scholarly journals Development of Learning Devices of Basic Electronic Virtual Laboratory Based on PSPICE Software

2020 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Muchlas Muchlas ◽  
Pramudita Budiastuti

The availability of modules to support basic electronic practices based on virtual laboratories has not yet met the needs. The purpose of this development research is to produce basic electronic practice learning devices based on the PSPICE application program. The development procedure uses ADDIE (analysis, design, development, implementation, evaluation). ADDIE is used to direct the design process as specified. Product performance was tested using ongoing formative evaluation. The product feasibility test uses a comparative analysis of the results of the PSPICE experiment against the theory. The results show that all modules developed can display the same characteristics as their theoretical character. The results show that the modules have very good performance. Modules are suitable for use as a medium for basic electronic practice using PSPICE-based virtual laboratories. The products are in the form of electronic circuits with 31 schematic PSPICE formats. Product results to support basic electronic practices covering topics: capacitor filling and discharging, RC circuits, diode characteristics, wave forming circuits, rectifier circuits, voltage clamp, voltage circuits, transistor characteristics, and amplifier transistor.

Biosfer ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 285-305
Author(s):  
Adi Hartono ◽  
Indayana Febriani Tanjung ◽  
Irwan Syahputra

Nowadays, the world is being hit by a Corona virus outbreak which has an impact on every line of life including the field of Education which encourages students to take online learning. This study aims to develop a Virtual Laboratory of Andaliman Network Culture integrated with Islamic values as an interactive learning media to overcome problem obstructions in practicum activities as well as to strengthen the internalization of Islamic values and insights into the local potential of students in The State Senior High School 11 Medan, North Sumatera, Indonesia. This research was conducted using Research and Development (R & D) with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation). The results showed that the percentage of media validity by Material Expert validators was 98.61%, Islamic Values Material Expert validators were 90.62%, Virtual Laboratory Expert validators were 93.96%, and Field Practitioner Expert validators (Biology Teachers) were 93.75% with the category of evaluation of all validators as very good. Meanwhile, the percentage of student responses to the media reached 63.88% in the good category. Thus, it is highly recommended to use the Virtual Laboratory which was developed because it has tested validly to increase understanding about mechanism Plant Tissue Culture with Islamic Values and Local Potential. 


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2021 ◽  
Vol 5 (5) ◽  
pp. 1313
Author(s):  
Suci Oktaviana

This research was motivated by the lack of media in early reading at the low class. Pop-up book was a media that provided a more attractive visualization for students. Pop-up books provoked students' enthusiasm in reading and stimulated students' imagination. This type of research was development (R&D), using the ADDIE model consisting of 5 stages, namely analysis, design, development, implementation, evaluation . The data were obtained from the questionnaire filled in by validators and field experts viewed from 5 aspects, namely simplicity, emphasis, balance, integration, and media design. Then, the feasibility test by media experts obtained a percentage of 89.55% (very feasible), by material experts was 88.55% (very feasible), and by field experts on media design was 86.25% (very feasible), and on the material was 85.4% (very feasible). Overall, pop-up book media for early reading was very feasible.


MEDIKORA ◽  
2021 ◽  
Vol 20 (1) ◽  
pp. 23-35
Author(s):  
Muhammad Sigit Antoni ◽  
Guntur Guntur ◽  
Rifqi Festiawan ◽  
Arifin Ika Nugraha ◽  
Farid Imam Nurhadi

This study aims to develop a feasible Android-based Rockport Walking Fitness Test application. This development research uses the ADDIE development model which consists of four stages of development: analysis, design, development and implementation, and evaluation. The Rockport Walking Fitness Test application contains the application menu, in the form of: (a) homepage, (b) Rockport Test, which contains a description page about the Rockport Walking Fitness Test, (c) guide, contains a guide page for application use and implementation of the Rockport Walking Fitness Test , (d) start the test, the data input page and timer that guides the implementation of the Rockport Walking Fitness Test, which continues to display the results of the Rockport Walking Fitness Test conducted, and (e) about, is a page that contains information about the Rockport Walking Fitness Test application and developer profile. Feasibility of the Rockport Walking Fitness Test application is assessed based on the assessment of material experts, obtained a score of 53.50 from a total score of 56.00 (very feasible category). Appraisal of feasibility by media experts obtained a score of 63.00 from a total score of 68.00 (very feasible category). The assessment of users in small group trials obtained a score of 42.17 from a total score of 52.00 (decent category). In the large group/field trial, the user assessment obtained a score of 49.77 from a total score of 52.00 (very feasible category). ROCKPORT WALKING FITNESS TEST APPS: APLIKASI TES KEBUGARAN KARDIORESPIRASI METODE ROCKPORT BERBASIS ANDROID  AbstrakPenelitian ini bertujuan untuk mengembangkan aplikasi Rockport Walking Fitness Test berbasis Android yang layak. Penelitian pengembangan ini menggunakan model pengembangan ADDIE (Analysis, Design, Development and Implementation, Evaluation) yang terdiri dari empat tahap pengembangan yaitu analisis, perancangan, pengembangan dan implementasi, serta evaluasi. Gambaran umum aplikasi Rockport Walking Fitness Test memuat menu aplikasi, berupa: (a) beranda, (b) Rockport Test, yang berisi halaman deskripsi tentang Rockport Walking Fitness Test, (c) panduan, beirisi halaman panduan penggunaan aplikasi dan pelaksanaan Rockport Walking Fitness Test, (d) mulai tes, yaitu halaman input data dan penghitung waktu yang memandu pelaksanaan Rockport Walking Fitness Test, yang dilanjutkan menampilkan hasil Rockport Walking Fitness Test yang dilakukan, dan (e) tentang, merupakan halaman yang memuat informas mengenai aplikasi Rockport Walking Fitness Test serta profil pengembang. Kelayakan aplikasi Rockport Walking Fitness Test dinilai berdasarkan penilaian ahli materi, diperoleh skor sebesar 53,50 dari skor total sebesar 56,00 (sangat layak). Penilaian kelayakan oleh ahli media diperoleh skor sebesar 63,00 dari nilai skor total sebesar 68,00 (sangat layak). Penilaian para pengguna pada uji coba kelompok kecil diperoleh skor sebesar 42,17 dari nilai skor total 52,00 (layak). Pada uji coba kelompok besar/lapangan, penilaian pengguna diperoleh skor sebesar 49,77 dari nilai skor total 52,00 (sangat layak).


2020 ◽  
Vol 5 (3) ◽  
pp. 307
Author(s):  
Ella Rizky Endryanti ◽  
Roekhan Roekhan ◽  
Primardiana Hermilia Wijayati

<p><strong>Abstract:</strong> This research aims to develop digital interactive teaching materials entitled "Ayo Sinau Basa Jawa" (Let's Learn Javanese) for students in grade I in elementary school. The research and development method used is ADDIE. The measures taken in this development research are <em>analysis, design, development, implementation, dan Evaluation. </em>The digital teaching method named Ayo<em> Sinau Basa Jawa</em> is a multimedia based interactive teaching material which provides menu called <em>sinau</em> (learn) and <em>gladhen</em> (practice) inside. The "sinau" material is presented by integrating pictures, sounds, and videos while "gladhen" is given in a form of quizzes. Products developed were validated by three experts according to the aspects assessed, namely aspects of content, language and multimedia. The content validation results obtained a score of 96%, the results of language validation obtained a score of 93%, and the results of multimedia validation scored 93%. The result of this study is that the product is valid, so it is capable of being utilized and is attractive and effective to be used by elementary school students.<em></em></p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan mengembangkan bahan ajar interaktif berupa bahan digital <em>Ayo Sinau Basa Jawa</em> bagi siswa kelas I Sekolah Dasar. Metode penelitian dan pengembangan yang digunakan adalah model ADDIE (<em>Analysis, Design, Development, Implementation, Evaluation)</em>. Bahan digital <em>Ayo Sinau Basa Jawa</em> merupakan bahan ajar interaktif berbasis mulimedia yang menyediakan menu <em>sinau</em> (belajar) dan <em>gladhen</em> (latihan) didalamnya. Materi <em>sinau </em>disajikan dengan mengintegrasikan media gambar, audio dan video, sedangkan <em>gladhen</em> disajikan dalam bentuk kuis. Produk yang dikembangkan divalidasi oleh tiga ahli sesuai aspek yang dinilai, yakni aspek isi, bahasa, dan multimedia. Hasil validasi isi memperoleh skor 96%, hasil validasi bahasa memperoleh skor 93%, dan hasil validasi multimedia memperoleh skor 93%. Hasil penelitian ini menunjukkan bahwa produk telah valid sehingga layak dan efektif digunakan oleh siswa Sekolah Dasar.


2019 ◽  
Vol 17 (2) ◽  
pp. 63-74
Author(s):  
Suyanti Suyanti ◽  
Cahya Purnomo

Penelitian ini meneliti pelaksanaan pengembangan media pembelajaran menggunakan sparkol videoscribe guna meningkatkan hasil belajar mahasiswa pada Mata Kuliah Manajemen Petikemas pada Prodi Ketatalaksanaan Pelayaran Niaga Akademi Maritim Yogyakarta. Penelitian ini menggunakan pendekatan kualitatif dan kuantitatif. Pengumpulan data dan informasi dilakukan menggunakan metode observasi, angket dan studi dokumentasi. Metode yang digunakan peneliti adalah metode perancangan dan penelitian pengembangan (Design and Development Research) dengan prosedur penelitian ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data diuji menggunakan analisis N-Gain. Hasil penelitian mendapatkan kesimpulan pelaksanaan pengembangan media pembelajaran menggunakan sparkol videoscribe dapat meningkatkan hasil belajar mahasiswa. Hal ini dapat diketahui dari dua fakta, yaitu: 1) Berdasarkan hasil dari validasi ahli media, diperoleh hasil penilaian mutu teknis 67.50 % yang masuk dalam kategori baik dan nilai aspek media 77.88% yang masuk dalam kategori sangat baik. Berdasarkan hasil dari validasi ahli materi, diperoleh hasil penilaian aspek media 86.11% dan aspek kesesuaian materi 81.25% dimana kedua aspek tersebut masuk kedalam kategori sangat baik. 2) Adanya peningkatan nilai rata-rata minat belajar taruna sebelum dan sesudah menggunakan media sparkol videoscribe yaitu dari 64.67 menjadi 79.67. Berdasarkan hasil uji N-gain, peningkatan minat belajar taruna mendapat nilai gain sebesar 0.43 yang termasuk dalam kategori sedang.


2021 ◽  
Vol 14 (2) ◽  
pp. 125
Author(s):  
Winda Lestiani Winda ◽  
Orbit Thomas ◽  
Beta Centauri F.L ◽  
Krisnayadi Toendan

Abstrak: Tujuan penelitian ini adalah mengembangkan media Pembelajaran berupa Komik Digital “Bahaya Virus” pada mata pelajaran biologi kelas X SMA dan menguji kelayakan dan keefektifan produk media pembelajaran yang dikembangkan. Penelitian ini menggunakan prosedur pengembangan R&D dengan langkah-langkah yang harus diimplementasikan untuk menghasilkan produk komik digital yang efektif untuk pembelajaran. Tahapan umum yang dilalui oleh peneliti dalam penelitian ini adalah tahap analisis, desain, pengembangan, dan validasi terhadap produk.. Hasil penelitian pengembangan ini berupa produk media pembelajaran yang menunjang pembelajaran pada materi tentang virus. Hasil dari pengujian kelayakan media Komik Digital  ini yaitu menurut ahli berdasarkan hasil angket menyatakan pengembangan media Komik Digital  “sangat baik” hal itu dapat dilihat pada table perolehan persentase rata-rata ahli media 85,6% dan ahli materi 85% dan hasil uji coba perorangan diperoleh rata-rata hasil persentase 94,33%, hasil uji coba terbatas diperoleh hasil rata-rata 95%, dan hasil uji coba lapangan diperoleh hasil rata-rata 94% sehingga efektivitas media komik digital “Sangat Baik. Kata Kunci: Media, komik digital, model R&D Abstract: The purpose of this research is to develop learning media in the form of digital comics "Virus Danger" in biology subject in class X SMA and to test the feasibility and effectiveness of the developed learning media products. This research uses R&D development procedures with steps that must be implemented to produce digital comic products that are effective for learning. The general stages that the researcher went through in this study were the analysis, design, development, and product validation stages. The results of this development research were in the form of learning media products that support learning on material about viruses. The result of the feasibility test of Digital Comics media is that according to the expert, based on the results of a questionnaire, the development of Digital Comics media is "very good", it can be seen in the table that the average percentage of media experts is 85.6% and material experts is 85% and the results of individual trials. obtained an average percentage of 94.33%, the results of limited trials obtained an average of 95%, and the results of field trials obtained an average of 94% so that the effectiveness of digital comic media is "Very Good”. Keywords: Media, Digital Comics, R&D models


2021 ◽  
Vol 5 (1) ◽  
pp. 22
Author(s):  
Dessy Setyowati ◽  
Adha Maulana

This study aims to produce a multiplatform application based on Budaya Indonesia (BUDI) which is suitable for use in learning in elementary schools. This research is a development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The use of a multiplatform application based on Budaya Indonesia (BUDI) as a medium for learning Indonesian culture is expected to introduce Indonesian culture and make students closer to Indonesian culture. The validation results related to media, materials, and education practitioners were 90%, 79.54%, and 92.5% respectively. The results of this multiplatform application trial for individuals and small groups were 91.6% and 97.8%, respectively. The overall percentage results show the high category, so it is suitable for use in learning in elementary schools. The research related to multiplatform applications in learning baesd on Indonesia culture is expected to be used as a reference in the implementation of similar research, especially in efforts to improve learning in elementary school.


2018 ◽  
Vol 2 (2) ◽  
pp. 178
Author(s):  
Sari Marlisyah ◽  
K Anom ◽  
Made Sukaryawan

This research is a development research that aims to produce a local integrated chemical module that integrates STEM Problem Based Learning which is valid and practical. The development model used was ADDIE (Analysis, Design, Development, Implementation, Evaluation) and evaluated by Tessmer formative method. Tessmer formative evaluation stages in this study include evaluation, expert review, one-to-one and small group. The results of the expert review stage obtained the average score of the validity of 0.76 Aiken scale with the category is very valid. For the final score the practicality is obtained from one-to-one test of 0.67 Aiken scale (practical) and small group 0.75 Aiken scale (practical). Based on the evaluation results show that the resulting module has met the valid and practical criteria. It is suggested that this module can be used as an alternative material for entrepreneurship subject.


2021 ◽  
Vol 13 (7) ◽  
pp. 3711
Author(s):  
Khadija El Kharki ◽  
Khalid Berrada ◽  
Daniel Burgos

Laboratory experimentation has a vital role in science education. With the potential offered by information and communication technologies for the educational domain, virtual laboratories have emerged as a valuable alternative to face-to-face, hands-on laboratories. Moreover, the possibility of virtual laboratories opens new perspectives for higher education sustainability. They are a perfect approach for training learners to understand scientific principles in many fields of science by offering them the possibility to illustrate the scientific phenomena through automated and virtual practical activities that employ computer simulation. In this work, we present the use of computer simulation combined with the JavaScript programming language for the development of a low-cost virtual laboratory integrated into an interactive learning environment based on the Moodle platform. The methodology was based on the instructional design model ADDIE (Analysis, Design, Development, Implementation, and Evaluation), which structures the development planning of online teaching resources in different stages (analysis, design, development, implementation, and evaluation). The virtual laboratory was developed by Moroccan universities, with the help of European partners, and it was implemented in the 12 science faculties in Morocco. It presents a great choice for supporting laboratory activities for learners in the first year of their bachelor’s degree program. This virtual laboratory includes 12 virtual practical activities mapped to the physics curriculum, and they can be operated via the Internet on computers. The proposed virtual learning environment was evaluated by teachers and learners from the science faculties. The obtained results, together with similar findings from other studies, indicate the positive impact of the use of a virtual laboratory on learning outcomes, and support the adoption of the proposed learning environment in laboratory educational procedures as an alternative to physical laboratories.


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