Krisnayanti, IGA. Ayu Anggela Heni (2022) Pengembangan dan pemanfaatan media pembelajaran fun Indonesian folktales pada pembelajaran bahasa inggris siska kelas x SMA Negeri 1 Negara= Development and utilization of the fun Indonesian folktales learning medium to teach english for grade x students at the Senior High School of 1 Negara. Masters thesis, Universitas Pelita Harapan.
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Abstract
Penggunaan media dan teknologi diimbangi dengan penguasaan Bahasa Inggris sebagai pendukung dalam bidang pendidikan sangat diperlukan untuk siswa. Penelitian ini bertujuan untuk mengembangkan dan memanfaatkan media pembelajaran Fun Indonesian Folktales pada pembelajaran bahasa Inggris siswa kelas X SMA Negeri 1 Negara. Metode penelitian yang digunakan pada penelitian ini adalah metode Research and Development (RnD), (Borg and Gall 2003). Peneliti memodifikasi dan menyederhanakan menjadi 9 siklus yang telah disesuaikan. Pengumpulan data pada penelitian ini menggunakan wawancara dan angket, kemudian dianalisis secara kualitatif dan kuantitatif. Pada saat proses pengembangan produk, dilaksanakan uji coba sebanyak tiga kali yaitu uji coba awal, uji coba lapangan, uji pelaksanaan lapangan. Uji coba awal melibatkan ahli VR, ahli Pedagogi, dan ahli materi dan translate Bahasa Inggris. Uji coba lapangan melibatkan 5 responden siswa. Uji pelaksanaan lapangan melibatkan 17 orang siswa. Para ahli dan siswa diberikan kesempatan untuk mencoba produk dan menuliskan respon pada angket yang disediakan. Analisis data akhir menunjukkan bahwa kemenarikan media interaktif sebesar 93,5%, tingkat kepraktisan media interaktif sebesar 94,8%, dan motivasi belajar siswa sebesar 94,3%. Dengan demikian dapat dikatakan produk yang dikembangkan sangat layak dan dapat dijadikan sebagai media baru di mata pelajaran bahasa Inggris. / The use of media and technology is balanced with English mastery as a support in the field of education, which is extremely important for students. The objective of this research was to create a Fun Indonesian Folktales learning medium to be utilized to teach English for the Grade X students at the Senior High School of 1 Negara. The Research and Development (RnD) method was used in this research, according to (Borg and Gall 2003). The researchers modified and simplified it into 9 adjusted cycles. The interviews and questionnaires were used to collect data, which were then analyzed qualitatively and quantitatively. Three tryouts were conducted three times during the product development process: initial tryout, field tryouts, and field implementation tryout. VR expert, pedagogy expert, material expert, and an English translation were all involved in the initial tryout. Five students participated in the field tryout. Seventeen students participated in the field implementation tryout. The experts and students were allowed to try the product and respond to the provided questionnaire. According to the final data analysis, the attractiveness of the interactive media was 93.5%, the level of practicality was 94.8%, and the student learning motivation was 94.3%. As a result, the product being developed is feasible and has shown the potential to be used as a new medium in the English subjects.
Item Type: | Thesis (Masters) | ||||||||
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Uncontrolled Keywords: | Pengembangan ; fun Indonesian Folktales ; bahasa Inggris ; media interaktif | ||||||||
Subjects: | L Education > LB Theory and practice of education > LB1028.3 Educational techology | ||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology |
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Depositing User: | Users 23512 not found. | ||||||||
Date Deposited: | 28 Feb 2023 02:24 | ||||||||
Last Modified: | 28 Feb 2023 02:25 | ||||||||
URI: | http://repository.uph.edu/id/eprint/54782 |
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