Development of Interactive Learning Media Based on Problem-Based Learning: Improving Geography Learning Outcomes
Abstract
The aim of this research is to produce interactive learning media based on a problem-based learning model that is feasible, practical, and effective in improving student learning outcomes in geography subjects. The ADDIE development model was the type of research used. The results of the research show: the material validation test obtained a score of 98% in the very feasible category, the media validation test obtained a score of 94% in the very feasible category, the design validation test obtained a score of 100% in the very feasible category, the individual and small group trials obtained a score of 86% in the very feasible category. , and the field trial obtained a score of 91% in the very worthy category, with an overall average result from the respondent category of 93%. The use of PBL-based interactive learning media in the experimental class obtained an average learning outcome of 84.17, while in the control class, which used video media and printed books, it obtained an average learning outcome of 79.50. The research data was declared normal and homogeneous. The results of the independent samples t test show tcount = 2.38 and ttable = 2.00 with a significance level of α = 0.05, so tcount > ttable. It can be interpreted that H0 is rejected and H1 is accepted, which means that the PBL-based interactive learning media product developed is effective. Furthermore, based on the results of the N-Gain calculation, a score of 60.78% was obtained, so this PBL-based interactive learning medium is classified as "quite effective" in the "medium" category
Downloads
References
Arikunto, S. (2018). Managemen Penelitian. Jakarta: Rineka Cipta.
Arjulayana. (2018). The Use of Video in Teaching Listening Skill. Globish (An English-Indonesian Journal for English, Education and Culture, 6 (1). https://jurnal.umt.ac.id/index.php/globish/article/view/660
Deliany, N., Hidayat, A.& Nurhayati, Y. (2019). Penerapan Multimedia Interaktif untuk Meningkatkan Pemahaman Konsep IPA Siswa di Sekolah Dasar. Educare, 90-97. https://jurnal.fkip.unla.ac.id/index.php/educare/article/view/247
Dewantara, R. B., Suarsini, E., & Lestari, S. R. (2020). Analisis kebutuhan pengembangan multimedia interaktif berbasis PBL pada materi biologi SMA. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 5(6), 749-753. https://www.neliti.com/publications/487785/analisis-kebutuhan-pengembangan-multimedia-interaktif-berbasis-problem-based-lea
Duch. (1995). Pembelajaran Berbasis Masalah. Jakarta: Sejarah Indonesia.
Hutagalung, T. H. (2021). Pengembangan Multimedia Pembelajaran Interaktif Berbasis PBL Pada Kompetensi Keahlian Rekayasa Perangkat Lunak SMK. Tesis. Medan: Program Pascasarjana Universitas Negeri Medan.
Lee, A. W. W. & Owens, D. L. (2004). Multimedia-based Instructional Design. California: Pfeiffer.
Lubis, T. Y., Sinaga, B., & Mulyono, M. (2023). Learning Tool Project to Create PBL Model to Stimulate Computational Thinking Ability of Students. Randwick International of Education and Linguistics Science Journal, 4(4), 965-971. https://doi.org/10.47175/rielsj.v4i4.858
Margarita, N. (2018)."Pengembangan Multimedia Interaktif Sebagai Alat Bantu Pembelajaran Dengan Model Pbl Untuk Peningkatan Hasil Belajar Matematika." Journal for Lesson and Learning Studies 1(3) 243-257. https://ejournal.undiksha.ac.id/index.php/JLLS/article/view/15388
Mulyatiningsih, E. (2013). Metode Penelitian Terapan Bidang Pendidikan. Bandung: Alfabeta.
Mustakim. (2020). Efektivitas Pembelajaran Daring Menggunakan Media Online Selama Pandemi Covid-19 pada Mata Pelajaran Matematika. Al Asma: Journal of Islamic Education 2(1). https://journal.uin-alauddin.ac.id/index.php/alasma/article/view/13646
Nugraha, S. A., Sudiatmi. T., Suswandri, M. (2020). Studi Pengaruh Daring Learning Terhadap Hasil Belajar Matematika Kelas IV. Ambon: Jurnal Inovasi Penelitian. 1 (3). https://stp-mataram.e-journal.id/JIP/article/view/74
Pelangi, G. (2020). Pemanfaatan Aplikasi Canva Sebagai Media Pembelajaran Bahasa Dan Sastra Indonesia Jenjang SMA/MA. Jurnal Sasindo Unpam, 8(2),1-18. http://www.openjournal.unpam.ac.id/index.php/Sasindo/article/view/8354
Prastowo, Andi. (2015). Panduan Kreatif Membuat Bahan Ajar Inovatif. Yogyakarta: Diva Press.
Reddi, U. V. & Sanjaya, M. (2003). Educational Multimedia- A Handbook for Teacher-Developers. New Delhi: The Commonwealth of LearningCommonwealth Educational – Media Centre for Asia.
Rusman. (2012). Belajar dan Pembelajaran Berbasis Komputer Mengembangkan Profesionalisme Guru Abad 21. Bandung: Alfabeta.
Sadiman, A. S. (2014). Media Pendidikan: Pengertian, Pengembangan dan Pemanfaatanya. Jakarta: Rajawali Pers.
Sugiyono. (2020). Metode Penelitian Kuantitatif, Kualitatif, dan R & D. Bandung: Alfabeta Tanjung.
Suryani, N. (2018). Media Pembeljaarann Inovatif. Bandung: PT Remaja Rosdakarya
Suyatno. (2009). Menjelajah Pembelajaran Inovatif. Sidoarjo: Masmedia Buana Pustaka.
Trianto. (2009). Mendesain model pembelajaran inovatif-progresif. Jakarta: Kencana Prenada Media Group.
Triningsih, D. E. (2021). Penerapan Aplikasi Canva untuk Meningkatkan Kemampuan Menyajikan Teks Tanggapan Kritis Melalui Pembelajaran Berbasis Proyek. Paper Knowledge. Toward a Media History of Documents,15(1), 128-144. https://doi.org/10.30957/cendekia.v15i1.667
Wulandari, T. & Mudinillah, A. (2022). Efektivitas Penggunaan Aplikasi CANVA sebagai Media Pembelajaran IPA MI/SD. Jurnal Riset Madrasah Ibtidaiyah (JUMIA), 2(1), 102-118. https://doi.org/10.32665/jurmia.v2il.24
Copyright (c) 2024 Randwick International of Education and Linguistics Science Journal
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.