Baharudin Baharudin, Ida Fiteriani, Sri Sukasih, Citra Wulan Sari
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引用次数: 1

摘要

在COVID-19大流行期间,实施图片填字游戏(MCP-G)媒体模式是使教师更容易进行教学的另一种选择。MCP-B可以创造更愉快的学习氛围,培养学生的积极参与。本研究旨在为MI四年级学生制作能够支持主题动机和学习成果的学习媒体产品。产品开发指的是ADDIE设计。开发的产品包括课程计划、工作表、学习媒体和激励工具以及学习成果测试。产品开发阶段从前期-后期分析、学生分析、材料分析、任务分析、学习目标分析、方法选择、格式选择、专家效度、有限试验、实地试验和修订开始。研究数据来源于专家验证表、学生动机观察表、教师实践管理学习能力观察表和MCP-G学习媒体的实施。结果表明,MCP-B模型在支持“多样性之美”主题的动机和主题学习成果方面是可行和有效的。选择好的、合适的学习媒介可以使学生更容易地吸收老师所呈现的材料。这种情况表明,根据教育目标,学习媒体对学习成果的影响很大。与此同时,这项研究可以作为教师开发有趣和有效的学习媒体的见解,特别是在COVID-19大流行时代。
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IMPLEMENTASI MODEL MEDIA CROSSWORD PUZZLE BERGAMBAR ALTERNATIF MEDIA PEMBELAJARAN SELAMA PANDEMI COVID-19 DI MADRASAH IBTIDAIYAH
The implementation of Picture Crossword Puzzle (MCP-G) media model is an alternative to making it easier for teachers to deliver durring pandemic COVID-19. MCP-B can create a more pleasant learning atmosphere and foster active student participation. This study aims to produce learning media products that can support thematic motivation and learning outcomes for fourth-grade students of MI. Product development refers to ADDIE design. The products developed are lesson plans, worksheets, learning media and motivational instruments and learning outcomes tests. The product development stages start from the initial-late analysis, student analysis, material analysis, task analysis, learning objectives analysis, method selection, format selection, expert validity, limited trials, field trials and revisions. The research data was sourced from expert validation sheets, student motivation observation sheets, teacher ability observation sheets in managing learning from the practical side and implementation of MCP-G learning media. The results show that the MCP-B model is feasible and effective to use in supporting motivation and thematic learning outcomes with the theme: "the beauty of diversity". The selection of good and appropriate learning media can make it easier for students to absorb the material presented by the teacher. This condition indicates that the learning media is very influential on learning outcomes according to educational goals. In line with that, this research can be used as an insight for teachers in developing fun and effective learning media, especially in the era of the COVID-19 Pandemic.
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