scholarly journals Pengembangan Media Pembelajaran Kuis Interaktif Pilihan Ganda Bahasa Mandarin Sekolah Menengah Pertama ( SMP )

Author(s):  
Septian Adi Setiyo ◽  
Anggraeni Anggraeni ◽  
Rina Supriatnaningsih ◽  
Ria Riski Marsuki

Penelitian ini didasari dari hasil observasi dan wawancara kepada  mahasiswa PPL yang mengajar Bahasa Mandarin di SMP Tritunggal Semarang pada tahun 2019. Didapatkan data bahwa media pembelajaran yang digunakan oleh guru kurang interaktif dan cenderung satu arah. Hal ini mengakibatkan siswa merasa bosan dan kurang termotivasi dalam pembelajaran yang berdampak kurangnya pemahaman materi oleh siswa dalam pengusaan kosakata bahasa Mandarin. Berdasarkan permasalahan di atas, maka penelitian ini bertujuan 1) menganalisis kebutuhan siswa berbasis Adobe Flash dalam pembelajaran bahasa mandarin; 2) mengembangkan media pembelajaran berbasis Adobe Flash dalam pembelajaran bahasa mandarin.; dan 3)  mendeskripsikan validitas ahli dan guru terhadap produk media pembelajaran  berbasis Adobe Flash. Hasil penelitian ini adalah guru dan siswa menghendaki media yang berisi beberapa komponen seperti: memuat SK/KD dalam media, materi kosa kata diambil dari HSK, pengantar dalam media menggunakan bahasa Indonesia, dll. Selain itu dalam pengembangan media pembelajaran ini menggunakan Adobe Flash CS6 yang dikembangkan menjadi aplikasi android agar dapat dioperasikan di manapun dan kapanpun. Hasil validasi oleh ahli media menunjukkan bahwa kuis interaktif pilihan ganda bahasa Mandarin mendapat nilai rata – rata 82,53 yang berarti media masuk dalam kategori layak/sesuai dengan skor 3 (rentang nilai 71-85). Hasil uji coba media tersebut menggunakan skala terbatas dengan jumlah responden 10 orang dari peserta didik SMP Tritunggal Semarang menyatakan bahwa media kuis interaktif pilihan ganda bahasa Mandarin yang dikembangkan diminati oleh peserta didik.This research is based on the results of observations and interviews with PPL students who teach Mandarin at SMP Tritunggal Semarang in 2019. Based on a preliminary study, it is found that the learning media used by the teacher is less interactive and tends to be one-way. This results in students feeling bored and less motivated in learning which results in a lack of understanding of the material by students in mastering Mandarin vocabulary. Based on the above problems, then The purpose of this study is 1) to analyze the needs of students based on Adobe Flash in learning Mandarin; 2) developing learning media based on Adobe Flash in Chinese language learning; and 3) describe the validity of experts and teachers for learning media products based on Adobe Flash. The results of this study are that teachers and students want media that contains several components such as: covering SK / KD on the media, vocabulary material taken from HSK, introduction to the media using Indonesian, etc. Besides the development of instructional media using Adobe Flash CS6 developed into an android application so that it can be operated anywhere and anytime. The results of the validation by media experts showed that the Chinese multiple choice interactive quiz got an average score of 82.53, which means that the media was included in the category according to the score of 3 (range 71-85). The results of the media trial using a limited scale with 10 respondents from Tritunggal Junior High School Semarang students stated that the Chinese multiple choice interactive quiz media developed was of interest to students.

2017 ◽  
Vol 5 (3) ◽  
pp. 399
Author(s):  
Kintoko Kintoko

This research is a developmental research, the purpose of this research is to produce a problem based mathematic learning media with Tangent Line to Circle for VIII grade Junior High School student by utilizing Adobe Flash SC6 on a Compact Disc (CD). This research was conducted to determine the quality of mathematics learning media in accordance with a good learning media which based on three aspects; Validity, Practicality an Effectiveness. The procedure of this research was using ADDIE model; Analysis, Design, Development, Implementation and Evaluation. The result of this research shown that Problem Based Interactive Mathematics Learning Media on Tangent Line to Circle for VIII Grade Junior High School fulfilled the criteria of good media quality. On validity aspect, the media got “Valid” category with average score 3,307 by material expert and got “Very Valid” category with average score 3,877 by media expert. On practicality aspect, validator determined that the media was applicable with minimal revision, teacher response to the media shown “Very Good” category with average score 3,404 and media learning implementation observation sheet analysis shown “Good” category with average score 3,333. On effectiveness aspect, students’ test result shows 85,19% student “Passed”, students’ mathematic solving ability shows “Good” category with average score 80,09 and also students’ positive response with 81,25% response


2021 ◽  
Vol 10 (1) ◽  
Author(s):  
Prima Wahyu Titisari ◽  
Febi Acitika Pratiwi

<p><strong>Abstract.</strong> Learning media is a teaching and learning process that tends to be interpreted as graphical, photographic, or electronic tools to capture, process, and reconstruct visual or verbal information. Crosswords are a kind of word play. The learning media developed to facilitate teachers and students in the process of learning and teaching at Junior High School grade VIII. The purpose of this study was to prodice <em>puzzle </em>learning media by crossword <em>puzzle</em> and feasible to be developed as rearning media on human eireulatory system material. Based on the results of the observations that have been carried out, the teacher only uses descourse and less varied learning  which makes students bored in learning. The method used in this study is the research and development (R &amp; D), by ADDIE method, the researcher produced a crossword puzzle and its feasibility will be tested. The results of the study after the media were tested on the validator of media experts and material experts got a very decent category. The results of the research from the science teacher, get a very feasible assessment to be developed. The results of research on peer review get a very feasible category to be tested. And the results obtained during the trial of students with trials of small groups, middle groups and large groups led to a very decent category. To we it can be concluded that, puzzle learning media by crossword puzzles is very feasible to develop.</p><p><strong>Keywords:</strong> Puzzle learning media, crossword puzzles</p>


2019 ◽  
Vol 20 (1) ◽  
pp. 12
Author(s):  
Susianingsih Susianingsih

Junior high school SATAP Sungai Bertam set KKM indonesian language subject class IX of 78 with the provisions of 100% complete, still very many students who have not reached completeness, the purpose of this research is to increase learning outcome in indonesian language subject in class IX. This research is a classroom action research conducted in two cycles with two learning meetings, which includes: planning, implementation, and reflection, 26 study subjects consisted of 12 males and 14 females, Data collection techniques used a written assessment, observations in the form of indicators of teacher and student success, the results showed that on the pre cycle of percentage of student learning outcomes that is 35%, with the highest 79, the lowerst 50, and the average 66,58, in the first cycle increased by a percentage 73%, with the highest 80, the lowerst 65, and the average 76,27, then in the second cycle is 100% complete with the highest 85, the lowest 80, and the average score 82,81. Based on these results, it can be concluded that inquiry learning model can improve the learning outcomes of grade IX students in indonesian languange subjects at Junior high school SATAP Sungai Bertam.


2019 ◽  
Vol 2 (2) ◽  
pp. 217-226
Author(s):  
Fira Amanta ◽  
Indra Gunawan ◽  
Wan Jamaluddin

Abstract: This study aims to produce products through the development of Frezi-based physics learning media on business materials and energy at the VIII grade of junior high school level, knowing the feasibility of the media according to the validators and knowing the responses of students to the media. This research is R & D research. The types of data produced are quantitative and qualitative data which are analyzed by the guideline of assessment criteria to determine product feasibility. This study resulted in Frezi-based learning media products on business materials and energy at the junior high school class VIII the final product produced had shown to be very feasible with an average score of material expert assessment 81%, media experts with an average score of 80%. learning media obtained in small group trials are very good with an average score of 87%. In the field trials obtained very good criteria with an average score of 88.33%. This frezi-based physics learning media has been qualified to use as a learning mediaAbstrak: Penelitian ini bertujuan untuk menghasilkan produk melalui pengembangan media pembelajaran fisika berbasis Frezi pada materi usaha dan energi tingkat SMP kelasVIII, mengetahui kelayakan media menurut para validator dan mengetahui respon peserta didik terhadap media. Penelitian ini merupakan penelitianR&D. Jenis data yang dihasilkan adalah data kuantitatif dan kualitatif yang dianalisis dengan pedoman kriteria penilain untuk menentukan kelayakan produk. Penelitian ini menghasilkan produk media pembelajaran berbasis Frezi pada materi usaha dan energi tingkat SMP kelas VIII produk akhir yang dihasilkan telah menunjukan sangat layak dengan skor rata-rata dari penilaian ahli materi 81%, ahli media dengan skor rata-rata 80% Respon peserta didik terhadap media pembelajaran yang diperoleh pada uji coba kelompok kecil yaitu sangat baik dengan skor rata-rata 87%. Pada uji coba lapangan diperoleh kriteria sangat baik dengan skor rata-rata sebesar 88,33%. Media pembelajaran fisika berbasis Frezi ini sudah terkualifikasi digunakan sebagai media pembelajaran.


2017 ◽  
Vol 2 (1) ◽  
pp. 58
Author(s):  
Rika Dewi Indriyani ◽  
Tiwan Tiwan ◽  
Dwi Rahdiyanta

This research aimed to design and assess the feasibility of Adobe Flash aided learning media for CNC Turning subject, specifically for the coordinate system topic. The research was a research and development study using the Four-D models of development. Four-D model consists of 4 steps, namely define, design, develop, and disseminate. The instrument being used on this research was closed questionnaires with 4 choices Likert scale. The questionnaires were validated by expert evaluation. Data were collected from the 32 respondents. Data, which were quantitative and qualitative, were analyzed using descriptive analysis technique. The result shows that the learning media meets the teachers’ and students’ needs and expectation. For the feasibility level, the contents expert gave an average score of 3.37 which can be categorized as “very good”. The expert in media gave an average score of 3.45 which is in the “very good” category. The Teacher of the respective subject gave an average score of 3.38 and is categorized as “very good”. Students respond well with a score of 3.47 were given, which can be categorized as “very good”. Tujuan penelitian ini adalah merancang media pembelajaran berbantuan adobe flash untuk mata pelajaran CNC Turning dengan sistem koordinat. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan Four-D Models yang terdiri dari 4 tahap yaitu define, design, develop, dan disseminate. Instrumen yang digunakan berupa angket dengan skala Likert 4 pilihan jawaban. Angket divalidasi oleh ahli evaluasi. Pengambilan data dilakukan kepada 32 responden. Data kualitatif dan kuantitatif yang diperoleh dianalisis menggunakan teknik analisis deskriptif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah disesuaikan dengan kebutuhan dan tuntutan dari guru dan siswa. Tingkat kelayakan media pembelajaran menurut ahli materi mendapatkan rerata nilai sebesar 3,37 dengan kategori “sangat baik”. Hasil validasi ahli media memperoleh rerata nilai sebesar 3,45 dengan kategori “sangat baik”. Hasil validasi guru pengampu memperoleh rerata nilai sebesar 3,38 dengan kategori “sangat baik”. Berdasarkan penilaian respon siswa diperoleh rerata sebesar 3,47 dengan kategori “sangat baik”.


2018 ◽  
Vol 3 (2) ◽  
pp. 225
Author(s):  
Sartika Dewintha ◽  
Aloysius Mering ◽  
Indri Astuti

This study aims to describe the design of the development, appearance, and process of Adobe Flash learning outcomes for learning traditional Dayak music for junior high schools. In this study involved media experts, material experts, design experts, fellow teachers, small, medium and large group trials. The subject of the trial was the eighth-grade students of Pontianak Public Middle School 10. Data obtained through interviews, observation and documentation studies. This study uses Research &amp; Development research. The results of this study will later produce a product. Development research carried out combines the steps of Borg &amp; Gall's development with the Dick and Carey model. The results showed that the media used was appropriate to be used as a learning medium for traditional Dayak music. The average level of feasibility based on the validator is that media experts have "feasible" eligibility criteria, "decent" material experts and "decent" design experts. Based on the results of the small group test scores "quite feasible," the trial group was "decent" and a large group test "feasible."


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


2021 ◽  
Vol 7 (1) ◽  
pp. 84
Author(s):  
Rahmawati Ali

The objectives of this study are: to develop Android-based learning media for reading skills, to measure the validity of the media by giving questionnaires to experts and to students to find out student responses. The objectives of this study are: 1. to find out the steps for developing android-based learning media for android-based reading skills, 2. To find out student responses about android-based learning media that have been developed. This research is research and development. By adapting the development steps known as ADDIE (Analysis, Design, Development, Implementation and evaluation).  Researchers will develop an Android-based reading skill learning media which is then validated by several experts, such as Arabic language experts, material experts, media experts and Arabic language learning practitioners. And then research subjects are 8 students. The data collection techniques use: observation, interviews and questionnaires. The results of this study are: 1. Application of Android-based learning media to read Arabic for students of UPB UIN ANTASARI Banjarmasin, using steps known as ADDIE. 2. By using a range of 1-5 validation of learning media in terms of language with an average score of 4.5 (very good), validation of learning media in terms of material with an average score of 4.4, validation of learning media in terms of media with a score an average of 4.5 (very good) validation of learning media from learning practitioners with an average score of 4.4 (very good). With a student response with an average score of 4.4 (very good). So with the results of this study, it can be concluded that the Android-based learning media for learning reading skills is appropriate to be used as a medium for learning reading skills.


2018 ◽  
Vol 3 (1) ◽  
Author(s):  
Utin Desy Susiaty ◽  
Dwi Oktaviana

<em>The purpose of this research is to find out the design of an Adobe Flash CS5-based computer media on the quadrilateral concept material and how far this medium can facilitate understanding of the quadrilateral concept. It is a development research with stages consisting of needs analysis, computer media compilation, limited product trial and product evaluation. Data analysis performed for questionnaire of medium component evaluation is quantitative data analysis, while for questionnaire of medium material evaluation and student’s learning results, which are pre-test and post-test, is qualitative data analysis. The use of the medium can help students to improve their concept understanding of 42.969% and to keep answering with the right answer of 26.563%. The result of medium evaluation questionnaire on media being developed is good with average score of 33.75 from maximum score of 38. This shows that the media is useful to facilitate the quadrilateral concept learning in a classroom</em>


2017 ◽  
Vol 1 (2) ◽  
pp. 161
Author(s):  
Yohana Intan Pratiwi ◽  
Haris Nusarastriya

This research method used was Research and Development (RnD) by adapting the research and development steps by Borg and Gall. This research aims to help fourth grade students to enrich their Indonesian vocabulary, and also to know the validity, effectiveness, and practicality of the developed product. The developed product was ‘snake and ladder’ learning media with 31 grade four students of SD Negeri 02 Bringin as the subjects of this research. The data collection technique in this research used test (evaluation questions) and non-test (observation, questionnaire, and documentation). The validity of the product was analyzed from the calculation of media and material expert test, whereas the effectiveness was analyzed using Paired-Sample T Test with SPSS program. The practicality of the media was analyzed from the result of the observation and questionnaire from teachers and students. From this research, it can be concluded that ‘snake and ladder’ learning media to enrich the students’ Indonesian vocabulary in thematic instruction was proven as valid, effective, and practical. The validity was proven with the average score 4,90 (very good) by the media expert and 4,00 (good) by the material expert. The effectiveness of the product was proven by significance score which showed that the result of two evaluation tests, which were X1 (implementation of snake and ladder which has not been developed) and X2 (implementation of developed product), was significant with the amount 0,000, and also 61% students got above average grade which was 86,93. The practicality proof came from the teacher observation with the average score 5,00 (very good) and the questionnaire of students and teacher toward the developed product with the average score 4,94 (very good) and 5,00 (very good)


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