Abstract

Abstrak


Penelitian ini merupakan penelitian dan pengembangan dengan model Sugiyono yang bertujuan untuk mengembangan, mengkaji, dan menguji media interaktif berbasis microsoft sway untuk kemampuan membaca pemahaman materi teks nonfiksi siswa kelas IV SDN Mangkang Kulon 02. Penelitian ini dilatar belakangi oleh kurangnya inovasi penggunaan media pembelajaran yang berbasis IT. Subjek penelitian berjumlah 28 siswa. Teknik pengumpulan data melalui: observasi, wawancara, dokumentasi dan angket. Teknik analisis kelayakan media: angket penilaian validator, tanggapan guru dan siswa. Hasil penelitian menunjukkan bahwa media layak digunakan dengan memperoleh persentase; ahli materi 90% dan ahli media 88,6%. Media dinyatakan efektif berdasarkan uji paired sample t-test dengan nilai sig (2-tailed) 0,000 < 0,05 maka Ha diterima. Uji N-gain memperoleh nilai 0,80 (tinggi). Sehingga dapat disimpulkan bahwa peneliti berehasil mengembangkan media interaktif berbasis micorosft sway sesuai dengan karakteristik yang telah didesain, serta layak dan efektif digunakan dalam pembelajaran bahasa Indonesia materi teks nonfiksi kelas IV sekolah dasar.


Abstract


This research is research and development with the Sugiyono model, which aims to develop, study, and test-based interactive media Microsoft Sway for the ability to read comprehension of nonfiction text material for fourth-grade students at SDN Mangkang Kulon 02. This research is motivated by the need for more innovation in using IT-based learning media. The research subjects totaled 28 students. Data collection techniques through observation, interviews, documentation and questionnaires. Media feasibility analysis techniques: validator assessment questionnaire, teacher and student responses. The research results show that the media is feasible to use by obtaining a % of material experts and 90% of media experts 88.6%. The media is declared effective based on the test paired sample t-test with a sig (2-tailed) value of 0.000 <0.05, then Ha is accepted. At the same time, the N-test gain obtained a value of 0.80 (high). So, the researcher succeeded in developing interactive media based on Microsoft sway following the characteristics that have been designed, as well as appropriate and effective for use in learning Indonesian nonfiction text material for grade IV elementary schools.