scholarly journals Pengembangan Media Pembelajaran Mituhu (Komik Pitutur Luhur) pada Kompetensi Dasar Menulis Dialog Siswa Kelas VII SMP Negeri 22 Semarang

2020 ◽  
Vol 8 (1) ◽  
pp. 54-60
Author(s):  
Avella Itsna Fatimatuz Zahroh ◽  
Endang Kurniati ◽  
Ucik Fuadhiyah

The objectives of this pitutur luhur comic strip study development are (1) to analyze the needs of students and teachers towards mituhu learning media (pitutur luhur comics), (2) to describe prototypes of mituhu learning media (pitutur luhur comics), and (3) to describe the results of expert validation regarding mituhu learning media prototypes (pitutur luhur comics). The design of this research is research and development. The procedures of this study include (1) potential and problems, (2) data collection, (3) product design, (4) design validation, and (5) design revisions. The results of the study are (1) teachers and students of SMP N 22 Semarang need learning media to write dialogue in the form of pitutur luhur comics, (2) pitutur luhur comics consist of three stories namely Becik Ketitik Ala Ketara, Sapa Jujur Bakal Makmur, and Aja Dumeh, (3) the results of the material expert validation got an average value of 3.2 from a maximum value of 4 which means this comic according to the basic competencies to be achieved, the results of the media expert validation got an average value of 3.6 from a maximum value of 4 design meaningful in accordance with the rules of comic development.  

2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2021 ◽  
Vol 11 (1) ◽  
pp. 87-104
Author(s):  
Diyana Septiningrum ◽  
Nur Khasanah ◽  
Nur Khoiri

The purpose of research is to know the characteristics, feasibility and effectiveness of developing teaching materials viruses based on Socio-Scientific Issues (SSI) to improve critical thinking skills. Research method using Research and Development (RD) with a 4D step (define, design, develop, disseminate) Thiagarajan et all. The subjects of the study are 34 students class X MIPA 1 as the experimental class and 34 students class X MIPA 4 as the control class. The eligibility of teaching material is derived from the results of expert validation questionnaires, responses of biology teachers and students' responses, and effectiveness of critical thinking skills from the results of the test questions pretest and posttest. The results of the characteristics teaching material viruses based SSI include: cover, introduction, news analysis, material, summary, evaluation, bibliography and glossary. The results of the eligibility from the material expert validation questionnaire were 88,67%, 94,67% of media experts, 83,55% of teacher responses and 82,29% of students' responses. The effectiveness of teaching materials used was obtained from the difference in the average value of experimental learning outcomes of 81.84 and 76.84 kontrol class with tcount = 4.338 and ttable = 1.6682 which means tcount ttable and Ha accepted, concluded that there were differences in posttest results experimental class with kontrol class. The n-gain results obtained the value of the experimental class of 0.63 and the control class of 0.54 with their respective categories being moderate. So it can be concluded that the use of biological material teaching material based on Socio-Scientific Issues (SSI) is effective to improve students' critical thinking skills class X SMA 12 Semarang.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-10
Author(s):  
Erina Melianti ◽  
Eko Risdianto ◽  
Eko Swistoro

ABSTRAK Penelitian ini bertujuan untuk (1) menghasilkan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X, (2) mendeskripsikan kelayakan pengembangan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X. Jenis penelitian ini adalah Research and Development (R&D) level 1 yang dilaksanakan dalam lima tahap yaitu potensi dan masalah, studi literatur dan pengumpulan informasi, desain produk, validasi desain, dan desain teruji. Validasi desain menggunakan angket dan dilakukan oleh ahli. Hasil penelitian menunjukkan bahwa telah dihasilkan media pembelajaran berbasis multimedia interaktif yang berada dalam katergori sangat valid yaitu didapatkan penilaian pada aspek materi dengan presentase 89,58% dinyatakan pada tingkat yang valid, kemudian pada aspek media dengan presentase 84,37% dinyatakan pada tingkat yang valid, dan aspek bahasa dengan presentase 93,33% dinyatakan pada tingkat yang valid. Sehingga didapat bahwa media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X dikategorikan valid dengan nilai rata-rata 89%.Kata Kunci: Macromedia Director, Multimedia Interaktif, Penelitian Pengembangan ABSTRACT This research was aimed to (1) produce learning media based on interactive multimedia that using macromedia Director on business and energy material at the grade X, (2) describe properness of developing interactive based multimedia learning that using macromedia director in effort and energy material of tenth grade. The type of this research was level 1 of research and development (R&D) was done in five stages namely, potential and problems, literature study and information gathering, product design, design validation, and proven design. Design validation used questionnaires for expert. The result of this research showed that learning media based on interactive multimedia was categoried in valid category for material aspect assessment in percentage 89,58% and then on the media aspect in 84,37% was categoried in valid level, dan language aspect in percentage 93,33% was categoried in valid level. So that it was found that interactive multimedia based learning media using Macromedia Director on business material and energy class X was categorized as valid with an average value of 89%.Keywords: Macromedia Director, Interactive Mutimedia, Research and Development


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2019 ◽  
Vol 1 (1) ◽  
pp. 37
Author(s):  
Khotijah Khotijah ◽  
Arsini Arsini ◽  
Sheilla Rully Anggita

This study aims to determine the feasibility and the effectiveness of using a video tracker application for practicum of physics 1 on momentum conservation. This is included in research and development type. Stages carried out in this study include: 1) define, is done by giving questionnaires and interviews, 2) design, includes media selection, format selection and produce the initial product design, 3) development, includes product development and material expert validation assessment, media experts and linguists and limited field testing. The validation test results obtained that the media is feasible to use with a percentage of 88% based on material experts with very good categories, 85% based on media experts with very good categories, and 78% based on linguists with good categories. The effectiveness of media is shown by high average value of the experimental class of 84,06 compared to the control class of 70,97. Student responses to the use of products are categorized very well with a percentage of 89%.


2019 ◽  
Vol 14 (1) ◽  
pp. 102-111
Author(s):  
Aan Hendroanto ◽  
Harina Fitriyani

Objek matematika sebagian besar bersifat abstrak dan sulit untuk dibayangkan sehingga banyak siswa yang kesulitan untuk memahaminya. Salah satu solusi untuk membantu siswa dalam hal ini yaitu dengan menggunakan alat-alat Euclid seperti penggaris, jangka, dan busur untuk menggambar objek geometri di papan tulis atau whiteboard. Namun, penggunaan alat-alat Euclid untuk menggambar terkadang tidak maksimal dikarenakan kurang efisien dan merepotkan. Akibatnya, banyak guru yang kemudian justru menggambar objek geometri tanpa menggunakan alat-alat ini sehingga gambar yang seharusnya membantu siswa memahami materi, justru malah membuat mereka semakin tidak paham. Penelitian ini bertujuan untuk menghasilkan alat yang dinamakan GeoKlik untuk mendukung kegiatan pembelajaran geometri. GeoKlik merupakan penggabungan alat-alat menggambar geometri Euclid yang didesain agar penggunaannya lebih fleksibel dan mudah sehingga guru maupun siswa dapat menggunakannya dalam proses belajar mengajar tanpa kesulitan. Pengembangan pada penelitian ini menggunakan model pengembangan 4D yang terdiri dari 4 tahap pengembangan yaitu define, design, development, dan dissemination. Penelitian pengembangan ini dilakukan di Program Studi Pendidikan Matematika FKIP UAD. Analisis data dalam penelitian ini menggunakan metode deskriptif kualitatif. Namun demikian, analisis data tetap melibatkan data kuantitatif dan perhitungan statistika sederhana. Berdasarkan hasil validasi ahli media, alat GeoKlik mendapat penilaian sangat baik dari ahli media dengan nilai rata-rata 4,79. Dari segi aspek desain, GeoKlik mendapat nilai rata-rata sebesar 4,78 dengan kategori sangat baik. Aspek keefektifan GeoKlik juga memperoleh skor sangat baik dengan nilai rata-rata 4,81. Sedangkan untuk aspek kepraktisan, GeoKlik mendapat nilai rata-rata 4,75 dengan kategori sangat baik. Respon yang diberikan guru dan siswa terhadap alat GeoKlik ini juga sangat positif dengan nilai rata-rata keseluruhan yaitu 4,79 untuk respon guru, sedangkan nilai respon rata-rata siswa yaitu sebesar 4,51.The development of the learning tool "GeoKlik" for geometry learningAbstractMathematical objects are mostly abstract and difficult to imagine so that many students have difficulty understanding them. One solution to help students, in this case, is by using Euclid tools such as rulers, rows, and arcs to draw geometric objects on the board or whiteboard. However, the use of Euclid tools for drawing is sometimes not optimal because it is less efficient and troublesome. As a result, many teachers then draw geometric objects without using these tools so that images that should help students understand the material actually make them even less understanding. This study aims to produce a tool called GeoKlik to support geometry learning activities. GeoKlik is a combination of Euclid's geometric drawing tools designed so that its use is more flexible and easy so that teachers and students can use it in the learning process without difficulty. The development of this study used a 4D development model consisting of 4 stages of development, namely: 1) Define 2) Design 3) Development, and 4) Dissemination. This development research was conducted at the Mathematics Education Study Program FKIP UAD. Data analysis in this research used the descriptive qualitative method. However, data analysis still involved quantitative data and simple statistical calculations. Based on the results of the media expert validation, the GeoKlik tool was very well rated by media experts with an average value of 4.79. In terms of design aspects, GeoKlik scored an average of 4.78 with very good categories. The aspect of GeoKlik effectiveness also scored very well with an average value of 4.81. Whereas for the practicality aspect, GeoKlik got an average value of 4.75 with a very good category. The response given by the teacher and students to the GeoKlik tool was also very positive with an overall mean value of 4.79 for the teacher's response, while the average response value of the student was 4.51.


Author(s):  
Wenny Nureflia ◽  
Revis Asra ◽  
Nazaruddin Nazaruddin

Traditional knowledge held by society contains character values ​​and scientific concepts, but such knowledge is frequently ignored. This study aims to develop Student Activity Sheets on plant taxonomy based on ethnoscience for high school, and analyze the response of teachers and students to the products developed. The model used in this study follows the ADDIE stages. The instrument used is a response questionnaire given to teachers and students. Product feasibility was analyzed through the results of material expert validation and design experts. The result of the study is in the form of student worksheet based on ethnoscience and character values ​​for plant taxonomy material. The results of product validation obtained a score of 74 ("very valid") for the material aspects while the design validation obtained a score of 46 ("valid"). The results of the small group and large group trials obtained percentages of 87,0% and 89,0% respectively; both were in the excellent category. The teacher's response obtained an average score of 44 which was also in the excellent category. Overall student worksheets based on ethnics and character values ​​in material plant taxonomy for high school students is feasible to be used in plant taxonomy learning in schools.


2020 ◽  
Vol 8 (1) ◽  
pp. 18-24
Author(s):  
Angela Wyda Setiyani ◽  
Joko Sukoyo ◽  
Hardyanto Hardyanto

Students of Grade III of Elementary school began to be taught Javanese script. The student has some problems when studying Javanese script that is difficult to distinguish and the use of media of learning of Javanese script is limited. Based on these problems found the idea of developing the media of Pansus Raja for the learning of third-grade students of Elementary School in Semarang regency. The problems in this research are: (1) how the needs of teachers and students of the third grade of Elementary school in Semarang regency to Pansus Raja, (2) how to develop the media of Pansus Raja, and (3) how to validate expert lecturers. The method used in this research is Research and Development (RnD) using a data analysis technique that is descriptive qualitative technique. After Pansus Raja was created, then tested to the expert lecturers. The revitalized Pansus Raja tried out to Elementary School. The result of the trial is the media Pansus Raja proved to increase students' understanding of Javanese script.  


2021 ◽  
Vol 2 (1) ◽  
pp. 38-59
Author(s):  
Said Nur Alim

The development of science and technology increasingly encourages reform efforts in the use of technological results in the learning process. Teachers are required to be able to use these tools in accordance with the developments and demands of the times. And it is a must for teachers to be able to master technology in order to achieve the expected learning objectives, the problems in this study are: (1) how to develop multimedia-based learning media using Macromedia Flash in Fiqh learning the subject matter of Prayer and Zakat? (2) how is the effectiveness of multimedia-based learning media using Macromedia Flash in Fiqh learning the subject matter of Prayer and Zakat? The development was carried out using the Research and Development (R&D) method with several stages, namely: analyzing potential and papers, gathering information, product design, design validation, design revision, product testing, product revision, product usage trials. The results of the design validation stages, product trials and usage trials are used to improve the developed products for maximum results. Based on the trials that have been carried out, the results are as follows: a) pre-test and post-test with an initial average of 54.57 and an increase after learning with a final score of 86.85, thus the post-test average of 32.28 can be categorized in good criteria. b) Based on the practical analysis conducted in the field, some teachers and students gave a positive response to the developed product. The effectiveness of learning using Macromedia Flash, The increase in the average value of pre-test and post-test that has been carried out by respondents from one lesson, there is an increase of 32,285714286 from 54,571428571 to 86.857142857, There is a positive response of students to the development of media using Macromedia flash i.e. 79% of students categorize very well, 13% of students categorize good and 8% of students categorize enough.


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