PENGEMBANGAN MEDIA E-CARD INTERAKTIF KERAGAMAN BENDA BERBASIS ANDROID UNTUK MENINGKATKAN KOSAKATA SISWA KELAS II SEKOLAH DASAR
DEVELOPMENT OF ANDROID-BASED INTERACTIVE E-CARD MEDIA FOR DIVERSITY OF OBJECTS TO IMPROVE VOCABULARY OF ELEMENTARY SCHOOL II CLASS STUDENTS
Pembelajaran bahasa Indonesia memegang peran penting untuk meningkatkan mutu pendidikan dasar dalam proses perkembangan intelektual, sosial, komunikasi, pengetahuan, serta emosional yang akan menunjang keberhasilan dalam mempelajari materi pada semua bidang lain. Salah satu aspek yang berkaitan dengan perkembangan bahasa lisan adalah kosakata. Pada pembelajaran kosakata ditemukan kurangnya penggunaan media pembelajaran dalam meningkatkan kosakata bahasa Indonesia yang menyebabkan siswa kurang semangat dan menarik, sehingga perlu diperbaiki dan dikembangkan.
Tujuan Penelitian pengembangan ini adalah menghasilkan produk media e-card interaktif keragaman benda berbasis android yang valid, praktis dan efektif dalam meningkatkan kosakata siswa kelas II SDN Ngagel I/394 Surabaya.
Jenis penelitian yang digunakan adalah penelitian pengembangan dengan model ADDIE yang terdiri atas 5 tahapan yakni analysis, design, development, implement dan evaluate. Data terdiri dari 2 jenis yakni data kuantitatif dan kualitatif. Data dikumpulkan dengan menggunakan instrumen observasi, angket, tes dan wawancara. Observasi dan wawancara digunakan untuk memperoleh data kualitatif terkait kepraktisan implementasi media e-card interaktif keragaman benda berbasis android pada pembelajaran kosakata di kelas 2 sekolah dasar. Angket meliputi lembar validasi, lembar angket respon siswa, lembar efektivitas digunakan untuk memperoleh data kuantitatif terkait tingkat kevalidan, kepraktisan dan keefektivan media dalam pembelajaran. Sedangkan tes meliputi soal pretest posttes untuk mengetahui keefektivan media e-card interaktif.
Hasil penelitian menunjukkan validasi materi sebesar 80% (valid) dan validasi media sebesar 86% (sangat valid). Tingkat kepraktisan penggunaan media berdasarkan penilaian angket respon siswa diperoleh nilai sebesar 97,1% (sangat praktis) dan hasil observasi implementasi produk media memperoleh nilai sebesar 90,4% (sangat praktis). Tingkat keefektifan media e-card interaktif keragaman benda berbasis android melalui nilai pre-test dan post-test dengan perhitungan N-Gain diperoleh nilai sebesar 0,86 menunjukkan bahwa adanya peningkatan pada pembelajaran kosakata dengan kategori tinggi.Dengan demikian dapat disimpulkan bahwa pengembangan media -card interaktif keragaman benda berbasis android layak digunakan sebagai media pembelajaran bahasa Indonesiauntuk meningkatkan kosakata siswa kelas II SDN Ngagel I/394 Surabaya.
Kata Kunci : pengembangan, media e-card interaktif, kosakata.
Learning Indonesian plays an important role in improving the quality of basic education in the process of intellectual, social, communication, knowledge, and emotional development which will support success in learning material in all other fields. One aspect related to the development of spoken language is vocabulary. In learning vocabulary, it was found that there was a lack of use of learning media in increasing Indonesian vocabulary which caused students to be less enthusiastic and interesting, so it needed to be improved and developed.
The purpose of this research development is to produce interactive e-card media products with a variety of objects based on Android that are valid, practical and effective in increasing the vocabulary of class II students at SDN Ngagel I/394 Surabaya.
The type of research used is development research with the ADDIE model which consists of 5 stages namely analysis, design, development, implement and evaluate. The data consists of 2 types, namely quantitative and qualitative data. Data was collected using observation instruments, questionnaires, tests and interviews. Observations and interviews were used to obtain qualitative data regarding the practicality of implementing Android-based interactive e-card media with a variety of objects in vocabulary learning in grade 2 elementary schools. The questionnaire includes validation sheets, student response questionnaire sheets, effectiveness sheets are used to obtain quantitative data related to the level of validity, practicality and effectiveness of media in learning. While the test includes pretest posttest questions to determine the effectiveness of interactive e-card media.
The results showed that material validation was 80% (valid) and media validation was 86% (very valid). The level of practicality of using media based on student response questionnaires obtained a value of 97.1% (very practical) and the results of observations of the implementation of media products obtained a value of 90.4% (very practical). The level of effectiveness of interactive e-card media with a variety of objects based on Android through pre-test and post-test values with N-Gain calculations obtained a value of 0.86 indicating that there was an increase in vocabulary learning in the high category. Thus it can be concluded that media development - Android-based interactive diversity-of-object cards are suitable for use as Indonesian language learning media to increase the vocabulary of class II students at SDN Ngagel I/394 Surabaya.
Keywords: development, interactive e-card media, vocabulary.