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This research is a research development of learning media that uses a 4-D model with define,
design, develop and disseminate stages. This type of research is used to produce the products
and test their effectiveness (Sugiyono, 2012).
Analysis Stage
Define
Analysis Of Learning
Material Suitable Media Analysis
Purpose Specification
Design
Test Preparation
Media Preparation
Develop
Media Expert Validation
Development Test
Teacher Interviews
Disseminate
Results
Based on interviews with teachers at MAN Binjai stated that the media can be accepted by
students in school. The opportunity for media realization is very high, the media is very tight
with biodiversity material in SMA / MA, the media also uses the process of playing while
learning so that it can attract interest and improve students' understanding. The advantage of
media is the use of IT and non-IT media so that it maximizes the KBM process in the classroom,
saves paper and is practical so that students can use it anytime on their laptops and smartphones,
while the drawback is that the media will be used for teachers who are less able to use IT.
Discussion
1. Embodiment Opportunities
GEMOLOG has the opportunity to be used in school learning, as a learning medium that
can motivate students to learn. Learning while playing is needed to attract students' interest and
motivation in accordance with Husna's (2017) research which states that the relationship between
playing games and learning motivation is indicated by the correlation coefficient of 0.6733
greater than rtable 5%. With the large link between playing games with students' interests,
GEMOLOG has the opportunity to become a learning media in the classroom.
Teachers can use several learning methods and models in applying GEMOLOG media,
such as STAD, TPS, Problem Based Learning, Competition Methods, peer tutoring, etc. With so
many variations of the model that can be used by the teacher can easily match the learning
model, the situation in the classroom and GEMOLOG media.
2. Innovation Values
Integrating IT and non-IT based learning media, GEMOLOG consists of IT-based media
on the use of ppt and non-IT applications in monopolies made from large banners. The use of IT
aims to replace the question card which can save paper and make learning more effective.
3. Estimated Impact
Motivate students to learn. Learning that PAKEM will motivate students to learn. By doing
learning while playing and delivered at a meeting before learning will stimulate students to learn
better. With the winning and losing groups will also lead to student learning interest and
motivation to win in the game, this is consistent with the study of Aripin (2017) said the use of
interactive learning media helps students learn more comprehensively.
Growing a sense of love for the homeland for students. GEMOLOG presents questions
about the number of biodiversity in Indonesia, both flora and fauna. In this case the teacher is
very instrumental in emphasizing that Indonesia is a very rich country. By knowing the
biological wealth, students are expected to have a sense of love and be proud of Indonesia. This
is in accordance with the research of Ibrahim (2015) which states that the love of the motherland
can be interpreted as love and love for the land of his birth. This is certainly the responsibility of
the younger generation, one of which is the creation of GEMOLOG media.