Development of Learning Media Based on PLORA Animation Videos on Students’ Thinking Skills Social Arithmetic Material Class VII Junior High School

Main Article Content

Annisa Kinanthi Sari
Hesti Rahmasari*
Supardi Uki Sajiman

Abstract

 

The laziness and coverage of the material as well as the boredom of students when watching learning videos need a solution. This study aims to develop PLORA animated video-based learning media on students' thinking skills of class VII social arithmetic material. This research applies Research and Development (R&D) research and development procedures by applying the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). This media was developed with 3D animation video PLORA software to improve students' thinking skills. The research was conducted at SMPN 20 South Tangerang City. The practicality test of PLORA animation-based learning media was analyzed through a small class test with 5 students and a large class test with 28 students and 1 mathematics teacher. The results showed that the average validity test score by material and media experts was 83.76% and 92.37% so that overall validation obtained very valid criteria. The results of the small class trial showed a positive response from the subject and the results of the large class trial students obtained a score of 85.11% with very practical criteria and the teacher obtained a score of 80% with practical criteria. The development of PLORA animated video-based learning media on students' thinking skills in class VII junior high school social arithmetic material can be said to be valid and practical to be applied in the implementation of the mathematics learning process.

Keywords: Learning Media, Animated Video, Social Arithmetic Material

 

Rasa malas dan cakupan materi yang banyak serta kebosanan siswa pada saat menonton video pembelajaran perlu suatu solusi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis video animasi PLORA pada kemampuan berpikir siswa materi aritmatika sosial kelas VII. Penelitian ini menerapkan prosedur penelitian dan pengembangan Research and Development (R&D) dengan mengaplikasikan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Media ini dikembangkan dengan video animasi 3D software PLORA untuk meningkatkan kemampuan berpikir siswa. Penelitian dilaksanakan di SMPN 20 Kota Tangerang Selatan. Uji kepraktisan media pembelajaran berbasis animasi PLORA dianalisis melalui uji kelas kecil dengan 5 siswa dan uji kelas besar dengan 28 siswa dan 1 guru matematika. Hasil penelitian menunjukkan bahwa rata-rata skor uji kevalidan oleh ahli materi dan media sebesar 83,76% dan 92,37% sehingga secara keseluruhan validasi memperoleh kriteria sangat valid. Hasil uji coba kelas kecil menunjukkan respon yang positif dari subjek dan hasil uji coba kelas besar siswa memperoleh skor 85,11% dengan kriteria sangat praktis dan guru memperoleh skor 80% dengan kriteria praktis. Pengembangan media pembelajaran berbasis video animasi PLORA pada kemampuan berpikir siswa materi aritmatika sosial kelas VII SMP dapat dikatakan valid dan praktis untuk diterapkan dalam pelaksanaan proses pembelajaran matematika.

Downloads

Download data is not yet available.

Article Details

How to Cite
Sari, A. K., Rahmasari*, H., & Sajiman, S. U. (2023). Development of Learning Media Based on PLORA Animation Videos on Students’ Thinking Skills Social Arithmetic Material Class VII Junior High School. Phenomenon : Jurnal Pendidikan MIPA, 13(1), 62–77. https://doi.org/10.21580/phen.2023.13.1.16367
Section
Articles

References

Agustien, R., Umamah, N., & Sumarno, S. (2018). Pengembangan Media Pembelajaran Video Animasi Dua Dimensi Situs Pekauman di Bondowoso Dengan Model Addie Mata Pelajaran Sejarah Kelas X IPS. Jurnal Edukasi, 5(1), 19. https://doi.org/10.19184/jukasi.v5i1.8010

Anshori, Sodiq. (2013). Pemanfaatan Teknologi Informasi Dan Komunikasi Sebagai Media Pembelajaran. Civic-Culture: Jurnal Ilmu Pendidikan PKn dan Sosial Budaya, 88–100. Retrieved from https://core.ac.uk/download/pdf/297668739.pdf

Arif, D. S. F., Cahyono, A. N., & Zaenuri. (2020). Analisis Kemampuan Berpikir Kritis Matematis Pada Model Problem Based Learning (PBL) Berbantu Media Pembelajaran Interaktif dan Google Classroom. Prosiding Seminar Nasional Pascasarjana UNNES, 3(1), 323–328. Retrieved from https://proceeding.unnes.ac.id/index.php/snpasca/article/view/594

Erni, S., Vebrianto, R., Mz, Z. A., & Thahir, M. (2020). Refleksi Proses Pembelajaran Guru MTs dimasa Pendemi Covid 19 di Pekanbaru: Dampak dan Solusi. Bedelau : Journal of Education and Learning, 1(1), 1–10. Retrieved from https://ejournal.anotero.org/index.php/bedelau/index

Islam, M. S., & Fahmi, S. (2018). Pengembangan Media Pembelajaran Interaktif Matematika Dengan Menggunakan Macromedia Flash 8 Pada Materi Aritmatika Sosial Untuk Siswa SMP Kelas VII Semester Genap. Seminar Nasional Pendidikan Matematika Ahmad Dahlan, 6, 624–630. Retrieved from http://seminar.uad.ac.id/index.php/sendikmad/article/view/406

Iswiranti, D., Ngatman, & Triyono. (2017). PENERAPAN PENDEKATAN REALISTIC MATHEMATICS EDUCATION (RME) DENGAN MEDIA BLOK PECAHAN DALAM PENINGKATAN HASIL BELAJAR MATEMATIKA TENTANG PECAHAN PADA SISWA KELAS IV SD. Kalam Cendekia, 5(4), 310–313. Retrieved from https://jurnal.fkip.uns.ac.id/index.php/pgsdkebumen/article/download/10209/7570

Kartika, Y., Wahyuni, R., Sinaga, B., & Rajagukguk, J. (2019). Improving Math Creative Thinking Ability by using Math Adventure Educational Game as an Interactive Media. Journal of Physics: Conference Series, 1179(012078), 1–7. https://doi.org/10.1088/1742-6596/1179/1/012078

Khairani, M., & Febrinal, D. (2016). PENGEMBANGAN MEDIA PEMBELAJARAN DALAM BENTUK MACROMEDIA FLASH MATERI TABUNG UNTUK SMP KELAS IX. Jurnal Iptek Terapan, 10(2). https://doi.org/10.22216/jit.2016.v10i2.422

Kurnia, Bj. N., Marzal, J., & Zurweni, Z. (2022). Pengembangan Multimedia Pembelajaran Matematika Model Tutorial Berbasis Problem Based Learning pada Materi Aritmatika Sosial untuk Siswa SMP/MTs. Jurnal Cendekia : Jurnal Pendidikan Matematika, 6(1), 910–924. https://doi.org/10.31004/cendekia.v6i1.1258

Kuswanto, J., & Radiansah, F. (2018). Media Pembelajaran Berbasis Android Pada Mata Pelajaran Sistem Operasi Jaringan Kelas XI. JURNAL MEDIA INFOTAMA, 14(1), 15–20. https://doi.org/10.37676/jmi.v14i1.467

Mullis, Ina V.S, Martin, Michael O., Foy, Pierre, & Hooper, Martin. (2015). Trends in International Mathematics and Science Study (TIMSS 2015). Boston College: IEA. Retrieved from https://timssandpirls.bc.edu/timss2015/international-results/wp-content/uploads/filebase/full%20pdfs/T15-International-Results-in-Mathematics.pdf

Oktavianingtyas, E., Salama, F. S., Fatahillah, A., Monalisa, L. A., & Setiawan, T. B. (2018). Development 3D Animated Story as Interactive Learning Media with Lectora Inspire and Plotagon on Direct and Inverse Proportion Subject. Journal of Physics: Conference Series, 1108(012111), 1–8. https://doi.org/10.1088/1742-6596/1108/1/012111

Prihanto, S. Dhita Agoes & Yunianta, Tri Nova Hastri. (2017). Pengembangan Media Komik Matematika pada Materi Pecahan untuk Siswa Kelas V Sekolah Dasar. Retrieved from http://repository.uksw.edu/handle/123456789/16796

Pujiastuti, H., Utami, R. R., & Haryadi, R. (2020). The development of interactive mathematics learning media based on local wisdom and 21st century skills: Social arithmetic concept. Journal of Physics: Conference Series, 1521(3), 032019. https://doi.org/10.1088/1742-6596/1521/3/032019

Pusat Penilaian Pendidikan Balitbang Kemdikbud. (2019). Pendidikan di Indonesia Belajar dari Hasil PISA 2018. Retrieved from http://billyantoro.com/wp-content/uploads/2020/06/Laporan-Nasional-PISA-2018-Indonesia.pdf

Putri, S., Abdurahman, A., Andrian, D., Angraini, L., & Effendi, L. (2022). Development of interactive multimedia based mathematics learning media macromedia flash 8. International Journal of Trends in Mathematics Education Research, 5(2), 206–213. https://doi.org/10.33122/ijtmer.v5i2.133

Rayanto, Yudi Hari & Sugianti. (2020). PENELITIAN PENGEMBANGAN MODEL ADDIE DAN R2D2: TEORI & PRAKTEK. Pasuruan: Lembaga Academic & Research Institute. Retrieved from https://books.google.co.id/books?id=pJHcDwAAQBAJ&printsec=frontcover&source=gbs_atb#v=onepage&q&f=false

Rustandi, Andi, Asyril, & Hikma, Nurul. (2020). PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN SIMULASI DAN KOMUNIKASI DIGITAL KELAS X SEKOLAH MENENGAH KEJURUAN TEKNOLOGI INFORMASI AIRLANGGA TAHUN AJARAN 2020/2021. Jurnal Bina Wakya, 15(2), 4085–4092. https://doi.org/10.33758/mbi.v15i2.880

Safitri, W. Y., Retnawati, H., & Rofiki, I. (2020). Pengembangan film animasi aritmetika sosial berbasis ekonomi syariah untuk meningkatkan minat belajar siswa MTs. Jurnal Riset Pendidikan Matematika, 7(2), 195–209. https://doi.org/10.21831/jrpm.v7i2.34581

Sarassati, R., Amrullah, A., & Saipullah, A. (2018). Media Video Animasi 3D Sebagai Salah Satu Pembelajaran. CICES, 4(1), 113–124. https://doi.org/10.33050/cices.v4i1.482

Winda, R., & Dafit, F. (2021). Analisis Kesulitan Guru dalam Penggunaan Media Pembelajaran Online di Sekolah Dasar. Jurnal Pedagogi dan Pembelajaran, 4(2), 211. https://doi.org/10.23887/jp2.v4i2.38941

Yusantika, F. D., Suyitno, I., & Furaidah. (2018). Pengaruh Media Audio dan Audio Visual terhadap Kemampuan Menyimak Siswa Kelas IV. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 3(2), 251–258. Retrieved from https://www.neliti.com/id/publications/487789/pengaruh-media-audio-dan-audio-visual-terhadap-kemampuan-menyimak-siswa-kelas-iv

Ziden, A. A., Ismail, I., Spian, R., & Kumutha, K. (2011). The Effects of ICT Use in Teaching and Learning on Students’ Achievement in Science Subject in a Primary School in Malaysia. Malaysia Journal of Distance Education, 13(2), 19–32. Retrieved from http://mjde.usm.my/vol13_2_2011/mjde13_2_3.pdf

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.