scholarly journals Pengembangan Bahan Ajar Berbasis Instructional Approach Learning pada Mata Kuliah Kemampuan Dasar Mengajar Kimia

2022 ◽  
Vol 16 (1) ◽  
pp. 16-21
Author(s):  
Tuti Kurniati

Teachers must have competency standards in carrying out their duties. The competencies that must be possessed by professional teachers are pedagogic competence, professional competence, personal competence and social competence. In order for students to master the four competence and basic skills of teaching it is necessary to develop modul materials based on instructional approach learning. The purpose of this research is to develop modul materials. Ths research following 3D model of Thiagarajan which consists of the definition stage, the design stage and the development stage.  The result of the research shows are the validity of the material aspect is 97.5% and the media is 87.5% in valid criteria. Practicality based on the value of the student response questionnaire in the individual trial was 95.8% and the small group test wa 89.6% which was considered very practical.

2020 ◽  
Vol 1 (2) ◽  
pp. 75
Author(s):  
Diah Sulistiyowati ◽  
Nur Fauziyah ◽  
Fatimatul Khikmiyah

ABSTRAK The purpose of this research is to develop ODOPOS (one day one problem one solution) program in realistic mathematic that is based online. By application of realistic mathematics is expected to have students the ability to understand mathematics in real life.            The sample of this study is 33 students at V grade of Elementary School of Muhammadiyah Manyar at 2019-2020 academic years. The research instrument is a pretest-posttest test and student response questionnaire sheet.            Result of the study: (1) Development of ODOPOS (one day one problem one solution) program in realistic mathematic based online is: (a) Analyze stage, includes analysis of student characteristics and material analysis (b) Design stage, there is a use case diagram that is: home, profile, log in, summary and examples of problems, exercises, scores and class progress (c) Development stage is developing the ODOPOS program design based on the use case diagram. (d) Implementation stage, is the result of the development ODOPOS program being applied in learning for one week (e) evaluation stage, is giving a pretest-posttest test and student questionnaire response sheet (2) there is an increase in student achievement 84 , 84%. The students get an n-gain score of  0.7 for the high category from the use of the ODOPOS (one day one problem one solution) program. (3) Students responses to the ODOPOS program, based on the content criteria, the result is 93.49% or very feasible


2018 ◽  
Vol 1 (1) ◽  
pp. 41-49
Author(s):  
Apliana Gadi Mayi ◽  
Kenys Fadhilah Z

The purpose of this study was to produce an Open ended problem based Mathematics module on the Valid, Practical, and Effective set material that was used in class VII of Baiturrohmah Islamic Middle School in Malang. This research is a development research with the development of ADDIE, which includes Analysis, where the researcher analyzes the curriculum, needs, and characteristics of students. At the Design stage, the researcher designs the module outline. At the Development stage, researchers develop modules according to the initial revision. At the implementation stage, the module was tested in class VII of Baiturrohmah Islamic Islamic Junior High School Malang by distributing student response questionnaires. In the Evaluation stage, an analysis of the results of student response questionnaires was carried out. This study produced a mathematical module on the set of materials based on Open ended problems. The results showed that: (1) the material expert validator got a score with a mean of 3.08 and 3.47 in the Very Valid category; (2) the assessment of the expert practitioner validator gets an average score of 3.49 with a very valid category. As for the response of students to get an average score of 3.27 with the Strongly Agree category, and the learning outcomes of students' mastery level reached 85,71% with very good categories. Based on the data analysis described above, it can be concluded that the mathematics module on Open ended problem-based set of material is valid, practical, and effective to be used as teaching materials for Grade VII junior high school / MTs students.


2018 ◽  
Vol 2 (1) ◽  
pp. 9-12
Author(s):  
Fajar Fitri ◽  
Laifa Rahmawati

The purpose of this study is to describe the grant of science based learning media Kinect to support the improvement of students’ learning outcomes from cognitive aspect. This research is an educational development research which is adapted from the development model according to Borg Gall. The research was conducted in four main stages, that are (1) needs analysis, (2) instructional design, (3) media development, (4) validation. Instruments used in this research are assessment sheets by validator, student response questionnaires, pretests, and post test. After being validated, the media was tested to ten students, so that the results obtained of student responses and the effectiveness of improving students' cognitive learning outcomes. The result of the development is Kinect-based science learning media. From the results of research and development stage as well as experiments that have been done can be concluded that the product can improved student learning outcomes in cognitive aspect


2018 ◽  
Vol 2 (2) ◽  
pp. 14 ◽  
Author(s):  
Suarman Suarman ◽  
Hendripides Hendripides ◽  
Nurul Hikmah

This study aims to develop teaching materials of economic learning assessment through scientific approach. The research used Research and Development (R&D) method that developed by Thiagarajan, Semmel, and Semmel that includes defining phase, design stage, and development stage. Data were collected from the assessment of three experts through an expert validation sheet and responses from 40 students through student response questionnaire. Data analysis using quantitative descriptive technique. The result of the research showed that the teaching materials are suitable for learning through the scientific approach on the course of the Economic Learning Assessment. of material experts with an average score of 89.47% (very good) and student response results with an average score of 86.45% (very good). Some suggestions from the experts include in the teaching material description section added with illustrations in the form of drawings or schemes; and equipped with concrete examples in accordance with the contextual situation. While the suggestions from the students are also in line with the advice of the expert team that is also equipped with concrete examples to be more reproduced.


2020 ◽  
Vol 4 (4) ◽  
pp. 428
Author(s):  
Frandrio Syahputra ◽  
Hasan Maksum

Learning media is an important learning component. Therefore, teachers must able to develop instructional media that can improve student abilities. One of the learning media that supports these goals was interactive multimedia. This study aimed to develop valid, practical, and effective interactive multimedia learning on Information and Communication Technology subjects. This research was research and development. The development model used was a 4-D model, which consists of defining, designing, developing, and disseminating stages. The defined stage was carried out with curriculum analysis, material analysis, and student analysis. The design stage was carried out by designing the learning media. At the development stage, validity tests were carried out through validation sheets of learning media, practicality tests through media application observation sheets, teacher and student response questionnaires, effectiveness tests obtained from the knowledge competency assessment. The disseminated stage was carried out by spreading the device. The analysis results showed that the Interactive learning media in Information and Communication Technology subjects have been tested and got a valid score (89.25%), according to the teacher's response (90.23%) in very practical category, students’ response (90.09%). The response was in the very practical category. With this score, interactive multimedia is categorized as practical and effective learning media.


2021 ◽  
Vol 4 (3) ◽  
pp. 491-502
Author(s):  
Sulaiman Sulaiman ◽  
Syntia Adrian Putri

This study aims to produce a computer-based Islamic Religious Education module that meets the aspects of validity, practicality and effectiveness.The method used in this research is research and development with a design developed by Thiangarajan 4-D models.The research is divided into 4 stages, namely the definition stage, the design stage, the development stage and the dissemination stage.Data sources consisted of qualitative data and quantitative data. Qualitative data in the form of data was obtained through observation and interviews which include comments, criticism, and suggestions. Quantitative data in the form of analysis was collected through the results of student response from questionnaires, practicality questionnaires, validation sheets and learning outcomes tests. The subjects of this research were 32 students of class XI of MIPA at SMAN 1 Sawahlunto.The data were collected throughquestionnaires, observations and tests. The results of the study showed that the computer-based PAI module met the aspects of validity, practicality, and effectiveness where 85% of student learning outcomes tests scored above 75 or in the complete category.


Computers ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 40
Author(s):  
Valentina Milenkova ◽  
Vladislava Lendzhova

In the present day, Internet technology and social media totally dominate as a means of communication. The media and social interaction have a two-sided nature, as the important role is not only those of the media messages to the users, but of the users to the media, too. This article aims to present the dominant importance of digital media, digital literacy transformation into a precondition for social inclusion, and an indicator of professional competence and social skills. Digital citizenship is a term that reflects the level of training and competencies, with a view to active participation in social, professional, and civic life. The article is based on two methods: Focus groups that were conducted in late 2019, which includes: Students, young mothers, pensioners, and unemployed. The second method used is the documents analysis—publications, materials, and quantitative results of research on social reactions to digital media as a source of information in the context of the COVID-19 pandemic crisis. The combination of materials and data that have been analyzed are related to the period of the lockdown between March 2020 and December 2020. In the time of global social crises and confrontations, digital media literacy has turned out to be of critical importance for the normal course of social events and their interpretations. In this regard, digital citizenship contributes to social understanding and control, as well as the individual practices in the global pandemic trajectory.


2019 ◽  
Vol 3 (1) ◽  
pp. 92-105
Author(s):  
Chabib Musthofa ◽  
Muhammad Andik Izzuddin

The need for appropriate technology by the Indonesian people is unavoidable because of the availability of urban land which is increasingly limited. Consequently, the community is demanded to be creative. This study aims to develop a hydroponic plant business model through the use of information-based appropriate technology. The assisted subjects in the study were urban agricultural UMKM communities incorporated in the SERPIS KRPL in Wonocolo, Jemur Wonosari, City of Surabaya. By using the ADDIE method, model development was carried out for the community in the form of appropriate technology application through a series of systematic activities and can be measured quantitatively. Data instruments were used to determine the level of effectiveness, efficiency, and attractiveness of the products produced. The content expert validation test got a score of 81.29%, in testing the media and design expert validation got a score of 96.43%, while the individual trial scored 81.67%.  The result was that website and social media developed have met the needs of the UMKM KRPL SERPIS community in facilitating the delivery of messages in carrying out their business processes, and they have fulfilled the needs of diverse online users.


Author(s):  
Made Kevin Ihza Mahendra ◽  
I Gede Partha Sindu ◽  
Dewa Gede Hendra Divayana

The purpose of  Development The Media Learning Augmented Reality Book 2 Dimensions With The Natural Environment Theme In PAUD Telkom Singaraja is to develop 2-dimensional Augmented Reality learning media sub-theme of the natural environment on the Android platform, as a medium to facilitate the learning process and provide attractiveness in understanding the natural environment. The development of 2-dimensional Augmented Reality learning media with the sub-theme of the natural environment uses the ADDIE model which consists of stages, namely the analysis, design, development, implementation and evaluation stages. In this model, an evaluation process is carried out at each stage that is passed so as to produce learning media that suits the needs of PAUD Telkom Singaraja. The end result of this development is in the form of 2-dimensional Augmented Reality learning media with a sub-theme of the natural environment that can be used via mobile devices with the Android operating system. The black box and white box tests were carried out accordingly, the content expert test and the media test got a value of 1.00 in the very high category, the individual test got an average value of 94,22% in the very good category, the small group test got an average score of  94,44% with very good category student response, field test 92.89% with very good category and teacher response 90,66% with very good category. 


2021 ◽  
Vol 8 (1) ◽  
pp. 65-71
Author(s):  
Muh Ahadi ◽  
Phil Ihwan Azhari ◽  
Anita Yus

The aims of this study were to produce the traditional games-based teaching materials that were suitable for use in thematic learning and to determine its effectiveness in improving students’ social competence for the fourth grade students. The study applied the ADDIE developmental model. The results showed that: (1) a validation of design expert was 88% (excellent), a material expert regarding the language feasibility was 95.53% (excellent), a social studies expert was 84% (excellent), a science expert was 85.8 (excellent), (2) the students’ responses on the traditional games-based teaching materials in the individual trial of 3 students were 81.66% (excellent), small group trial of 9 students were 87.77% (excellent), field trial of 17 students were 86.21% (excellent), and (3) there was an improvement of students’ social competence after conducting the learning activity with the traditional games-based teaching materials. This has proven that traditional games-based teaching materials were very suitable for the use in thematic learning of the fourth grade students. Keywords: Thematic Teaching Materials, Traditional Games, Social Competence.


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