scholarly journals Development of Inorganic Molecular Shape Model Using 3D Printer to Strengthen Student's Conceptual Understanding

2021 ◽  
Vol 6 (2) ◽  
pp. 144-155
Author(s):  
Rizal Galih Pratama ◽  
Johnsen Harta

This research aims to develop a product in the form of an inorganic molecular shape model using a 3D printer, analyze the validity, practicality, effectiveness of the product, and strengthen students' conceptual understanding using the product. The method is Research and Development (R&D) based on the Analysis, Design, Development, Implementation and Evaluation (ADDIE) model. The supporting instruments for this research are product and instrument validation sheets, product readability questionnaires, pretest-posttest questions, question during the trial, observation sheets for students' conceptual understanding, and student response questionnaire to the product. The results showed that the product developed was following the ADDIE model because the five stages were carried out systematically; the product being developed has very high validity with an average percentage of 96.88%; the average percentage of practicality is 95.17%  which is categorized as very practical, and the average percentage of effectiveness is 94.69% which is categorized as very effective; the product developed can strengthen students' conceptual understanding shown on the average percentage of conceptual understanding indicators achievement during the trial was 90.61% and the observation result was 94.69%, both of which belong to very high category. There was an increase in the average pretest value of 33.93 and post-test of 63.99. The results of the Rasch analysis after using this product showed that the consistency of students' answers was 0.71 (quite good), the quality of the items was 0.93 (very good), and the interaction between the consistency of students' answers was 0.68 (quite good). The product can be used to strengthen students' conceptual understanding on the topic of molecular shape.

2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Tika Aryanti Ningrum ◽  
Sonja Verra Tinneke L ◽  
Didimus Tanah Boleng

This study aims to develop a biology supplement book and find out the quality of a biology supplement book on biodiversity material sourced from local excellence in coastal areas, which is developed as a suitable source of learning biology for grade X students of SMA / MA. This research includes Research & Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The product assessment was conducted by 2 validators, 4 Biology Teachers, and 103 students. The instrument used was a questionnaire sheet. The assessment of student response trials was conducted at SMA Negeri 1 Muara Badak and SMA Negeri 2 Muara Badak. The data analysis technique uses descriptive qualitative and quantitative. Based on the results of the overall assessment, an average percentage of questionnaires per assessment indicator was obtained, namely material coverage indicators 89.9%, presentation indicators 90.4%, linguistic indicators 87.8%, graphic design indicators 89.3%, included in the Very Eligible (SL) category. The assessment obtained from the experts produced a percentage of eligibility of 91.25% including the Very Eligible (SL) category; biology teacher 90% eligibility percentage. Thus, biology supplement books on biodiversity materials sourced from local excellence in coastal areas are of good quality and are very suitable to be used as learning resources for class X students of SMA / MA. Obstacles encountered during the research and development of biology supplement books, including the preparation of materials, manufacturing of products and barriers in the testing class.


2021 ◽  
Vol 4 (1) ◽  
pp. 29-36
Author(s):  
Azizah Azizah ◽  
Zuhri D ◽  
Maimunah Maimunah

This study aims to describe the practicality of the 7e learning cycle LKS model with a scientific approach to facilitate students' mathematical connection abilities. The research and development with the ADDIE model consist of the stages of analysis, design, development, implementation and evaluation. The practicality test of the LKS was carried out for small group trials of 9 students at the implementation stage. The method used is descriptive statistics to get the average value and percentage. Learning tools are said to be practical if their minimum level of practicality is practical. Based on the analysis of the results of student response questionnaires, the average percentage of student response questionnaires was 91.59% and was categorized as very practical. This means that this LKS is easy to use and useful for students.


2019 ◽  
Vol 7 (1) ◽  
pp. 25
Author(s):  
Mery Andriani ◽  
Muhali Muhali ◽  
Citra Ayu Dewi

Acid-base material is one subject that is considered difficult by students. In addition, students are less able to associate material with a problem or phenomenon in everyday life. The development of a teaching material in the form of modules can be seen as a solution to this problem. This study aims to develop a prototype in the form of developing contextual-based chemical modules to build students' conceptual understanding of acid-base material. This research is a development research with ADDIE model design (Analysis, Design, Development, Implementation, and Evaluation). The results of the development were validated by two expert validators, one practitioner validator and ten MA Al-Mansyurati NW Aik Bukak students as students' limited test validators. Quantitative data from the results of feasibility validation were analyzed by percentage formula. Qualitative data in the form of responses and suggestions for improvement from the validator are used as considerations to make revisions to the modules developed. In general, the validator's assessment of the results of the development obtained an average percentage of material expert validators 88.8%, product design expert validators 95%, practitioner validators 92%, and limited trials of students 85.28%. This shows that the developed module is very feasible to proceed to the effectiveness test phase. Thus it can be concluded that the contextually based modules are declared to be feasible with very good quality.


2021 ◽  
Vol 13 (2) ◽  
pp. 1138-1145
Author(s):  
Kadek Wirahyuni ◽  
I Nengah Suandi ◽  
I Nengah Martha ◽  
I Nyoman Sudiana

This study aimed at developing a digital-based affective evaluation instrument on Indonesian MPK Learning at Universitas Pendidikan Ganesha. This study was Research and Development (R&D) adapted from ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were 2 content experts, evaluation experts, language experts, 120 college students, and 3 lecturers of MPK Bahasa Indonesia. The data were collected from survey, interview, and affective scale. The data were analyzed quantitatively and described qualitatively. The results of the study show that the validity of a digital-based affective evaluation instrument on Indonesian MPK learning at Universitas Pendidikan Ganesha is very valid and it has very high degree of reliability.


Nuansa ◽  
2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Nanik Nanik

The formulation of the  problem in this  study  is how students respond to learning Islamic Education (PAI) courses using  the “Alms, Grants and  Gifts” module at the Bengkulu Al-Fatah  Pharmacy Academy. This research is in- cluded in quantitative descriptive research. The population in this study  were all third semester students at the Beng- kulu  Al-Fatah  Pharmacy Academy, while  the  research sample used  was third semester B1 students at the  Al-Fatah Pharmacy Academy  Bengkulu Academic Year 2016-2017. The instruments used  in this study were the student response questionnaire and  the module “Alms, Grants and  Gifts”. The technique of collecting data  using questionnaires and  test sheets. Based on the research that  has been done, the results show that : The average percentage score of all students is82.86764706% and is classified as very high criteria. It can be concluded that the 3rd grade B1 Semester 3-2017 Academic Year at the Al-Fatah  Pharmacy Academy gave a positive response to the learning of Islamic Education courses using the “Alms, Grants, and Gifts” module


2021 ◽  
Vol 12 (1) ◽  
pp. 8
Author(s):  
Sri Haerina Lailatul Janah ◽  
I Dewa Ayu Made Budhyani ◽  
I Gede Sudirtha

Penelitian ini bertujuan untuk mengetahui penilaian media moodboard berbantuan aplikasi pengolah gambar pada pembelajaran desain busana melalui uji ahli media, uji ahli isi, dan uji subjek sasaran. Jenis penilitian ini merupakan penelitian dan pengembangan (research and development) adapun model yang digunakan dalam penelitian ini yaitu model ADDIE yang terdiri dari analyze, design, development, implemenation, dan evaluation. Teknik analisis data dalam pengambilan data pada penelitian ini yaitu angket. Hasil penelitian menunjukkan penilaian media moodboard berbantuan aplikasi pengolah gambar berdasarkan uji ahli materi memperoleh rerata presentase 99 % termasuk kategori sangat baik, ahli media memperoleh rerata presentase 92% (sangat baik), dan subjek sasaran memperoleh rerata persentase 94% (sangat baik). Kata Kunci : Media, Moodboard, aplikasi pengolah gambar, Desain Busana This study aims to determine the assessment of moodboard media assisted by image processing applications in clothing design learning through the media expert test, content expert test, and target subject test. This type of research is research and development. The model used in this study is the ADDIE model which consists of analyze, design, development, implementation, and evaluation. The data analysis technique in collecting data in this study is a questionnaire. The results showed that the assessment of moodboard media assisted by image processing applications based on the test of material experts obtained an average percentage of 99% including the very good category, media experts obtained an average percentage of 92% (very good), and the target subject received an average percentage of 94% (very good). DAFTAR RUJUKANKeywords: Media, Moodboard, image processing application, Fashion DesignAnggrini, Anggi.2020. “ Alternatif Model Penyusunan Moodboard sebagai Metode Berfikir Kreatif dalam Pengembangan Konsep Visual” Vol 1 Juli 2020Ayu, Anggra Rucitra.2020. “ Merumuskan Konsep Dasar Interior“ Volume 5 No.1Bestari, Afif. 2016. “Pengaruh Penggunaan Media Moodboard Terhadap Pengetahuan Desain Busana Pada Mahasiswa Pendidikan Teknik Busana” Volume 3 No.2.Haryati, Siti. 2015. “Pengembangan Media pembelajaran Fliipbook Fisika Untuk Meningkattkan Hasil Belajar Peserta Didik”. Volume 4 Oktober 2015.Tegeh, Made I. Pengembangan Bahan Ajar Metode Penelitian Pendiidikan dengan Model ADDIE.SE Nomor 4 Tahun 2020 Tentang Kebijakan Pendidikan Dalam Masa Darurat Penyebaran covid-19, kementerian pendidikan IndonesiaSuciati. 2008. Moodboard. Prodi Pendidikan Tata Busana. Bandung: Universitas Pendidikan IndonesiaSugiyono. 2006. Metode Penelitian Bisnis. Bandung: Alfabeta.Sugiyono. 2019. Metode Penelitian dan Pengembangan. Bandung: Alfabeta.


2021 ◽  
Vol 6 (2) ◽  
pp. 213-222
Author(s):  
Yusup Maulana ◽  
Imas Eva Wijayanti ◽  
Solfarina Solfarina

This research aims to development a REACT-based e-worksheet that is feasible to use to stimulate the critical thinking, creativity, collaboration, communication (4C) skills and determine student response. The challenges of a dynamic era require students to have a 4C skills set critical thinking and problem-solving skills; creativity and innovation; communication; and collaboration. One of the tools that can be used in online learning to achieve this goal is to use the electronic Student Worksheet (E-Worksheet) which includes the student's 4C skill values with REACT strategies: Relating, Experiencing, Applying, Cooperating, and Transferring. The research chooses one of the topics in chemistry, which is introduction to chemistry and laboratories. This REACT-based e-worksheet was developed using the ADDIE development model which consists of five stages those are analysis, design, development, implementation, and evaluation. In addition, the study used a sample of 10 students of mathematic and natural science 12th grade MAN 4 Tangerang. Based on the results of validation and student response questionnaires, REACT-based e-worksheet to stimulate students' 4C skills was declared valid and obtained an average percentage of 91.8% with very good criteria.


BIOEDUSCIENCE ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 49-56
Author(s):  
Lintang ◽  
Purwati Kuswarini Suprapto ◽  
Ryan Ardiansyah

Background: This study aims to develop and produce a diagnostic tool capable of detecting student misconceptions on the concept of ecosystems. Methods: This study used a research and development method with a modified 4D design (Define, Design, Develop and Disseminate) without disseminating or spreading. Data collection methods used in this research and development are observation, literature review, documentation, questionnaires, interviews and tests. Results: The results showed that the instruments developed were valid by validating 3 experts, namely material experts, evaluation and assessment experts, and linguists with an average percentage of each feasibility of 90% material expert judgment, 82% assessment expert assessment and evaluation. and 80% linguist assessment. Meanwhile, the instrument readability test showed a percentage of 63% in good category. The validity value of the instrument in general was 0.70 with the valid or high validity category, while the instrument reliability value was 0.82 with the very high category of reliability. The overall results of students' misconceptions on ecosystem material showed 23% of students experienced low-category miconceptions, 8% of students experienced no conceptual understanding, 17% of students experienced conceptual understanding, and 52% of students experienced partial understanding. Conclusion: Based on these results it can be said that the four-tier test instrument developed is feasible and can diagnose misconceptions in students


2021 ◽  
Vol 11 (2) ◽  
pp. 120-134
Author(s):  
N.L.G. Wiratni ◽  
I.M. Ardana ◽  
I.P.B. Mardana

This study aims to determine: (1) the validity of the results of developing domino card media (2) for the practicality of using domino card media, and (3) for the effectiveness of domino card media in improving student learning outcomes. This type of research is development research using the ADDIE model (analysis, design, development, implementation, evaluation). The data collection methods used in this study were interviews, questionnaires, tests, and document recording. The data collection instruments in this study were data validity was collected by questionnaire, practicality data was collected by questionnaire and effectiveness data was collected by learning outcomes test.The results showed that domino card media was declared valid by subject content experts with very good criteria (92%), learning media experts with very good criteria ( 90%), small group trials with very good criteria (92%), and field trials with very good criteria (93%). The practicality of domino card media obtained from the average teacher response score of 4.53 with very high and the average score of student responses is 4.56 with a very high category.The results of the effectiveness test shows the average pretest value of 53.52 < the average posttest result of 83.69 and it can be said that the domino card media is effective.


2019 ◽  
Vol 7 (2) ◽  
pp. 38-43
Author(s):  
KARIMATIN NURISA ◽  
MUHAMMAD ABDUL GHOFUR

Abstrak Pembelajaran di dalam kelas yang menciptakan suasana menyenangkan akan berdampak positif bagi siswa untuk menambah rasa ingin tahu, sebuah game edukasi berbasis yang diharapkan menciptakan suasana belajar yang menyenangkan dan hasil belajar yang di dapat dengan baik. Pada penelitian ini memiliki tujuan untuk melihat bagaimana meningkatkan hasil belajar dengan menggunakan media pembelajaran game edukasi berbasis android terhadap hasil belajar peserta didik kelas X SMA Negeri 1 Bangkalan. Penelitian ini menggunakan penelitian pengembangan atau Research and Development (R&D) dengan model ADDIE yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi). Desain Penelitian yang di pakai adalah One Group Pretest-Posttest Design Penelitian ini mengambil subjek peserta didik kelas X IPS untuk uji coba produk media pembelajaran game edukasi berbasis android. Hasil penelitian yang di dapat dari perolehan hasil validasi untuk mengetahui kelayakan media, hasil belajar dan respon siswa. Hasil dari penelitian ini menunjukkan bahwa validasi kelayakan media pada seluruh aspek memeroleh rata-rata presentase sebesar 100%. Hasil validasi evaluasi memeroleh skor rata-rata 76,06 %. Hasil respon siswa pada seluruh aspek memeroleh hasil rata-rata presentasen sebesar 97 %. Penelitian menunjukkan rata-rata pre-test 69,55 ; rata-rata post-test 83,7. Uji paired sampel t-test posttest menunjukkan sig. (2-tailed) ,000 (0,00) Hasil menunjukkan bahwa terdapat peningkatan antara pretest dan posttest < 0,05 yaitu 0,00 < 0,05. Berdasarkan hasil analisis uji paired sample t-test di atas, maka Ha diterima dan H0 ditolakHal ini menunjukkan bahwa media pembelajaran Game Edukasi berbasis android sangat layak digunakan. Kata Kunci: Game Edukasi berbais Android, Bank Sental, Hasil Belajar Abstract The Joyful Learning is expected to make students have more curiosity aboaut something, An educational-based game that is expected to create a fun learning atmosphere and learning outcomes that are obtained well. The purpose of this study is to see how to improve learning outcomes by using an Android-based educational game learning media on the learning outcomes of class X students of SMA 1 Bangkalan. This study uses research and development (R & D) with the ADDIE model, namely Analysis, Design, Development, Implementation and Evaluation. The research design used is One Group Pretest-Posttest Design This study took the subject of students of class X IPS to test educational media products based on Android games. The research results obtained from the results of validation to determine the feasibility of the media, learning outcomes and student responses. The results of this study indicate that the validation of media feasibility in all aspects obtained an average percentage of 100%. The evaluation validation results obtained an average score of 76.06%. The results of student responses in all aspects obtained an average percentage of 97%. Research shows an average pre-test of 69.55; post-test average 83.7. The paired test of the posttest t-test sample shows sig. (2-tailed), 000 (0,00) The results show that there is an increase between pretest and posttest < 0.05 which is 0.00 <0.05. Based on the results of the paired sample t-test analysis above, Ha is accepted and H0 is rejected. This shows that the Android-based Educational Game learning media is very feasible to use. Keywords: Android Based Educational Game, Central Bank, Learning Outcomes


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