Development of Smart Cards Based on Picture And Picture Models on Science Materials for Class IV Sd N 02 Silaut Students

Penulis

  • Har Universitas Bung Hatta
  • Heggi Universitas Bung Hatta

Kata Kunci:

Development, Smart Card, Picture and Picture Model

Abstrak

In science lessons, researchers observed that when science learning took place the teacher only used conventional methods, where the learning process tends to be centered only on the teacher. The teacher explains the material using the lecture and question and answer method from the beginning of learning to the end of the lesson without using a learning model, the teacher also provides material by taking notes on the blackboard as a learning medium without using additional media. Based on these statements, it can be understood that students' low interest in learning in science subjects is due to the lack of teacher skills in choosing this learning model, identified from learning that rarely uses learning media. The use of media and models in the learning process has a fairly important meaning. Media and models are tools to help students in the learning process and understand easily. By using media and learning models, it will help eliminate student boredom in receiving lessons. One of them is by using smart card media and picture and picture models. Based on the problems that have been described, the researchers are interested in conducting research with the title "Development of Smart Cards Based on Picture and Picture Models in Science Materials for Class IV Students of SD Negeri 02 Silaut." According to Kumala, (2016: 6), natural science is something that is based on natural phenomena, where these natural phenomena form a knowledge by starting with scientific attitudes and methods, from the activities of the scientific method to get knowledge that can be applied to mankind. . In essence, science is built on the basis of scientific products, scientific processes, and scientific attitudes. In addition, it is also seen as a process, as a product, and as a procedure. Apart from being a process and a product, Daud Joesoef once suggested that science be used as a "culture" or a social group or institution with a tradition of values, aspirations, and inspiration. it can be concluded that the nature of science is a product, skill, scientific attitude, and developmental technology obtained based on natural phenomena, which natural phenomena form a science. This research was designed using the Research and Development (R&D) method. Sugiyono (2009: 407) argues that research and development methods are research methods used to produce certain products, and test the effectiveness of these products. To be able to produce certain products, research that is needs analysis is used and to test the effectiveness of these products so that they can function in the wider community, research is needed to test the effectiveness of these products. Learning products are in the form of learning modules that will help and guide students in the learning process. In Research and Development research, research seeks to develop a product in the form of a module to solve problems in classroom learning. This research and development will produce a product in the form of a model that is combined with the picture and picture learning stage so that students can learn independently without teacher guidance, or with teacher guidance. This development model is a 4-D development consisting of the stages of defining, designing, developing, and disseminating which has been modified into 3-D consisting of three stages and through revision by expert lecturers. . According to Sari (2017: 23-24) the stages are defining, designing, developing. This research was designed using the Research and Development (R&D) method. Sugiyono (2009: 407) argues that research and development methods are research methods used to produce certain products, and test the effectiveness of these products. To be able to produce certain products, research that is needs analysis is used and to test the effectiveness of these products so that they can function in the wider community, research is needed to test the effectiveness of these products. Learning products are in the form of learning modules that will help and guide students in the learning process. In Research and Development research, research seeks to develop a product in the form of a module to solve problems in classroom learning. This research and development will produce a product in the form of a model that is combined with the picture and picture learning stage so that students can learn independently without teacher guidance, or with teacher guidance. This development model is a 4-D development consisting of the stages of defining, designing, developing, and disseminating which has been modified into 3-D consisting of three stages and through revision by expert lecturers. . According to Sari (2017: 23-24) the stages are defining, designing, developing. Researchers conducted an initial product design that aims to produce a picture and picture-based smart card in science. In science learning the material benefits of the sun in everyday life. So that the smart card is designed based on the needs of students in the learning process, the steps in the design (design). Collecting Outline of Learning Media, Outline of learning media contains identification of smart card based on picture and picture model that will be made. Selection of Research Format, Media developed in accordance with the 2020 revised 2013 curriculum on theme 2 "saving energy" sub theme 2 "energy sources" learning 1 energy source material and explaining the benefits of energy sources in everyday life equipped with 10 smart card designs equipped with learning 1 and 2. making smart cards that researchers have made, providing materials such as: PC/laptop, printer, scissors, hard cardboard, knife cutter, paper glue, ruler, pen, and plastic press, making designs, backgrounds, and the pattern of the smart card model with a laptop using Canva and word, compiling the material on the previously made pattern, adding a background image and decoration on the smart card to make it look attractive, after finishing making the design using a laptop, then printing it using a printer, cut it according to the pattern that has been made, then paste the card cover and fill the card using paper glue in such a way that take the smart card, and the smart card is done. The analysis of smart card development programming based on picture and picture models in the fourth grade science material at SD N 02 Silaut is designed through the Canva application. The hardware needed to run smart card media based on picture and picture models in science material for class IV SD is a laptop, printer, and paper press. the final completion process of smart card media based on picture and picture models in the form of packaging learning media that has been converted to PDF which is ready to be used by other researchers and can be developed again. Based on the results of research on the development of smart cards based on the picture and picture model in the fourth grade science material at SD N 02 Silaut, the overall validity average was 86.3% with very valid criteria. Meanwhile, for practicality by teachers the overall average is 95% with very practical criteria and for students the overall average is 92% with very practical criteria. From the results of this study, it can be concluded that the development of smart cards based on the picture and picture model in the fourth grade science material at SD N 02 Silaut is very valid and very practical to use in science learning, so that it can be used in class IV learning at SD N 02 Silaut

Referensi

Arsyad, Azhar. (2011). Media Pembelajaran.Jakarta:PT Raja Grafindo Persada.

Dasar.Jakarta: Aksara Timur.

Sugiyono. (2009). Metode Penelitian Pendidikan Pendekatan Kuantitatif,

Kualitatif, Dan R&D . Bandung: Alfabeta.

Yuliana Fitri Eka, (2016).Keefektifan Model Picture and Picture Terhadap Hasil

Belajar IPA Materi Perubahan Lingkungan Fisik Siswa Kelas IV SDN

Gugus Plangkawati Semarang.

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Diterbitkan

2023-03-06