Pengembangan multimedia berbasis sosiokultural untuk meningkatkan motivasi dan prestasi belajar siswa kelas IV
Muhammad Nur Wangid, Universitas Negeri Yogyakarta
Abstract
Penelitian ini bertujuan untuk menghasilkan dan mengetahui keefektifan produk mutlimedia berbasis sosiokultural yang layak untuk meningkatkan motivasi dan prestasi belajar pada siswa. Penelitian dilaksanakan di SD Negeri Glagah Yogyakarta. Subjek dalam penelitian ini adalah siswa kelas IV. Penelitian menggunakan metode research and development (R & D) dengan langkah-langkah sebagai berikut: (1) studi literatur, survei lapangan awal, dan analisis kebutuhan; (2) perencanaan; (3) pengembangan draf produk; (4) uji coba terbatas; (5) merevisi hasil uji coba; (6) uji coba diperluas; (7) merevisi hasil uji coba; (8) uji operasional; (penyempurnaan produk akhir; dan (10) diseminasi. Perencanaan meliputi penyusunan materi, pembuatan flowchart, story board, serta evaluasi dan revisi rancangan. Pengembangan meliputi produk multimedia berbasis sosiokultural, validasi ahli materi, validasi ahli media, dan revisi produk awal. Instrumen pengumpulan data meliputi; pedoman wawancara, angket respon guru, angket respon siswa, skala motivasi, dan soal tes. Tekhnik analisis data menggunakan independent sample t-test dengan taraf signifikansi 0,05. Hasil penelitian menunjukkan bahwa, produk multimedia berbasis sosiokultural yang dihasilkan memiliki kelayakan dan keefektifan yang sangat baik.
Kata kunci: multimedia, sosiokultural, motivasi belajar, dan prestasi belajar
MULTIMEDIA DEVELOPMENT BASED ON SOCIOCULTURAL TO IMPROVE MOTIVATION AND LEARNING ACHIEVEMENTS OF GRADE IV STUDENTS IN GLAGAH ELEMENTARY STATE YOGYAKARTA
Abstract
This study aims to appropriate and knowing the effectiveness of sociocultural based multimedia to improve motivation and learning achievement in the student. The study was conducted in Glagah State Elementary School, Yogyakarta. Subjects in this study were fourth-grade students. The study used to research and development (R & D) method with the following steps: (1) literature study, initial field survey, and needs analysis; (2) planning; (3) development of product draft; (4) limited trials; (5) revise the results of the trial; (6) expanded trials; (7) revise the results of the trial; (8) operational tests; (improvement of final products; and (10) dissemination. Planning includes the preparation of materials, preparation of flowcharts, storyboards, as well as evaluation and revision of the design. Development includes sociocultural-based multimedia products, expert material validation, media expert validation, and initial product revisions. The data included: interview guidelines, teacher response questionnaires, student response questionnaires, motivation scale, and test questions. The technique of data analysis used independent sample t-test with a significance level of 0.05. The results showed that the resulting sociocultural multimedia products had excellent feasibility and effectiveness.
Keywords: multimedia, sociocultural, learning motivation, and learning achievementKeywords
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Fulltext PDFDOI: https://doi.org/10.21831/jppfa.v6i1.23458
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