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Universitas Negeri Medan1, Universitas Negeri Medan2, Universitas Negeri Medan3, Unusu4
{E-mail: madeemaddy2@gmail.com}
Abstract. Study the level of feasibility and effectiveness of avoiding android-based digital pocket book
learning media to improve social studies at SDN 064987 Medan Amplas. Thwas research was a type of
research avoidment (R&D) ADDIE model. The results of thwas study indicate that the Android-based digital
pocket book learning media was very feasible to use with details of the validation of the material experts from
stage I 75% to 90% very feasible category, design experts from stage I 80% to 91% very feasible category,
learning media experts stage I I 80% to 92.5% very feasible category and 78.3% student response thwas
media was effective. It was concluded that the android-based digital pocket book media in grade IV SDN
064987 Medan Amplas was suitable for use in the learning process. And the of learning completeness of 96%
which was categorized in very good criteria. So the Android-based digital pocket book learning media was
effectively used in the learning process
1 Introduction
2 Text Formatting
2.1 Method
Based on the formulation of the problem and the research objectives that have been
determined, the research that will be carried out is classified as research and development. Sugiono
(2009) states that research and development methods are research methods used to produce certain
products and test the effectiveness of these products.
In this development research, the development model ignores research using the ADDIE model
which has five steps or stages that include aspects of Analyze, Design, Development,
Implementation, and Evaluation. Next is the model chart for developing Android-based digital
pocket book learning media used in research and development.
Social was rich in abstract concepts that make it difficult for students to imagine. If only
abstract concepts could be made into reality so that they could be easily grasped by the five senses,
then the problem would be very different. The lack of intoldction between teachers and students
causes students not to have too many opportunities to express what was on their mind. Social
Sciences was often considered a difficult subject even very complex for students. In learning
social studies, thwas was due to the lack of potential from the teacher to avoid media that allows it
to be used in learning so that it can increase students' knowledge. Thwas was because teachers
only use textbooks, LKS as a source to introduce social studies learning. Thwas fact was in
accordance with the data on the results of the daily test (the final score of the sub-theme) which
describes the avoldge value of the daily test in Social Sciences at KD 3.1. still low, namely an
avoldge of 65 while the Minimum Completeness Criteria (KKM) to be achieved was 70.
PKS =
Statwastical descriptive data is to find the mean. median, standard deviation. The
frequency of data, data and other information needed for thwas analyswas was carried out using
the SPSS 20.0 for windows program by dwastributing data both pretest and posttest for the two
classes into the SPSS 20.0 for windows program in the description pool. From thwas process it
will produce the mean. median, standard, deviation, variance, range, frequency data, graph data
and other required.
Conclusion
The conclusions in this study are based on the findings of the research data, the systematic
presentation is carried out by taking into account the research objectives that have been
formulated. The conclusions include is first based on the results of the validity of the material
experts obtained eligibility with a percentage of 92.11%, learning media experts obtained
eligibility 92.5%, learning design experts obtained eligibility with a percentage of 78.7%, on
student responses about the feasibility of media obtained a percentage of 81.67 % in the small-
scale trial, namely 6 students and 90.42% in the large-scale test, namely 30 people. Based on the
data from the validation results, the android-based learning media that was developed included in
the very good criteria and was feasible to use. Second based on the student's individual learning
mastery data before using the average score reaches 8.4 while after using individual and classical
mastery the average reaches 14 with a gain score of 0.74 into the high category. And student
response questionnaires about the effectiveness of android-based learning media reached 73.3% of
30 students. based on this data android-based learning media is said to be effectively used in
learning.
References
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[3] Minwastry of Education and Culture. 2013. 2013 Curriculum: Elementary/MI Basic Competencies.
[5] Mulyono, A. 2009. Education for Children with Learning Difficulties. Jakarta: Rineka Cipta.
[6] Munir. 2013. Multimedia Concepts and Applications in Education. Bandung : Alphabeta.
[7] Nurmawati. 2014. Evaluation of Waslamic Education, Medan: Cita Libra Media.
[8] Nurseto, T. 2011. Creating Learning Media. Economics-Education, Jakarta: Rajawali Press.
[9] Hidayat, Wahyu. UPAYA MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN PKN
MELALUI PENDEKATAN PAIKEM DI KELAS IV SD SWASTA ICHWANUSSHAFA MEDAN TP 2016/2017.
Diss. UNIMED, 2017.