Development of Contextual-Based Two-Dimensional Animation Learning E-Media in Indonesian Class IV Subjects at SDN 13 Surau Gadang Padang

Penulis

  • GARDIKA MALDIO Universitas Bung Hatta
  • hidayati Azkiya Universitas Bung Hatta

Kata Kunci:

Development, E-Media, Two-Dimensional Animation, Contextual

Abstrak

Learning can be interpreted as conventional teaching and learning activities where teachers and students directly interact. Learning Indonesian, especially in elementary schools, cannot be separated from the four language skills, namely listening, speaking, reading and writing. Language skills for humans are very necessary, as social beings, humans interact, communicate with other humans by using language as a medium, both communicating using spoken language, also communicating in written language (Susanto, 2013: 242). In the learning process at school, the learning carried out by the teacher tends to be monotonous and feels less effective and efficient, because during learning activities, the teacher only uses theme books as learning materials, so that students lack imagination and are motivated in participating in learning, and this has an impact on the results of grades. student learning. Thus, there is a need for media that can increase students' interest and motivation to learn. To overcome the problems faced by teachers during the learning process, the researchers conducted a development research entitled "Development of Contextual-Based Two-Dimensional Animation Learning E-Media in Indonesian Language Subjects Class IV SDN 13 Surau Gadang Padang" The type of research conducted is Research and Development (R&D) research using a 4-D development model, namely, Define, Design, Develop and Disseminate. which is limited only to the 3D or Develop stage. The trial subjects of the two-dimensional animation learning e-media were the fourth grade students of SDN 13 Surau Gadang Padang, totaling 21 students. Media that has been developed through the stages of validity, practicality and effectiveness. At the validity stage, three validators are lecturers or experts in material, language, and media experts. The next stage is practicality by teachers and fourth grade students of SDN 13 Surau Gadang Padang and the effectiveness stage is carried out by fourth grade students of SDN 13 Surau Gadang Padang. Based on the results of research on the development of contextual-based two-dimensional animation learning e-media, the overall validity average was 96.17% with very valid criteria, while for the average practicality by teachers and students obtained an overall average of 87.85% with criteria practical, and for effectiveness to get a percentage of 80.95% with effective criteria. Based on the results of the study, it can be concluded that the contextual-based two-dimensional animation learning e-media in Indonesian class IV subjects at SDN 13 Surau Gadang Padang is very valid, practical and effective so that it can be used in the learning process in grade IV SD.

Referensi

Sugiyono. 2013. Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung:

Alfabeta.

Susanto, Ahmad. 2013. Teori Belajar & Pembelajaran di Sekolah Dasar. Jakarta: Kencana

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Diterbitkan

2021-09-16