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fullrecord <?xml version="1.0"?> <dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><relation>http://eprints.umm.ac.id/38857/</relation><title>PENGEMBANGAN MEDIA BELAJAR GAME INTERAKTIF BERBASIS ADOBE FLASH PADA MATERI ARITMATIKA KELAS 4 SEKOLAH DASAR</title><creator>Sari, Nanda Permata</creator><subject>LB1501 Primary Education</subject><description>Basically, this research was done by the basis of the results of the needs analysis of students in the class IV that has not fully understood the basic concepts of arithmetic material that is a sum, subtraction, multiplication, and division well. Classroom learning was also done in a conventional way that focuses lessons on teachers only. In addition, there were no learning media used at the time the teacher delivered the material.&#xD; This study aimed to develop a learning media that would help students to understand the basic concepts of arithmetic well and to re-center the learning to students. The next goal was to describe the student's response to the learning media that has been developed.&#xD; This research was research and development by used research model of Borg and Gall. There were ten stages in Borg and Gall's research and development model: (1) Needs Analysis, (2) Data Collection, (3) Product Design, (4) Expert Validation, (5) Expert Revision, (6) Products, (7) Product Revisions, (8) Usage Trials, (9) Product Revisions and (10) Mass Production.&#xD; The result of the research suggests that adobe flash-based interactive learning media learning in grade IV arithmetic material of this primary school get a very feasible and very valid percentage based on validation result by material expert and media expert. This could be demonstrated by a 75% material expert validation percentage and a media expert of 83%. Meanwhile, to know the response of the students to the learning media has been given a questionnaire response of students who then filled by students. There were two scales in product testing and questionnaire distribution, that is a small group scale and large group scale. The percentage of acquisition in small groups was 91.5% which means very feasible, and the percentage gain in the big group was 91.19% which means very feasible. Based on these two percentages it can be concluded that the learning media was very feasible for students. The results of the observations of researchers at the time of this study were also very good. Students work on problem learning exercises carefully. Learning takes place by focusing on students, researchers as teachers only give instructions and accompany students when they felt difficult. Student response when using the learning media was also very good.</description><date>2018-08</date><type>Thesis:Thesis</type><type>PeerReview:NonPeerReviewed</type><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/38857/1/PENDAHULUAN.pdf</identifier><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/38857/2/BAB%20I.pdf</identifier><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/38857/3/BAB%20II.pdf</identifier><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/38857/4/BAB%20III.pdf</identifier><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/38857/5/BAB%20IV.pdf</identifier><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/38857/6/BAB%20V.pdf</identifier><type>Book:Book</type><language>eng</language><identifier>http://eprints.umm.ac.id/38857/7/LAMPIRAN.pdf</identifier><identifier> Sari, Nanda Permata (2018) PENGEMBANGAN MEDIA BELAJAR GAME INTERAKTIF BERBASIS ADOBE FLASH PADA MATERI ARITMATIKA KELAS 4 SEKOLAH DASAR. Bachelors Degree (S1) thesis, University of Muhammadiyah Malang. </identifier><recordID>38857</recordID></dc>
language eng
format Thesis:Thesis
Thesis
PeerReview:NonPeerReviewed
PeerReview
Book:Book
Book
author Sari, Nanda Permata
title PENGEMBANGAN MEDIA BELAJAR GAME INTERAKTIF BERBASIS ADOBE FLASH PADA MATERI ARITMATIKA KELAS 4 SEKOLAH DASAR
publishDate 2018
topic LB1501 Primary Education
url http://eprints.umm.ac.id/38857/1/PENDAHULUAN.pdf
http://eprints.umm.ac.id/38857/2/BAB%20I.pdf
http://eprints.umm.ac.id/38857/3/BAB%20II.pdf
http://eprints.umm.ac.id/38857/4/BAB%20III.pdf
http://eprints.umm.ac.id/38857/5/BAB%20IV.pdf
http://eprints.umm.ac.id/38857/6/BAB%20V.pdf
http://eprints.umm.ac.id/38857/7/LAMPIRAN.pdf
http://eprints.umm.ac.id/38857/
contents Basically, this research was done by the basis of the results of the needs analysis of students in the class IV that has not fully understood the basic concepts of arithmetic material that is a sum, subtraction, multiplication, and division well. Classroom learning was also done in a conventional way that focuses lessons on teachers only. In addition, there were no learning media used at the time the teacher delivered the material. This study aimed to develop a learning media that would help students to understand the basic concepts of arithmetic well and to re-center the learning to students. The next goal was to describe the student's response to the learning media that has been developed. This research was research and development by used research model of Borg and Gall. There were ten stages in Borg and Gall's research and development model: (1) Needs Analysis, (2) Data Collection, (3) Product Design, (4) Expert Validation, (5) Expert Revision, (6) Products, (7) Product Revisions, (8) Usage Trials, (9) Product Revisions and (10) Mass Production. The result of the research suggests that adobe flash-based interactive learning media learning in grade IV arithmetic material of this primary school get a very feasible and very valid percentage based on validation result by material expert and media expert. This could be demonstrated by a 75% material expert validation percentage and a media expert of 83%. Meanwhile, to know the response of the students to the learning media has been given a questionnaire response of students who then filled by students. There were two scales in product testing and questionnaire distribution, that is a small group scale and large group scale. The percentage of acquisition in small groups was 91.5% which means very feasible, and the percentage gain in the big group was 91.19% which means very feasible. Based on these two percentages it can be concluded that the learning media was very feasible for students. The results of the observations of researchers at the time of this study were also very good. Students work on problem learning exercises carefully. Learning takes place by focusing on students, researchers as teachers only give instructions and accompany students when they felt difficult. Student response when using the learning media was also very good.
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first_indexed 2019-05-07T01:45:17Z
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