Pengembangan multimedia berbasis sosiokultural untuk meningkatkan motivasi dan prestasi belajar siswa kelas IV

Dewingga Fizzy Keni Pratama, Program Studi Pendidikan Dasar, Program Pascasarjana, Universitas Negeri Yogyakarta, Indonesia
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 achievement

Keywords


multimedia; sociocultural; learning motivation; learning achievement

Full Text:

Fulltext PDF


DOI: https://doi.org/10.21831/jppfa.v6i1.23458

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 Jurnal Pembangunan Pendidikan: Fondasi dan Aplikasi



Our journal indexed by:

Supervised by:

RJI Main logo



Printed ISSN (p-ISSN): 2302-6383 | Online ISSN (e-ISSN): 2502-1648

Creative Commons License
Jurnal Pembangunan Pendidikan: Fondasi dan Aplikasi by https://journal.uny.ac.id/index.php/jppfa is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License

View My Stats