelitian Engineering dan Edukasi, 3(4), 40-44.
Minarti, I. B., Susilowati, S. M. E., & Indriyanti D. R. (2012). Perangkat pembelajaran IPA terpadu bervisi sets berbasis edutainment pada tema pencernaan. Journal of Innovative Science Education, 1(2), 105-111.
Novaliendry, D. (2013). Aplikasi game geografi berbasis multimedia interaktif (studi kasus siswa kelas IX SMPN 1 RAO). Jurnal Teknologi Informasi dan Pendidikan, 6(2), 106-118.
Prasetyaningrih, I. (2015). Pengembangan Media Pembelajaran IPA Berbasis Adobe Flash CS5 Untuk Siswa Kelas V Sekolah Dasar. Online: repository.upy. ac.id/312/1/Jurnal%20Indri%20Prasetyaningsih.pdf.
Putri, L. O. L. (2016). Card of Identification Phylum as an Innovative Media to Study Animal Classifications. Jurnal Pendidikan Biologi Indonesia, 2(1), 31-38.
Setyaningrum, Y. & Husamah. 2011 Optimalisasi Penerapan Pendidikan Karakter di Sekolah Menengah Berbasis Keterampilan Proses: Sebuah Perspektif Guru IPA-Biologi. Jurnal Penelitian dan Pemikiran Pendidikan, 1(1), 69-81.
Sugiyono. (2015). Metode penelitian pendidikan pendekatan kuantitatif, kualitatif, dan R & D. Bandung: Alfabeta.
Susiana, S. (2013). Penggunaan Media Gambar dalam Pembelajaran IPA Untuk Meningkatkan Hasil Belajar Kelas IV Sekolah Dasar. Artikel Penelitian. Pontianak: Universitas Tanjung Pura.
Umiyati, T. & Zuhdi, U. (2014). Pemanfaatan Media Flash Card Untuk Meningkatkan Hasil Belajar IPA Tema Lingkungan Pada Siswa di Sekolah Dasar. JPGSD, 2(3), 1-7.
Utariyanti, I. F. Z., Wahyuni, S. & Zaenab, S. (2015). Pengembangan Media Pembelajaran Berbasis Komik Dalam Materi Sistem Pernapasan Pada Siswa Kelas VIII MTs Muhammadiyah 1 Malang. Jurnal Pendidikan Biologi Indonesia, 1(3), 343-355.
Utomo, D. P. (2010). Pengembangan perangkat pembelajaran berbasis masalah pada pembelajaran pecahan kelas IV SD. Sekolah Dasar, 19(1). Online: http://journal.um.ac.id/index. php/jurnal-sekolah-dasar/article/view /3631/0.
Vikagustanti, D. A., Sudarmin, & Pamelasari, S. D. (2014). Pengembangan media pembelajaran monopoli IPA tema organisasi kehidupan sebagai sumber belajar untuk siswa SMP. Unnes Science Education Journal, 3(2), 468-475.
Wahyuningsih, T. (2017). Pengembangan Media Kartu Domino Modifikasi pada Pembelajaran IPA Materi Indra Pendengar dan Peraba untuk Siswa Kelas IV SD Kanisius Kenteng. Skripsi tidak diterbitkan. Yogyakarta: FKIP Univ. Sanata Dharma.
Winarni, E. S. (2012). Membangun Karakter Siswa Sekolah Dasar (SD) Melalui Pembelajaran Matematika Dengan Menggunakan Media Benda Konkret. Prosiding Seminar Nasional Matematika dan Pendidikan Matematika, Jurusan Pendidikan Matematika FMIPA UNY.
Downloads
Published
Issue
Section
License
Every accepted manuscript should be accompanied by "Copyright Transfer Agreement" prior to the article publication.
Florea : Jurnal Biologi dan Pembelajarannya by http://e-journal.unipma.ac.id/index.php/JF is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Author who publish with this journal agree to the following terms:
- Author not hold and retain copyright and grant the journal of first publication with the work simultaneously licenced under Creative Commons Atribution Licence that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.