Development of Learning Media Autoplay Studio 8 Favorite Animal Material for Class III SD/MI

  • Fajarisman Fajarisman Institut Agama Islam Al Qodiri Jember
  • Nostalgianti Citra Prystiananta Universitas PGRI Argopuro Jember
  • Fitria Nur Hamidah Politeknik Negeri Malang PSDKU Kediri
  • Ana Ariama SD Negeri 3 Kandang

Abstract

Media is a teaching aid to convey messages to students during the learning process. The aim of the research is to develop Autoplay Studio 8 Media to find out the validity, practicality and effectiveness of Autoplay Studio 8 based learning media to overcome boredom in learning. This research adopted the Borg and Gall model with 10 stages which were made into 7 stages to develop English language learning media for class III with a total of 20 students at SD Negeri 3 Kandang Kapongan Situbondo. The material content is 98% and the presentation is 85% so that a total of 91% is in the very decent category. For media experts, there are several aspects that are assessed, including appearance (83%), menu (80%), coloring (73%), font (83%), implementation (83%), and a total of 81%. which is included in the very feasible category. Validation by educators who assessed several aspects of the curriculum was 93%, content was 85%, and media was 88%. If added up, the overall result is 88% in the very suitable category, while the results tested on media students are 90%, the material aspect is 90%, and the benefits aspect is 86%, so it is collected. The total is 90% so that the learning media using Autoplay Studio 8 with animal love material is suitable for use in learning activities, especially in class III elementary school, which is very helpful for explaining more in depth and can be developed in the form of smartphone software to be more effective and efficient.

Keywords: Autoplay Studio 8, Love Animal, SD/MI

References

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Alibraheim, E. A., Hassan, H. F., & Soliman, M. W. (2023). Efficacy of educational platforms in developing the skills of employing augmented reality in teaching mathematics. Eurasia Journal of Mathematics, Science and Technology Education, 19(11), 1–13. https://doi.org/10.29333/ejmste/13669

Cynthia, C., Arafah, K., & Palloan, P. (2023). Development of Interactive Physics E-Module to Improve Critical Thinking Skills. Jurnal Penelitian Pendidikan IPA, 9(5), 3943–3952. https://doi.org/10.29303/jppipa.v9i5.2302

Fajarisman, Sanusi, T., & Widiatsih, A. (2021). The Efforts to Improve Student Learning Outcomes by Using Google Classroom during Covid 19 in the Subject of Pythagoras Theorem. AXIOMA Jurnal Program Studi Pendidikan Matematika Universitas Islam Jember, 6(2), 104 – 112. https://doi.org/https://doi.org/10.36835/axi.v6i2

Fajarisman, Widiatsih, A., & Kustiowati. (2021). Pengembangan Media Pembelajaran Berbasis Adobe Flash CS6 Pada Mata Pelajaran bahasa Mandarin Untuk SMP/MTs. Education Journal : Journal Education Research and Development, 5(1), 1–16. https://doi.org/https://doi.org/10.31537/ej.v5i1.415

Firmadani, F. (2020). Media Pembelajaran Berbasis Teknologi Sebagai Inovasi Pembelajaran Era Revolusi Industri 4.0. Prosiding Konferensi Pendidikan Nasional, 2(1), 93–97. http://ejurnal.mercubuana-yogya.ac.id/index.php/Prosiding_KoPeN/article/view/1084/660

Fitria, T. N. (2023). English Lecturers’ Difficulties in Teaching English for Specific Purposes (ESP) in Various Higher Education in Indonesia. Journal of English Teaching and Learning Issues, 6(1), 65. https://doi.org/10.21043/jetli.v6i1.19178

Friedrich, S., Straub, C., Bode, S. F. N., & Heinzmann, A. (2021). SIESTA: a quick interprofessional learning activity fostering collaboration and communication between paediatric nursing trainees and medical students. BMC Medical Education, 21(1), 1–10. https://doi.org/10.1186/s12909-021-02880-9

Husniyah, R., Widiatsih, A., Fajarisman, Kunrozazi, & Kurniawan, N. (2022). Pengembangan Website Menggunakan Google Sites Materi Produksi Pada Tumbuhan dan Hewan Untuk SMP/MTs Pada Masa Pandemi COVID 19. Education Journal : Journal Education Research and Development, 6(1), 47–58.

Legiowati, T., Fajarisman, & Citra P, N. (2023). Upaya Meningkatkan Hasil Belajar Materi Penjumlahan dan Pengurangan Dengan Media Pembelajaran Video Youtube UNtuk Kelas I SD/MI. Laplace: Jurnal Pendidikan Matematika, 6(1), 148–158.

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Nadrah, N. (2023). Learning Media Improves Achievement Learning Science of Fourth Grade Elementary School Students. International Journal of Elementary Education, 7(2), 282–288. https://doi.org/10.23887/ijee.v7i2.53795

Pratiwi, N. H., Muarif, S., Fajarisman, & Widiatsih, A. (2023). The Use Of Autoplay Studio 4 Learning Media To Improve Student Learning Outcomes In Productive Computer Graphics Subjects At SMK NEGERI 7 JEMBER. JETI Journal Of Education Technology & Inovation, 6(2), 56–65.

Rahmawati, L., & Sholeh, M. (2021). Classroom Management in Creating Effective Learning in MIS Al-Ashriyah Banjarmasin. Al-Adzka: Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah, 11(2), 76–85. https://doi.org/10.18952/aladzkapgmi.v11i2.4644

Setyowati, N. A., Yustiana, S., & Ulia, N. (2021). Pengembangan Buku Membaca Permulaan Berbasis Metode Global Sebagai Buku Pendamping Guru Kelas I Sekolah Dasar. Jurnal Riset Pendidikan Dasar (JRPD), 2(1), 23. https://doi.org/10.30595/jrpd.v2i1.8778

Sudarto, B., Widiatsih, A., & Fajarisman. (2022). Pengembangan media pembelajaran interaktif berbasis Autoplay pada tema III peduli terhadap makhluk hidup untuk kelas IV SD/MI. ElenterIs: Jurnal Ilmiah Pendidikan Dasar ISlamam, 4(1), 1–13. https://doi.org/DOI: https://doi.org/10.33474/elementeris.v4i1.10815

Tazkya Nayla Kuntadi, & Fakhri Dhiya Hidayat. (2022). Training Children’s Character Education Through Technology-based Learning Media. International Journal of Education, Language, Literature, Arts, Culture, and Social Humanities, 1(1), 35–44. https://doi.org/10.59024/ijellacush.v1i1.25

Wan, Y., Yang, B., Wong, D. F., Zhou, Y., Chao, L. S., Zhang, H., & Chen, B. (2020). Self-paced learning for neural machine translation. EMNLP 2020 - 2020 Conference on Empirical Methods in Natural Language Processing, Proceedings of the Conference, 1074–1080. https://doi.org/10.18653/v1/2020.emnlp-main.80

Yin, H., Lee, J. C. K., & Zhang, Z. (2020). Catering for Learner Diversity in Hong Kong Secondary Schools: Insights from the Relationships Between Students’ Learning Styles and Approaches. ECNU Review of Education, 3(4), 610–631. https://doi.org/10.1177/2096531120911800

Abbas, Z., Fatima, N., Gul, J., Hussain, A., Scholar, M. P., Scholar, M. P., Scholar, M. P., & Scholar, M. P. (2024). Exploring the Experiences of School Teachers Regarding the Impact of Teaching Aids on the Learning of Elementary Students in Gilgit-Baltistan. Internasional Journal Of Human and Society (IJHS), 4(01), 685–694.

Alibraheim, E. A., Hassan, H. F., & Soliman, M. W. (2023). Efficacy of educational platforms in developing the skills of employing augmented reality in teaching mathematics. Eurasia Journal of Mathematics, Science and Technology Education, 19(11), 1–13. https://doi.org/10.29333/ejmste/13669

Cynthia, C., Arafah, K., & Palloan, P. (2023). Development of Interactive Physics E-Module to Improve Critical Thinking Skills. Jurnal Penelitian Pendidikan IPA, 9(5), 3943–3952. https://doi.org/10.29303/jppipa.v9i5.2302

Fajarisman, Sanusi, T., & Widiatsih, A. (2021). The Efforts to Improve Student Learning Outcomes by Using Google Classroom during Covid 19 in the Subject of Pythagoras Theorem. AXIOMA Jurnal Program Studi Pendidikan Matematika Universitas Islam Jember, 6(2), 104 – 112. https://doi.org/https://doi.org/10.36835/axi.v6i2

Fajarisman, Widiatsih, A., & Kustiowati. (2021). Pengembangan Media Pembelajaran Berbasis Adobe Flash CS6 Pada Mata Pelajaran bahasa Mandarin Untuk SMP/MTs. Education Journal : Journal Education Research and Development, 5(1), 1–16. https://doi.org/https://doi.org/10.31537/ej.v5i1.415

Firmadani, F. (2020). Media Pembelajaran Berbasis Teknologi Sebagai Inovasi Pembelajaran Era Revolusi Industri 4.0. Prosiding Konferensi Pendidikan Nasional, 2(1), 93–97. http://ejurnal.mercubuana-yogya.ac.id/index.php/Prosiding_KoPeN/article/view/1084/660

Fitria, T. N. (2023). English Lecturers’ Difficulties in Teaching English for Specific Purposes (ESP) in Various Higher Education in Indonesia. Journal of English Teaching and Learning Issues, 6(1), 65. https://doi.org/10.21043/jetli.v6i1.19178

Friedrich, S., Straub, C., Bode, S. F. N., & Heinzmann, A. (2021). SIESTA: a quick interprofessional learning activity fostering collaboration and communication between paediatric nursing trainees and medical students. BMC Medical Education, 21(1), 1–10. https://doi.org/10.1186/s12909-021-02880-9

Husniyah, R., Widiatsih, A., Fajarisman, Kunrozazi, & Kurniawan, N. (2022). Pengembangan Website Menggunakan Google Sites Materi Produksi Pada Tumbuhan dan Hewan Untuk SMP/MTs Pada Masa Pandemi COVID 19. Education Journal : Journal Education Research and Development, 6(1), 47–58.

Legiowati, T., Fajarisman, & Citra P, N. (2023). Upaya Meningkatkan Hasil Belajar Materi Penjumlahan dan Pengurangan Dengan Media Pembelajaran Video Youtube UNtuk Kelas I SD/MI. Laplace: Jurnal Pendidikan Matematika, 6(1), 148–158.

Legiowati, T., Widiatsih, A., & Fajarisman. (2023). Penerapan Model Pembelajaran Make A Match Dengan Memanfaatkan Autoplay Untuk MeningkatkanHasil Belajar Tema VIII Peristiwa Alam SD / MI. Edusaintek: Jurnal Pendidikan, Sains Dan Teknologi, 10(2), 529–540.

Liando, N. V. F., Dallyono, R., Tatipang, D. P., & Lengkoan, F. (2023). Among English, Indonesian and local language: Translanguaging practices in an Indonesian EFL classroom. Indonesian Journal of Applied Linguistics, 13(1), 204–216. https://doi.org/10.17509/IJAL.V13I1.58270

Nadrah, N. (2023). Learning Media Improves Achievement Learning Science of Fourth Grade Elementary School Students. International Journal of Elementary Education, 7(2), 282–288. https://doi.org/10.23887/ijee.v7i2.53795

Pratiwi, N. H., Muarif, S., Fajarisman, & Widiatsih, A. (2023). The Use Of Autoplay Studio 4 Learning Media To Improve Student Learning Outcomes In Productive Computer Graphics Subjects At SMK NEGERI 7 JEMBER. JETI Journal Of Education Technology & Inovation, 6(2), 56–65.

Rahmawati, L., & Sholeh, M. (2021). Classroom Management in Creating Effective Learning in MIS Al-Ashriyah Banjarmasin. Al-Adzka: Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah, 11(2), 76–85. https://doi.org/10.18952/aladzkapgmi.v11i2.4644

Setyowati, N. A., Yustiana, S., & Ulia, N. (2021). Pengembangan Buku Membaca Permulaan Berbasis Metode Global Sebagai Buku Pendamping Guru Kelas I Sekolah Dasar. Jurnal Riset Pendidikan Dasar (JRPD), 2(1), 23. https://doi.org/10.30595/jrpd.v2i1.8778

Sudarto, B., Widiatsih, A., & Fajarisman. (2022). Pengembangan media pembelajaran interaktif berbasis Autoplay pada tema III peduli terhadap makhluk hidup untuk kelas IV SD/MI. ElenterIs: Jurnal Ilmiah Pendidikan Dasar ISlamam, 4(1), 1–13. https://doi.org/DOI: https://doi.org/10.33474/elementeris.v4i1.10815

Tazkya Nayla Kuntadi, & Fakhri Dhiya Hidayat. (2022). Training Children’s Character Education Through Technology-based Learning Media. International Journal of Education, Language, Literature, Arts, Culture, and Social Humanities, 1(1), 35–44. https://doi.org/10.59024/ijellacush.v1i1.25

Wan, Y., Yang, B., Wong, D. F., Zhou, Y., Chao, L. S., Zhang, H., & Chen, B. (2020). Self-paced learning for neural machine translation. EMNLP 2020 - 2020 Conference on Empirical Methods in Natural Language Processing, Proceedings of the Conference, 1074–1080. https://doi.org/10.18653/v1/2020.emnlp-main.80

Yin, H., Lee, J. C. K., & Zhang, Z. (2020). Catering for Learner Diversity in Hong Kong Secondary Schools: Insights from the Relationships Between Students’ Learning Styles and Approaches. ECNU Review of Education, 3(4), 610–631. https://doi.org/10.1177/2096531120911800
Published
2024-05-08
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