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Development of Interactive Teaching Materials Based on Android Application for Elementary School Students Aldy Ferdiyansyah; Suhartono Suhartono; Nihayati Nihayati
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Volume 31 Nomor 1 Mei 2022
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v31i12022p013

Abstract

This research aims to produce a prototype of interactive teaching materials based on android applications effectively used in thematic learning in Elementary School. This development research uses the DDD-E model with four stages of development which include: (1) decide, (2) design, (3) develop, and (4) evaluate. The products developed are divided into six applications that focus on the sub-theme of Environmental Conservation. Based on the test results, the obtained paired sample test results had a significance value of 0.001, which is less than 0.05. It can be interpreted that there is a significant difference between student learning outcomes before and after using interactive teaching material. The effectiveness of interactive teaching materials can be seen from the results of the N-Gain test with an average gain score of 0.6, which means the level of effectiveness of interactive teaching materials is in the medium category.
Efektivitas model pembelajaran role playing terhadap peningkatan interaksi sosial siswa kelas 4 SDN Bumiayu 2 Malang Aldy Ferdiyansyah; Siti Latifa Zahara; Wahyu Puji Rahayu; Muhammad Alfan
Jurnal Fundadikdas (Fundamental Pendidikan Dasar) Vol. 5 No. 1: Maret 2022
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/fundadikdas.v5i1.5039

Abstract

Penelitian ini dilakukan dengan tujuan menguji efektivitas penggunaan model pembelajaran role playing terhadap peningkatan interaksi sosial siswa kelas 4 SDN Bumiayu 2 Malang. Penelitian ini menggunakan metode pre-experimental design dengan pendekatan kuantitatif. Hasil dari penghitungan uji paired sample test yang menunjukkan nilai signifikansi sebesar 0,000 yang bernilai kurang dari 0,05. Sehingga dapat diartikan bahwa terdapat perbedaan yang signifikan antara hasil dari pretest dan posttest, dengan kata lain penggunaan model role playing berpengaruh dalam peningkatan interaksi sosial siswa. Tingkat efektivitas dari penggunaan model role playing termasuk dalam kategori sedang berdasarkan hasil uji N-Gain dengan rata-rata gain score sebesar 0,6.