PENGEMBANGAN PERMAINAN MUSIK ANSAMBEL RITMIS MELALUI MEDIA DIGITAL DI KELAS IV SEKOLAH DASAR

Mega Fourria Minggustri, - (2023) PENGEMBANGAN PERMAINAN MUSIK ANSAMBEL RITMIS MELALUI MEDIA DIGITAL DI KELAS IV SEKOLAH DASAR. S1 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_PGSD_TSK_1902666_Title.pdf

Download (1MB)
[img] Text
S_PGSD_TSK_1902666_Chapter1.pdf

Download (469kB)
[img] Text
S_PGSD_TSK_1902666_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (1MB)
[img] Text
S_PGSD_TSK_1902666_Chapter3.pdf

Download (813kB)
[img] Text
S_PGSD_TSK_1902666_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (4MB)
[img] Text
S_PGSD_TSK_1902666_Chapter5.pdf

Download (330kB)
[img] Text
S_PGSD_TSK_1902666_Appendix.pdf
Restricted to Staf Perpustakaan

Download (9MB)
Official URL: http://repository.upi.edu

Abstract

Penelitian ini dilatarbelakangi oleh kurang optimalnya pembelajaran musik pada materi ansambel ritmis di sekolah dasar. Hal itu dikarenakan kurangnya pengadaan dan pengembangan media pembelajaran pada pembelajaran seni musik, khususnya pada materi ansambel ritmis di kelas IV sekolah dasar. Oleh karena itu, peneliti merancang dan mengembangkan Permainan Musik Ansambel Ritmis melalui Media Digital yang dapat digunakan dimanapun dan kapanpun. Penelitian ini dilakukan untuk mendeskripsikan proses pengembangan produk Permainan Musik Ansambel Ritmis melalui Media Digital. Peneliti mengambil metode penelitian Design Based Reasearch (DBR). Data dalam penelitian ini dikumpulkan melalui observasi, wawancara, analisis dokumen, penilaian para ahli ketika validasi produk, dan hasil dari performance test. Hasil validasi kepada para ahli menunjukkan bahwa produk yang dikembangkan layak digunakan dengan hasil penilaian ahli materi sebesar 68% dengan kriteria baik/layak, hasil penilaian ahli media sebesar 83,33% dengan kriteria sangat baik/layak, dan hasil penilaian ahli pedagogik sebesar 94,54%. Untuk mengukur keberhasilan produk, peneliti melakukan performance test kepada peserta didik secara berkelompok pada uji coba 1, uji coba 2, dan uji coba 3. Hasil pemerolehan nilai performance test pada uji coba 1 mendapatkan persentase 69%, uji coba 2 mendapatkan persentase 75%, dan uji coba 3 mendapatkan persentase 85%. Berdasarkan hasil nilai dari performance test yang dilakukan dengan tiga tahap uji coba, produk yang dikembangkan baik dan praktis digunakan pada proses pembelajaran musik materi ansambel ritmis. Dengan demikian produk Permainan Musik Ansambel Ritmis melalui Media Digital di kelas IV sekolah dasar valid, dan praktis digunakan pada proses pembelajaran. This research is motivated by the lack of optimal learning of music on rhythmic ensemble material in elementary schools. This is due to the lack of procurement and development of learning media in learning the art of music, especially in rhythmic ensemble material in grade IV of elementary school. Therefore, researchers designed and developed a rhythmic ensemble music game through the Smart Apps Creator media that can be used anywhere and anytime. This research was conducted to describe the product development process for rhythmic ensemble music games through the Smart Apps Creator media. The researcher used the Design-Based Research (DBR) research method. The data in this study were collected through observation, interviews, document analysis, expert judgment when product validation, and the results of performance tests. The results of the validation to the experts showed that the product developed was feasible to use with the results of the material expert's assessment of 68% with good/proper criteria, the results of the media expert's assessment of 83.33% with very good/decent criteria, and the results of the pedagogic expert's assessment of 94, 54%. To measure the success of the product, the researcher conducted a performance test on students in groups in trial 1, trial 2, and trial 3. The results of obtaining performance test scores in trial 1 obtained a percentage of 69%, and trial 2 obtained a percentage of 75%. and trial 3 gets a percentage of 85%. Based on the results of the performance tests carried out with three stages of trials, the products developed are good and practical to use in the process of learning music for rhythmic ensembles. Thus the product of rhythmic ensemble music games through the Smart Apps Creator media in grade IV elementary schools is valid and is practically used in the learning process.

Item Type: Thesis (S1)
Additional Information: Link Google Scholar : https://scholar.google.com/citations?user=wj5LJcQAAAAJ&hl=en ID SINTA Dosen Pembimbing Resa Respati: 5994434 Ahmad Mulyadiprana: 6000290
Uncontrolled Keywords: Ansambel Ritmis, Media Smart Apps Creator, Pengembangan Permainan Musik, Sekolah Dasar
Subjects: L Education > L Education (General)
Divisions: UPI Kampus Tasikmalaya > PGSD UPI Kampus Tasikmalaya
Depositing User: Mega Fourria Minggustri
Date Deposited: 02 Nov 2023 01:08
Last Modified: 02 Nov 2023 01:08
URI: http://repository.upi.edu/id/eprint/111909

Actions (login required)

View Item View Item