PENGEMBANGAN MEDIA VIDEO PEMBELAJARAN BERBANTUAN CANVA PADA MATERI BANGUN DATAR DI KELAS IV SEKOLAH DASAR
Sugesti negatif dan rasa takut peserta didik terhadap mata pelajaran matematika menjadi latar belakang penelitian pengembangan yang dilakukan oleh peneliti. Belum lagi pembelajaran konvensional yang umum dilakukan karena keterbatasan kemampuan guru dan keterbatasan media pembelajaran di sekolah memb...
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2023-07-31.
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042 | |a dc | ||
100 | 1 | 0 | |a Nurlaelasari, - |e author |
245 | 0 | 0 | |a PENGEMBANGAN MEDIA VIDEO PEMBELAJARAN BERBANTUAN CANVA PADA MATERI BANGUN DATAR DI KELAS IV SEKOLAH DASAR |
260 | |c 2023-07-31. | ||
500 | |a http://repository.upi.edu/98584/1/S_PGSD_TSK_1905953_Title.pdf | ||
500 | |a http://repository.upi.edu/98584/2/S_PGSD_TSK_1905953_Chapter1.pdf | ||
500 | |a http://repository.upi.edu/98584/3/S_PGSD_TSK_1905953_Chapter2.pdf | ||
500 | |a http://repository.upi.edu/98584/4/S_PGSD_TSK_1905953_Chapter3.pdf | ||
500 | |a http://repository.upi.edu/98584/5/S_PGSD_TSK_1905953_Chapter4.pdf | ||
500 | |a http://repository.upi.edu/98584/6/S_PGSD_TSK_1905953_Chapter5.pdf | ||
500 | |a http://repository.upi.edu/98584/7/S_PGSD_TSK_1905953_Appendix.pdf | ||
520 | |a Sugesti negatif dan rasa takut peserta didik terhadap mata pelajaran matematika menjadi latar belakang penelitian pengembangan yang dilakukan oleh peneliti. Belum lagi pembelajaran konvensional yang umum dilakukan karena keterbatasan kemampuan guru dan keterbatasan media pembelajaran di sekolah membuat peserta didik cepat merasa jenuh ketika mengikuti proses pembelajaran. Selaras dengan perkembangan zaman, media pembelajaran sangat dibutuhkan guru dalam membantu menyampaikan materi pelajaran agar mampu membangkitkan motivasi, ketertarikan serta rangsangan pada peserta didik. Tujuan dari penelitian ini yaitu untuk mendeskripsikan desain pengembangan media berbantuan canva dan menghasilkan produk berupa media video pembelajaran dengan memanfaatkan teknologi sesuai dengan arus perkembangan dalam dunia pendidikan. Penelitian dilakukan sebagai bentuk adaptif dengan berbagai perubahan dan perkembangan teknologi informasi yang semakin terdigitalisasi. Peneliti menggunakan metode penelitian pengembangan yaitu DR (Design Research) dengan model Reeves. Adapun tahapan dalam model Reeves meliputi: 1) tahap identifikasi dan analisis masalah, 2) mengembangkan prototype solusi, 3) melakukan proses berulang untuk menguji dan memperbaiki solusi, dan 4) refleksi untuk menghasilkan design principle. Temuan penelitian diperoleh dari hasil wawancara, observasi, studi dokumentasi, validasi, dan angket. Produk kemudian dinilai dan divalidasi oleh ahli materi dan ahli media sebelum dilakukan uji coba. Berdasarkan hasil validasi ahli dan uji coba produk menunjukkan bahwa media video pembelajaran berbantuan canva pada materi bangun datar di kelas IV Sekolah Dasar sudah layak digunakan dalam proses pembelajaran matematika di Sekolah Dasar. Negative suggestions and students' fear of mathematics became the background for the development research conducted by researchers. Not to mention conventional learning which is commonly carried out because of the limited ability of teachers and limited learning media in schools which makes students quickly feel bored when participating in the learning process. In line with the times, learning media is needed by teachers to help deliver subject matter so as to be able to generate motivation, interest and stimulation in students. The purpose of this study is to describe the design of Canva-assisted media development and produce a product in the form of learning video media by utilizing technology in accordance with current developments in the world of education. The research was carried out as an adaptive form with various changes and developments in information technology that is increasingly digitized. Researchers used the development research method, namely DR (Design Research) with the Reeves model. The stages in the Reeves model include: 1) the identification and problem analysis stage, 2) developing a solution prototype, 3) carrying out an iterative process to test and improve solutions, and 4) reflection to produce a design principle. Research findings were obtained from interviews, observations, documentation studies, validation, and questionnaires. The product is then assessed and validated by material experts and media experts before being tested. Based on the results of expert validation and product trials, it was shown that Canva-assisted learning video media on flat shape material in grade IV Elementary Schools is appropriate for use in the process of learning mathematics in Elementary Schools. | ||
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690 | |a L Education (General) | ||
655 | 7 | |a Thesis |2 local | |
655 | 7 | |a NonPeerReviewed |2 local | |
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