PENGEMBANGAN MEDIA PEMBELAJARAN RAGAM INDONESIAKU BERBASIS ANDROID UNTUK MENINGKATKAN LITERASI BUDAYA DAN KEWARGAAN SISWA FASE B

Julia Disti Wardani, - (2023) PENGEMBANGAN MEDIA PEMBELAJARAN RAGAM INDONESIAKU BERBASIS ANDROID UNTUK MENINGKATKAN LITERASI BUDAYA DAN KEWARGAAN SISWA FASE B. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini dilandasi oleh permasalahan yang peneliti dapat yaitu kurangnya pendalaman atau pembelajaran terkait budaya, minimnya media pendukung untuk pembelajaran IPAS di Sekolah Dasar terkait Literasi budaya dan kewargaan. Penelitian ini bertujuan untuk mengembangkan media audio visual interaktif berbasis aplikasi android Ragam Indonesiaku materi kekayaan budaya Indonesia yang layak serta dapat diinplementasikan pada pembelajaran guna meningkatkan Literasi Budaya dan Kewargaan siswa fase B. Kelayakan media aplikasi yang dikembangkan divalidasi oleh ahli materi, ahli media, dan ahli Pembelajaran. Metode penelitian yang digunakan adalah Design and Development (D&D) dengan desain pengembangan ADDIE (analisys, design, development, implementation, and evaluation). Teknik pengumpulan data yang digunakan berupa observasi, wawancara, dan kuisoner. Teknik analis data pada penelitian ini menggunakan analisis data kualitatif dan kuantitatif. Hasil validasi media aplikasi android dari ketiga ahli yaitu ahli materi, media, dan pembelajaran mendapatkan penilaian dengan kategori sangat baik, maka dapat disimpulkan bahwasannya media pembelajaran Ragam Indonesiaku yang dibuat layak untuk dijadikan sebagai media pembelajaran. Literasi Budaya dan kewargaan siswa juga mengalami peningkatan setelah dilakukan pertemuan uji coba menggunakan media aplikasi Ragam Indonesiaku. This research is based on the problems that researchers got, namely the lack of cultural-related deepening or learning, the lack of supporting media for science learning in elementary schools related to cultural literacy and citizenship. This study aims to develop interactive audio-visual media based on the android application Ragam Indonesiaku, material for Indonesian cultural riches that are appropriate and can be implemented in learning to increase the Cultural Literacy and Citizenship of phase B students. The feasibility of the developed media applications is validated by material experts, media experts, and experts. Learning. The research method used is Design and Development (D&D) with the ADDIE development design (analysis, design, development, implementation, and evaluation). Data collection techniques used in the form of observation, interviews, and questionnaires. Data analysis techniques in this study used qualitative and quantitative data analysis. The results of the validation of the Android application media from the three experts, namely material experts, media, and learning, received an assessment in the very good category, so it can be concluded that the Indonesian Ragam learning media made is suitable to be used as a learning medium. Cultural Literacy and student citizenship also increased after a trial meeting was held using the Ragam Indonesiaku application media.

Item Type: Thesis (S1)
Additional Information: ID SINTA Dosen Pembimbing Ruswandi Hermawan: 6002408 Faisal Sadam Murron: 6722111
Uncontrolled Keywords: Media Pembelajaran berbasis Android, IPAS di SD, Literasi Budaya dan Kewargaan. Learning Media based on Android, Science and Social in Elementary Schools, Cultural Literacy and Citizenship.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1501 Primary Education
Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Ilmu Pendidikan > Pedagogik > PGSD Bumi Siliwangi
Depositing User: Julia Disti Wardani
Date Deposited: 05 Sep 2023 09:01
Last Modified: 05 Sep 2023 09:01
URI: http://repository.upi.edu/id/eprint/101126

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