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dc.contributor.authorUMAMI, Salsabila Hayyu
dc.date.accessioned2023-12-06T13:45:31Z
dc.date.available2023-12-06T13:45:31Z
dc.date.issued2023-06-27
dc.identifier.nim190210204019en_US
dc.identifier.urihttps://repository.unej.ac.id/xmlui/handle/123456789/119002
dc.descriptionFinalisasi oleh Taufik Tgl.7 Desember 2023en_US
dc.description.abstractThe problems found when conducting interviews with fifth grade teachers at SDN 1 Pakis, Banyuwangi Regency, included less varied learning, the teacher only used mathematics textbooks from the Government and only used teaching aids such as concrete objects in the form of geometric shapes, the teacher's lack of knowledge about how to make learning media that use digita, and schools have never made flash player-based 3dshamath learning media, so researchers developed flash player-based 3dshamath learning media with the aim of knowing the process of developing flash player-based 3dshamath learning media that is valid, effective, and practical, and to find out the results of the validity, effectiveness, and practicality of flash player-based 3DSHAMATH learning media. The research methodology used in this research is the Borg and Gall model development research procedure which consists of 10 stages, but in this study it was carried out up to 8 stages. The research was carried out in the even semester of the 2022/2023 school year. The research subjects were students in class VA and VB SDN 01 Pakis, with a total of 54 students. Data collection methods used in research are observation, interviews, questionnaires, learning achievement tests, and documentation. The data that has been collected was analyzed to determine validity with the results of validation by experts who obtained results of 95.33 with a very feasible category, effectiveness with the t-test which obtained results of 13.42> 1.674 which concluded that the experimental class learning was stated to be more effective than the control class and the relative effectiveness test resulted in 66.45% of the parts influenced by 3dshamath learning media based on flash player, 33.55% of the parts influenced by external factors, and the practicality of using student response questionnaires which obtained 81.04 results which were categorized as very practical.en_US
dc.language.isootheren_US
dc.publisherFakultas Keguruan dan Ilmu Pendidikanen_US
dc.subjectLEARNING MEDIAen_US
dc.subject3DSHAMATHen_US
dc.subjectTHREE DIMENSIONAL SHAPEen_US
dc.titlePengembangan Media Pembelajaran 3DShamath Berbasis Flash Player untuk Mengefektifkan Pembelajaran Materi Volume Bangun Ruang pada Siswa Kelas V di SDN 1 Pakis Kabupaten Banyuwangien_US
dc.typeSkripsien_US
dc.identifier.prodiPendidikan Guru Sekolah Dasaren_US
dc.identifier.pembimbing1Prof. Dr. M. Sulthon Masyhud, M.Pden_US
dc.identifier.pembimbing2Agus Arifandi, M.Pd. I.en_US
dc.identifier.validatorvalidasi_repo_iswahyudi_nopember_2023_2en_US
dc.identifier.finalizationTaufiken_US


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