scholarly journals Using the ADDIE model to develop learning material for actuarial mathematics

2019 ◽  
Vol 1188 ◽  
pp. 012052 ◽  
Author(s):  
E Widyastuti ◽  
Susiana
Author(s):  
Rengga Nofrianti ◽  
Muhammad Anwar Anwar

This study explains how the learning module is developed on basic programming of Computer Network Engineering students. This study aims to determine the validity, practicality, and effectiveness of the basic programming module of Computer Network Engineering class X at SMK N 5 developed by problem solving strategy. This study is Research and Development (R & D) research by 4D modul implementation. The Development of instructional module using ADDIE model which consist of five stages such as Analysis, Design, Development, Implementation and Evaluation. There were three instruments that is used to collect the data in this research like validity questionnaire, practicality questionnaire and and effectiveness sheets. Based on the result carried out, this research has shown that the score for module validity from expert of learning material development is 0,82 and expert of learning media development is 0,77. Then for practicality, based on teacher responses the average score of 87% and 88% for students responses. So instead, it can be concluded that the module on basic programming is effective based on the average scores of experimental class that it was 80, compared by the average score of control class of 72.  Keywords: Module, Basic Programming, Research and Development, ADDIE.


2019 ◽  
Vol 4 (3) ◽  
pp. 414
Author(s):  
Nurul Zakiyatin Nisak ◽  
Murni Saptasari ◽  
Aloysius Duran Corebima

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract:</strong> This study was aimed to develop a valid biology learning module based on SQ4R model as a learning material for high school students. This study adapted the ADDIE model. The validity of the module was known from the expert validation scores and student responses. The results showed that the validation scores from module expert was 85.45% (valid), material experts was 97.5% (very valid), field practitioners was 98.1% (very valid) and very good student responses with score of 94.96%. Based on these results, it can be concluded that the developed biology learning module based on SQ4R model is classified as valid and practical to be used in the learning process as learning material for high school students.</p><p class="Abstract"><strong>Abstrak:</strong><em> </em>Tujuan penelitian ini yakni untuk mengembangkan modul pembelajaran biologi berbasis model SQ4R yang layak digunakan sebagai bahan belajar untuk siswa SMA. Penelitian ini mengadaptasi model pengembangan ADDIE. Kelayakan modul diketahui dari skor validasi para ahli dan respon siswa. Hasil penelitian menunjukkan perolehan skor validasi ahli bahan ajar sebesar 85,45% (layak), ahli materi sebesar 97,5% (sangat layak), praktisi lapangan sebesar 98,1% (sangat layak) serta respon siswa yang sangat baik dengan perolehan nilai sebesar 94,96%. Berdasarkan hasil tersebut, dapat disimpulkan bahwa modul pembelajaran Biologi berbasis model SQ4R yang dikembangkan tergolong layak dan praktis digunakan dalam proses pembelajaran sebagai bahan belajar untuk siswa SMA.</p></td></tr></tbody></table></div>


2016 ◽  
Vol 1 (1) ◽  
pp. 16-30
Author(s):  
Agus Ahmad Durri ◽  
Hendri Raharjo ◽  
Arif Muchyidin

Some factors of low interresting of Mathematic learning material for student on Junior High School grade (SMP/MTs) are design of learning material that is less animation and  the difficuties of use the learning material. Therefore, the use of learning material should be inovated for increasing the learners’ interrest, to make them easy understanding the subject that has been learnt, and still capable to increase reigion value in their ownselves. One form of this effort is to create learning material in the form of flash mathematics with consits Islamic value. Flash application is an application that can be developed in accordance animatif developer creativity. The purpose of the research is the developing of learning material in the electric learning form that consists Islamic value in Transformation subject. The method of research is research and development, and the design of the research is using the steps of ADDIE model, there are analysis, design, development, implemetation, and evaluation. Data collection techniques included interviews and observations with research instruments are questionnaires, observation sheets and tests. Further analysis of the data conducted by researchers consists  of qualitative and quantitative analysis to determine the feasibility and effectiveness of the teaching materials developed. The results of the expert evaluation consisting of a material expert and a media expert, shows that the average velue obtained from every aspects: content quality and purpose,instructional quality of learning material, aspects of the charge Islamic value, and the technique quality was 4.37 that very good category. The results of the assessment by the teachers of Junior High School grade (MTs) Nurul Huda Munjul which consist of two Mathematics teacher and a teacher of Information and Communication Technology (ICT), shows that the average velue of each aspect was 4.46 with very good category. Than the student quationnaire responses result data obtained by the average velue of each aspects: the quality of learning and instructional, technical aspects of the display, and payload  integrition aspects of Islamic value in learning material, namely 3.98, with good categories. The data test scores of student learning outcomes gained an average of 82.34  > KKM (75) with the classical completeness of 89.19% > 85%. The conclusion showed that the quality of Mathematic learning materials charged Islamic velues are developed with macromedia flash and catamsia aplications is feasible and effective to be used in the learning process.


2013 ◽  
pp. 688-700
Author(s):  
Johan Eddy Luaan ◽  
Sabariah Shariff ◽  
Zulkifli Mohamed

The change in teaching techniques which applies information technology brings about a paradigm shift in our country’s educational system. However, past researches have shown that the application of information technology in classrooms is still at an unsatisfactory level. This is caused by a group of teachers who haven’t been able to master the basic skills of information technology application even after attending the courses. Therefore, the purpose of this research is to determine the level of skillfulness of primary school teachers - especially those in the interiors – on information technology, and thereafter develop a multimedia learning package (WEDPI Package for Learning) which will hopefully assist these weak teachers to increase their level of skillfulness in information technology. WEDPI refers to the productivity tools, which includes applications for word-processing (Microsoft Word), electronic spreadsheet (Microsoft Excel), database (Microsoft Access), presentation (Microsoft PowerPoint) and the Internet. This research adopted the quantitative approach and the ADDIE model was used in the development of this multimedia learning package. To obtain information on the level of skillfulness, the researcher carried out a hands-on test. The pre-experimental designs, which are the pre-test and post-test, were executed to determine if there were any difference in the level of skillfulness of the teachers after using the WEDPI Package for Learning. The research findings showed that teachers involved gave positive comments about the experience in using this stand alone learning material. The respondents also stated that the WEDPI Package for Learning is easy to use, flexible and is able to help them increase their level of skills in information technology. This is supported by the t-test results which show that there is a significant difference in the achievement of teachers’ scores.


Author(s):  
Hasmai Bungsu Ladiva ◽  
Rafhy Febryan Putera ◽  
Yesi Anita

This study aims to develop a value-based teaching material for Citizenship Education (PKn) together with the local wisdom of the Minangkabau community to build the national character of the fifth grade students of Elementary School. The research conducted is research and development with the ADDIE research model which is an acronym in English from the stages of analysis, design, development, implementation, and evaluation. By participating in the development stage of the ADDIE model, teaching material development is carried out by combining the values of togetherness found in the local wisdom of the Minangkabau community in a single unit of learning material. Data obtained from the validation of teaching materials, classroom learning practices, and the effectiveness of learning from student learning outcomes. The results of this study indicate that the development of Pkn teaching materials based on the values of togetherness of the Minangkabau community has been successfully carried out based on data on the validity, practicality, and effectiveness of teaching materials in learning in Class V of Elementary School.Keywords: Development Research, Minangkabau, PKn, SD Togetherness Value.


2020 ◽  
Vol 17 (1) ◽  
pp. 53-64
Author(s):  
Kurniawan Kurniawan ◽  
Wachidi Wachidi ◽  
Turdjai Turdjai ◽  
Wasidi Wasidi

The research objective is to produce learning materials for multicultural-based Civic Education to improve students’ learning achievements. The development of this learning material applies the ADDIE model. The subjects of this study were 4 experts as validators and at the evaluation stage, a quasi-experiment was carried out with a sample of 90 students. The population of quasi-experiment is students of Teacher Education of Elementary School Study Program of State Islamic Institute of (IAIN) Curup. The sample was selected through a purposive technique. The research instruments are validation sheets, practicality sheets, and achievement tests. The achievement test data were analyzed using covariate analysis (ANCOVA). The result of data analysis states that multicultural-based Civic Education learning materials have met a high level of validity based on experts review and empirical tests. It has also met a high level of practicality. The multicultural-based Civic Education learning materials have met a high level of effectiveness and the learning achievements of students who are taught with these learning materials are better than the learning achievements of students who are taught conventionally.


Author(s):  
James O. Connelly ◽  
Paula Miller

The ever-decreasing time between the doubling of knowledge creates a problem for education concerning how to handle information overload. To address this issue, educators must learn to make learning more effective and more efficient. Currently, there is more to learn and less time in which to learn. Therefore, Smart technology offers a solution: It helps manage cognitive load through the formation of a schema, which helps humans learn more with greater efficiency and greater effectiveness. This can be accomplished by instructional design that makes use of Gagné's conditions of learning and the nine instructional events based on them. These can be brought together through the ADDIE instructional design model. This process is amplified by using Smart instructional technology to create the learning material and to deliver it to the learner. The educational venues for learning include face to face, online, or mobile communication devices. Examples are provided about the conditions of learning, nine instructional events, and the ADDIE Model, which are applied to classical guitar instruction. Further, the elements of Smart technology are presented as a resource for teaching and learning.


2021 ◽  
Vol 13 (14) ◽  
pp. 7524
Author(s):  
Yu-Horng Chen

Due to the rapid changes caused by globalization and internationalization, this study focused on achieving Sustainable Development Goals (SDGs) 4 and 15 via specific digital learning materials—animal conservation apps—particularly designed for enlarging primary school pupils’ knowledge of biodiversity and conservation of natural habitats, and promoting sustainable development and lifelong learning abilities. Through a collaboration with Taipei Zoo, this study recruited 37 undergraduates who took the Learning Design and Practice course to develop the digital learning-assisted materials, namely animal conservation apps and assessment tools that suited the digital learning materials. In the initiative stage of the course, the undergraduates were required to work as a team and to learn in a group by observing and experiencing the model apps provided in the class. The provided apps were developed in compliance with the ADDIE model. In the middle stage of the course, each team was asked to develop their team app and assessment tools following the ADDIE model. In the final stage, each team’s design results were evaluated based on the digital learning material scale and core competency test evaluation: art domain. The results show that the undergraduates were able to integrate the expertise they gained in the course to developing high-quality digital learning materials. According to the educational professionals’ evaluation, the assessment tools designed by the undergraduates scored high marks.


2020 ◽  
pp. 89-102
Author(s):  
Suparti - Suparti

Pembelajaran bahasa Inggris di sekolah cenderung mengabaikan pengajaran listening (menyimak) dibandingkan keterampilan berbahasa lainnya. Padahal keterampilan ini sangat diperlukan sebagai kunci penguasaan keterampilan berbahasa lainnya. Penelitian ini bertujuan untuk mengembangkan alternatif media audio pembelajaran bahasa Inggris untuk keterampilan menyimak yang dapat dimanfaatkan sebagai bahan belajar. Masalah yang dibahas dalam penelitian ini terkait dengan rendahnya kemampuan menyimak yang dikuasai siswa dan keterbatasan bahan belajar bahasa Inggris untuk pembelajaran listening yang sesuai dengan kurikulum 2013. Pendekatan yang digunakan dalam penelitan ini adalah pendekatan model ADDIE yang meliputi lima tahapan yaitu analisis, desain, produksi, implemensi, dan evaluasi. Setelah melalui tahap analisis kebutuhan dan analisis kurikulum, desain model ditentukan dan diberi nama Smart English Today (SET). Tahap berikutnya yaitu penyusunan rancangan media yang diikuti dengan proses produksi yang meliputi penyusunan GBIM JM, penulisan naskah dan bahan penyerta, serta produksi program. Hasil pengembangan produksi selanjutnya diimplementasikan pada siswa SMPN 5 Ngawen, Gunungkidul. Hasil evaluasi menunjukkan bahwa SET layak dipergunakan sebagai bahan belajar bahasa Inggris untuk meningkatkan keterampilan menyimak. Namun, dalam pengembangannya hendaknya perlu diperhatikan dari sisi pengemasan program, durasi, dan tingkat kesulitan materi.English learning at school tends to ignore listening skill teaching, compared to other language skills. In fact, listening skill is highly necessary as key factors to other language skill mastery. The objective of this research is to develop an audio media alternative of English learning for lsitening skill that can be utilized learning material. The problems of this research are related with students’ low listening skill and limited English learning material for listening skill being in line with 2013 curriculum. The approach of this research is ADDIE model approach, consisting of five steps, i.e. analyzing, designing, developing, implementing, and evaluating. After passing through need and curriculum analysis, model design is determined and named Smart English Today (SET). The next step is development comprising of GBIM JM writing, script and companion book writing, and program production. The SET product is, then, implemented to students of SMPN 5 Ngawen, Gunung Kidul. The evaluation result shows that SET is feasible to be utilized as English learning material to enhance students’ listening skill. However, in developing this model, we should consider program packaging, duration, and difficulty levels of the materials.


2021 ◽  
Vol 13 (2) ◽  
pp. 511-517
Author(s):  
Hafn iati ◽  
Risnovita Sari ◽  
Ahmad Bengar Harahap

This research aims to develop German learning application, namely Deutschlernen which can be downloaded on Playstore. In addition, this research also aims to know the validity, practicality, and effectiveness of German Language Learning Media based on Android’s Deutschlernen. The research method used in this application is a research and developing method ADDIE Model with 5 Steps like analysis, design, development, implementation and Evaluation to improve the language ability to guess an available answer through pictures, vocabulary, expressions, dialogue, grammar, practice questions, quizzes and puzzles that use German. All German learning materials for beginners will be packaged in an application (Deutschlernen) which can be accessed and downloaded by using Playstore in a smartphone, so that this research can be used not only for German language students, but also for the general public who wants to learn German. Through the educational game Deutschlernen, German learners will be enabled to improve their vocabularies, to memorize some useful expressions, to understand the rule of German grammar by mastering German language learning material at level A1 help the students to improve their German language skills quickly and easily. Based on the result of the research, it can be known that the Deutschlernen Android application contains level A1 German learning materials, featuring grammar, vocabulary (Wortschatz) and useful phrases (Redemittel) and is a very flexible learning medium because it can be accessed anywhere via the Playstore.


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