DEVELOPMENT OF STEAM-BASED INTERACTIVE LEARNING MEDIA ON ENERGY SOURCES AND ITS UTILIZATION IN CLASS IV ELEMENARY SCHOOL, TILAMUTA DISTRICT

Authors

  • Fatris E. Harun, Abdul Haris Panai, Irvin Novita Arifin Gorontalo State University of Basic Education Masters Study Program General Street Sudirman No. 6 Gorontalo Indonesia

DOI:

https://doi.org/10.17605/OSF.IO/86XV9

Keywords:

Interactive learning media, STEAM, Energy Sources and Their Utilization

Abstract

This research was conducted to create and develop STEAM-based interactive learning media in class IV science content with the material Sources of Energy and Its Utilization. This interactive learning media is made by combining several multimedia objects such as text, images, animation, audio, video and interactive buttons, besides that it is also used to determine the feasibility and practicality of interactive media and the effectiveness of learning media in grade IV elementary schools. The method used in this research is Research and Development (R&D) with the development stages of the Four-D model (Define, Design, Develop, Disseminate). Data collection techniques in this study used a questionnaire instrument to validate material experts and media experts, interactive media practicality assessment questionnaires by students, and tests. The developed media was tested in three elementary schools in Tilamuta District, namely SDN 05, SDN 10 and SDN 10. Interactive learning media was designed using Articulate Storyline 3 software. The validation results for each expert were material experts with an average score 88.13% and media experts 96.10%. From the validation results of the two experts, it shows that interactive media gets the category "very feasible". While the practical test results of this interactive learning media obtained an average score of 92.47% in the "very practical" category. The average student learning outcomes showed an increase after the pre-test, as seen from the classical completeness which reached 100% at SDN 05 and SDN 14 Tilamuta, while 94.12% at SDN 10 Tilamuta. The average achievement of learning outcomes in trials is 98.04%. Based on the results of validation tests, practical tests, and student learning outcomes, it can be concluded that STEAM-based interactive learning media is feasible, practical, and effective for use as learning media in class IV Elementary Schools.

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Published

2023-01-10

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Section

Articles