Year: 2024 | Month: December | Volume: 11 | Issue: 12 | Pages: 573-582
DOI: https://doi.org/10.52403/ijrr.20241262
Development of Interactive Dispensia Media Based on Problem-Based Learning to Increase Motivation and Learning Outcomes of Human Digestive System in Grade V Students
Nurhidayati1, Nuni Widiarti2, Panca Dewi Purwati3
1,2,3Department of Primary Education, Post graduated, Semarang State University, Semarang City, Central Java, Indonesia.
Corresponding Author: Nurhidayati
ABSTRACT
The problem that occurs in SMP Based on interviews and initial observations at SD Negeri Pangkah 01, Pangkah District, Tegal Regency, several problems were found including low student motivation, lack of availability of learning media used, IPAS learning methods that are still conventional and tend to be teacher-centred. The purpose of this research is to produce Interactive Dispensia learning media, analyse the characteristics, feasibility and effectiveness of the media in increasing student motivation and learning outcomes. This research is a Research and Development (R&D) development study using the ADDIE development procedure which is an instructional development process with 5 stages namely analysis, design, development, implementation and evaluation. This model was chosen because the stages of implementation are divided in detail and systematically. The research subjects totalled 40 students in class V of SD Negeri Pangkah 01. The results of this study include: 1) The characteristics of Interactive Dispensia media produced in the form of software in the form of applications, based on problem-based learning models, presenting material on the human digestive system clearly and accurately, using images, videos, animations and quizzes to increase student motivation and learning outcomes; 2) The feasibility of Interactive Dispensary Media based on problem-based learning developed based on the results of the material expert validation test, media validation test, and language validation as well as teacher and student practicality tests, obtained an average score of 96.51%. 3) The effectiveness value of Interactive Dispensary Media based on problem-based learning developed to increase student motivation obtained a result of 78.61% which was included in the very effective category; 4) Interactive Dispensary Media based on problem-based learning was declared effective with the difference between pretest and posttest scores, as well as the results of the n-gain test with an average of 0.62 classified as moderate. The conclusion of this study is that Interactive Dispensary Media based on problem-based learning of human organ system material is feasible to use and effective to increase student motivation and learning outcomes.
Keywords: Interactive Dispensary Media, Problem Based Learning, Motivation, Learning Outcomes
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