media development
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2021 ◽  
Vol 1 (2) ◽  
pp. 230-238
Author(s):  
WAKHIDIN SHODIQ ◽  
FAUZI FAUZI

This research uses development procedures that result in product design in the form of IT-based learning media development using the Telegram Application. This product researchers developed using research steps from Borg and Gall and THE ASSURE Model. The product developed in this study is an IT-based learning medium using the Telegram Application. With time constraints, researchers limit the steps of development procedures to only 6 (six) steps, namely (1) potential and problems, (2) data collection, (3) product design, (4) validation, (5) design revision, and (6) trials. The purpose of this research is to find out the effectiveness of IT-based learning media in the Telegram Application used in scouting education activities at Ambalan Bhira Sma Negeri 3 Purwokerto during the Covid-19 pandemic. ABSTRAK Penelitian ini menggunakan prosedur pengembangan yang menghasilkan desain produk berupa pengembangan media pembelajaran berbasis IT dengan menggunakan Aplikasi Telegram. Produk ini peneliti kembangkan dengan menggunakan langkah-langkah penelitian dari Borg and Gall dan Model ASSURE. Produk yang dikembangkan dalam penelitian ini yaitu media pembelajaran berbasis IT menggunakan Aplikasi Telegram. Dengan adanya keterbatasan waktu, maka  peneliti membatasi langkah-langkah prosedur pengembangan hanya pada 6 (enam) langkah, yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi, (5) revisi desain, dan (6) uji coba. Tujuan penelitian kali ini untuk mengetahui efektifitas media pembelajaran berbasis IT pada Aplikasi Telegram yang digunakan dalam kegiatan Lajutin Pendidikan Kepramukaan di Ambalan Bhira SMA Negeri 3 Purwokerto pada masa pandemi Covid-19. 


2021 ◽  
Vol 1 (4) ◽  
pp. 497-504
Author(s):  
Tentiyo Suharto ◽  
Ahmad Salman Farid ◽  
Muhammad Ardiansyah ◽  
Dina Syarifah Nasution

Education is an effort to create quality human beings and shape human character itself. This is what makes humans cannot be separated from education and makes education a necessity for all time. Education itself has a system that consists of input, process and output. The output of education is to create quality human beings, this can be measured by good learning achievement. Learning achievement is the maximum benchmark that has been achieved by students after conducting lecture activities for a predetermined time including the value of good student attitudes. Classdojo is a free internet-based application that provides many features and facilitates its users to find out student activities or the development of student attitudes in real time. The background of the problem in this research is how is the implementation of the Classdojo application in calculating student behavior? How is the change in student attitudes in implementing the Classdojo application? The theoretical studies in this research are Learning and Learning Media Development, Classdojo-Based Learning Media Development, Educational Technology Concepts, Assessment Theory, Attitude Change Theory. While the Type of Research This type of research is a qualitative research by conducting case studies to several State Universities in North Sumatra, including the State Islamic University of North Sumatra, Padangsidimpuan State Islamic Institute and the University of North Sumatra. This research is one of the most effective ways to develop and even advance an application system for assessing student attitudes.The results of the research from the analysis above, Attitudes in general are feelings, thoughts, and tendencies of a person who are more or less permanent in recognizing certain aspects in their environment. The components of attitude are knowledge. feelings, and tendencies to act. The response in question can be in the form of actions or actions that can be observed and can be in the form of intentions or intentions to perform certain actions in relation to the object of attitude. The application of the clasdojo application to the assessment of student attitudes both cognitively, affectively and conatively is very beneficial and the changes experienced by students, especially in the application of positive attitudes.


2021 ◽  
Vol 5 (3) ◽  
pp. 935-956
Author(s):  
Anhar Anhar

Learning Islamic Religious Education and Character and Character There is material zakat which requires students to understand mathematical concepts, because students must be able to determine the level of zakat with a nominal value of millions. Mathematical concepts must be understood easily and effectively in learning. Wheelsmatik media development is designed to improve the understanding of mathematical concepts in the material of zakat, so that there is a strengthening of mathematical concepts and an increase in student learning outcomes, especially in Jatisari 1 Elementary School, Sambi, Boyolali. This innovation was developed by applying the Rearch and Development method. The results obtained show that the percentage of student learning outcomes has increased, from before the use of Wheelsmatik media it was obtained an average of 75.38 there were still 6 students who had not completed. After using Wheelsmatic media experienced an increase in learning outcomes by an average of 83.07 and there were 3 students who had not yet completed it the first experiment, and obtained an average result of 86.15 and all students had completed the minimum completeness criteria in the second experiment. The conclusions obtained are to increase understanding of the mathematical concepts of zakat material and student learning outcomes.


2021 ◽  
Vol 8 (2) ◽  
pp. 126-133
Author(s):  
Yudi Rahman ◽  
◽  
Irsyadunas Irsyadunas ◽  
Regina Ade Darman ◽  
◽  
...  

The Students of 2D and 3D Animation subjects class XI Multimedia SMK Negeri 1 Sijunjung have difficulty in understanding learning materials. Absence of learning media that support learners' learning outcomes in 2D and 3D Animation subjects makes it difficult for learners to understand the subject matter. This research aims to develop a valid and practical android-based learning medium on the subjects of 2D and 3D Animation. The research method used Research and Development (R&D) with ADDIE (Analyze-Design-Development-Implement-Evaluate) model. The results of the study are: (1) media validation results obtained with an average of 0.77 with the category "valid" (2) material validation results obtained with an average of 0.85 with the category "valid" (3) the practicality of teachers obtained with a percentage of 89% with the category "very practical" (4) the practical results of learners obtained with a percentage of 94% with the category "very pragmatic. Keywords: Media, Animation, Android, R&D, ADDIE


Author(s):  
Aprilia Rahmi ◽  
Baharuddin .

AbstrakTujuan dari penelitian ini adalah mengembangkan media pembelajaran yang layak untuk memudahkan guru dan peserta didik dalam proses belajar mengajar. Penelitian ini adalah jenis penelitian pengembangan (Research and Development) dengan model pengembangan 4D yang dikembangkan oleh Thiagaradjan. Model 4D terdiri dari 4 tahap, yaitu: 1) Define (Pendefinisian), 2) Design (Perancangan), 3) Develop (Pengembangan), 4) Disseminate (Penyebaran). Tahap penyebaran (disseminate) tidak dilakukan dikarenakan waktu serta kondisi yang kurang memungkinkan, dan pada tahap pengembangan (develop) tujuan penelitian telah tercapai dimana media pembelajaran yang dikembangkan telah diketahui sejauh mana kelayakannya untuk diterapkan dalam proses pembelajaran. Tingkat kelayakan media pembelajaran diketahui dari hasil validasi oleh ahli materi dan ahli media. Dari validasi yang telah dilakukan, didapatkan bahwa ahli materi memberikan nilai sebesar 4,58 dan ahli media sebesar 4,57 dimana nilai tersebut mencapai indikator kelayakan Sangat Baik. Dengan demikian pengembangan media pembelajaran ini sangat baik dilakukan karena telah diuji kelayakannya oleh para ahli. Kata Kunci:  Pengembangan Media Pembelajaran, Model Pengembangan 4D, Lectora Inspire AbstractThe aims of this research is to develop a viable learning medium to facilitate teachers and learners in the teaching and learning process. This research is a type of research development (Research and Development) with a 4D development model developed by Thiagaradjan. The 4D model consists of 4 stages, namely: 1) Define (Defining), 2) Design (Design), 3) Develop (Development), 4) Disseminate (Deployment). The disseminate stage is not carried out due to time and conditions that are less likely, and at the stage of development (develop) research objectives have been achieved where the learning media developed has been known the extent of its feasibility to be applied in the learning process. The level of feasibility of learning media is known from the results of validation by material experts and media experts. From the validation that has been done, it was found that material experts gave a value of 4.58 and media experts of 4.57 where the value reached the excellent eligibility indicator. Thus the development of this learning media is very well done because it has been tested for feasibility by experts. Keywords: Learning Media Development, 4D Development Model, Lectora Inspire


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