PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MOTION GRAPHIC MATERI VOLUME KUBUS DAN BALOK PADA SISWA MADRASAH IBTIDAIYAH

ABSTRACT The aim of this research is to develop a motion graphic-based learning media for teaching the volume of cubes and rectangular prisms. This media is designed as an innovative solution to overcome the limitations of conventional methods, which are less engaging and interactive, in Madrasah Ibtidaiyah. The research method used is Research and Development (R&D) with the ADDIE model.The research results show that: (1) The development process of the motion graphic media involves analyzing students' needs, characteristics, and curriculum, designing a storyboard, structuring the material, and creating the product design using the following software: 1) Adobe After Effects CC 2021, which is used to create motion graphic animations by combining various components such as illustrations, characters, and special transition effects; 2) Adobe Illustrator CC 2021, which is used to create illustrations and characters; and 3) WavePad Masters Edition by NCH Software, which is used to enhance audio quality, remove noise, and sharpen sound. (2) The feasibility test results indicate that the media was rated with a total percentage of 87,49%, by media experts and 87,5%. by subject matter experts. The learning media was declared effective based on the effectiveness test, with small group trials yielding a total percentage of 89,44% and large group trials achieving 88,75% and the teacher response test scored 88.22%. Additionally, its implementation successfully increased the class average score to 89.56. Therefore, this motion graphic-based mathematics learning media is classified as feasible and effective. ABSTRAK Tujuan penelitian ini untuk mengembangkan media pembelajaran berbasis motion graphic materi volume kubus dan balok. Media ini dirancang sebagai solusi inovatif untuk mengatasi keterbatasan metode konvensional yang kurang menarik dan interaktif di Madrasah Ibtidaiyah Bustanul ‘Ulum Lampung Tengah. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development, R&D) menggunakan model ADDIE. Hasil penelitian menunjukkan (1) Proses pengembangan media motion graphic dilakukan dengan menganalisis kebutuhan siswa, karakteristik dan kurikulum, membuat perancangan storyboard, rancangan materi dan rancangan desain produk menggunakan Software: 1) Adobe After Effect CC 2021 yang berfungsi untuk membuat animasi motion graphic dengan menggabungkan berbagai komponen seperti ilustrasi, karakter, penambahan transisi efek khusus, 2) Adobe Illustrator CC 2021 yang berfungsi untuk membuat ilustrasi dan karakter, 3) WavePad Masters Edition by NCH Software yang berfungsi untuk memperindah audio, menghilangkan noise dan mempertajam audio. (2) Hasil uji kelayakan menurut ahli media dengan persentase total sebesar 87,49%, ahli materi dengan persentase sebesar 87,5%. Media pembelajaran ini dinyatakan efektif berdasarkan uji efektivitas dengan hasil uji kelompok kecil dengan persentase total sebesar 89,44% dan uji coba kelompok besar dengan persentase total sebesar 88,75%, uji respon guru sebesar 88,22%, sedangkan dalam penerapannya mampu meningkatkan nilai rata-rata kelas menjadi 89,56 sehingga media pembelajaran matematika berbasis Motion Graphic termasuk ke dalam kategori layak dan efektif.

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Publication Details

Journal
STRATEGY Jurnal Inovasi Strategi dan Model Pembelajaran
Published
2025-05-14
DOI
https://doi.org/10.51878/strategi.v5i1.4943
Primary Topic
STEM Education
Type
article
Field-Weighted Citation Impact
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article

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MOTION GRAPHIC MATERI VOLUME KUBUS DAN BALOK PADA SISWA MADRASAH IBTIDAIYAH

Sahroni Sahroni, Arini Ulfah Hidayati
STRATEGY Jurnal Inovasi Strategi dan Model Pembelajaran
STEM Education
article

PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MOTION GRAPHIC MATERI VOLUME KUBUS DAN BALOK PADA SISWA MADRASAH IBTIDAIYAH

Sahroni Sahroni, Arini Ulfah Hidayati
article en

Abstract

ABSTRACT The aim of this research is to develop a motion graphic-based learning media for teaching the volume of cubes and rectangular prisms. This media is designed as an innovative solution to overcome the limitations of conventional methods, which are less engaging and interactive, in Madrasah Ibtidaiyah. The research method used is Research and Development (R&D) with the ADDIE model.The research results show that: (1) The development process of the motion graphic media involves analyzing students' needs, characteristics, and curriculum, designing a storyboard, structuring the material, and creating the product design using the following software: 1) Adobe After Effects CC 2021, which is used to create motion graphic animations by combining various components such as illustrations, characters, and special transition effects; 2) Adobe Illustrator CC 2021, which is used to create illustrations and characters; and 3) WavePad Masters Edition by NCH Software, which is used to enhance audio quality, remove noise, and sharpen sound. (2) The feasibility test results indicate that the media was rated with a total percentage of 87,49%, by media experts and 87,5%. by subject matter experts. The learning media was declared effective based on the effectiveness test, with small group trials yielding a total percentage of 89,44% and large group trials achieving 88,75% and the teacher response test scored 88.22%. Additionally, its implementation successfully increased the class average score to 89.56. Therefore, this motion graphic-based mathematics learning media is classified as feasible and effective. ABSTRAK Tujuan penelitian ini untuk mengembangkan media pembelajaran berbasis motion graphic materi volume kubus dan balok. Media ini dirancang sebagai solusi inovatif untuk mengatasi keterbatasan metode konvensional yang kurang menarik dan interaktif di Madrasah Ibtidaiyah Bustanul ‘Ulum Lampung Tengah. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development, R&D) menggunakan model ADDIE. Hasil penelitian menunjukkan (1) Proses pengembangan media motion graphic dilakukan dengan menganalisis kebutuhan siswa, karakteristik dan kurikulum, membuat perancangan storyboard, rancangan materi dan rancangan desain produk menggunakan Software: 1) Adobe After Effect CC 2021 yang berfungsi untuk membuat animasi motion graphic dengan menggabungkan berbagai komponen seperti ilustrasi, karakter, penambahan transisi efek khusus, 2) Adobe Illustrator CC 2021 yang berfungsi untuk membuat ilustrasi dan karakter, 3) WavePad Masters Edition by NCH Software yang berfungsi untuk memperindah audio, menghilangkan noise dan mempertajam audio. (2) Hasil uji kelayakan menurut ahli media dengan persentase total sebesar 87,49%, ahli materi dengan persentase sebesar 87,5%. Media pembelajaran ini dinyatakan efektif berdasarkan uji efektivitas dengan hasil uji kelompok kecil dengan persentase total sebesar 89,44% dan uji coba kelompok besar dengan persentase total sebesar 88,75%, uji respon guru sebesar 88,22%, sedangkan dalam penerapannya mampu meningkatkan nilai rata-rata kelas menjadi 89,56 sehingga media pembelajaran matematika berbasis Motion Graphic termasuk ke dalam kategori layak dan efektif.

STRATEGY Jurnal Inovasi Strategi dan Model PembelajaranVol. 5(1)
Universitas Patria Artha (ID)
Openalex Percentile: Top 89%
STEM Education
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