The research aimed at developing and testing the validity, practicality, as well as the effectiveness of learning a learning media in the form of comic based on Contextual Teaching and Learning (CTL) on Social studies. Observation model and development model (R&D) of Borg and Gall used were the research. The result of this research showed that the CTL-based comic is a reasonable, practical and effective media. The use of CTL-based comic gives influence to the learning outcomes of the students. It could be seen through the result of the t-test from the try-out which showed that t count is 2.55 > from t table 2.903. The use of CTL-based comic as a learning media also got good response from the students with percentage 90.5%. Therefore, it could be concluded that CTL-based comic was reasonable, practical and effective to improve the learning outcomes on Social studies lesson of the third-grade students in Elementary School.
AbstrakTujuan penelitian adalah mengembangkan materi pembelajaran pada suatu platform e-learning berbasis opensource dan Learning Management System (LMS) sebagai media pembelajaran secara Blended Learning. Pembelajaran dilakukan pada mata pelajaran Ilmu Pengetahuan Alam (IPA). Media tersebut diharapkan dapat digunakan sebagai suplemen pembelajaran atau alat bantu untuk meningkatkan hasil belajar dan keterampilan kolaborasi peserta didik kelas VII SMP Terpadu Daarul Muttaqien Surabaya. Penelitian pengembangan ini menggunakan platform Course Networking untuk mendesain dan mengatur pembelajaran. Prosedur pengembangan media pembelajaran menggunakan model pengembangan Borg & Gall. Dengan 10 tahapan yaitu, (1) Identifikasi kebutuhan instruksional, (2) Analisis Tujuan Instruksional, (3) Mengidentifikasi karakteristik dan konteks awal peserta didik, (4) Penjabaran tujuan instruksional umum ke dalam tujuan instruksional khusus, (5) Mengembangkan instrumen penilaian, (6) Mengembangkan strategi instruksional, (7) Mengembangkan bahan ajar (materi), (8) Mendesain dan menyelenggarakan evaluasi formatif, (9) Revisi instruksional, (10) Mendesain dan melakukan evaluasi sumatif. Produk pengembangan yang dihasilkan berbentuk (1) model web learning materi ekosistem, dan (2) panduan penggunaan untuk peserta didik dan guru. Pengembangan media ini telah diujicoba pada kegiatan pembelajaran untuk materi ekosistem kelas VII SMP Terpadu Daarul Muttaqien Surabaya semester genap tepatnya pada bulan Maret hingga awal Mei tahun pelajaran 2015. Hasil pengembangan telah divalidasi ahli materi dan ahli media masing-masing mendapatkan prosentase 77,17% dan 77,5%. Hasil tersebut menunjukkan hasil pengembangan produk sudah baik dan layak untuk digunakan dalam pembelajaran. Untuk hasil implementasi penggunaan media dalam meningkatkan hasil belajar dan keterampilan kolaborasi peserta didik, digunakan uji T Independen, yang menunjukkan hasil post-test hasil belajar menunjukkan t hitung = 2,079 , sedangkan keterampilan kolaborasi t hitung = 1,127, dengan t tabel = 2,000 (signifikansi 5%, df=60). Hal ini menunjukkan bahwa dengan menggunakan media pembelajaran secara blended learning, yaitu pengembangan materi pembelajaran dalam platform Course Networking tersebut dapat meningkatkan hasil belajar peserta didik, namun belum dapat meningkatkan keterampilan kolaborasi peserta didik. . Kata Kunci: blended learning, platform Course Networking, hasil belajar dan keterampilan kolaborasi AbstractThe purpose of research is to develop learning material on an e-learning platform based on open source and the Learning Management System (LMS) as a medium of learning in Blended Learning course. Learning is done on the subjects of Natural Sciences (IPA) class. Media are expected to be used as a learning supplement and be a learning tool to improve learning outcomes and collaborative skills of students of class VII SMP Integrated Daarul Muttaqien Surabaya. This development research Course Networking platform to design and organize learning. Procedure development of inst...
According to the results of interviews with teachers it is known that students experience difficulties in understanding action script material. This is because this material has a high level of complexity, it is proven that only 30% of students are able to achieve the learning objectives. This study aims to produce educational game media in terms of the feasibility and effectiveness of the media. The development model used is ADDIE (analyze, design, development, implementation, evaluation). Methods of data collection using interview techniques, questionnaires, and tests. From this study the results are based on validation with material experts and media experts by getting a very good category, so that the media can be said to be suitable for use in learning. The results of the post-test value of the experimental class and the control class were analyzed using the t-test obtained by t count = 4.584> t table = 2.038 which is a significant difference, so it can be concluded that the media is effectively used in learning.
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