scholarly journals Pengembangan Media Monopoli Matematika pada Materi Peluang untuk Siswa SMP

2018 ◽  
Vol 3 (2) ◽  
pp. 114-131
Author(s):  
Desya Rossa Deviana ◽  
Erlina Prihatnani

This study aims to develop Monopoly Mathematics Media (Monomath) to learning mathematical probability exercises at junior high school. Using the ADDIE model consist of five phases - Analyze, Design, Development, Implementation, and Evaluation to develop this Monomath Media. This Monomath has gone through validity, practicability, and effectiveness test. The result of this research showed that the Monomath obtained a total average score for all aspect were 78.1% of validity matter expert and 80.8% of validity media expert, which means the media is valid. In the feasibility, the study result obtained a total average score for all aspect was 82.5%, which means the media has met practical criteria. The field trials result were obtained an average score of 95.46 for the posttest. It is higher than pretest average score was 54.83. The result of the student questionnaire showed that an average score of 90% which means the student give a positive response to the Monomath they used. Thus, the result of Monomath to learning mathematical probability is valid, practical, and effective.

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.


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


2020 ◽  
Vol 8 (2) ◽  
pp. 70-74
Author(s):  
M. Agphin Ramadhan ◽  
R. Eka Murtinugraha

The purpose of this research is to develop an e-module for the Statistics subject in the Building Engineering Education study program, Jakarta State University. E-module development using Adobe InDesign software. This research is included in development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, dan Evaluation). Two experts, who are material experts and media experts, validate the product. The product is an e-module which consists of 6 modules. Based on the validation, the average score of the material expert's assessment of modules 1 - 6 was 84% in the very feasible category. The average score of the media expert's assessment of modules 1 - 6 is 88.67% in the very feasible category. Based on the results of the validation, the Statistics E-Module is very feasible to use.


2021 ◽  
Vol 11 (3) ◽  
pp. 269-278
Author(s):  
Eva Betty Simanjuntak ◽  
◽  
Astria Hospital Tampubolon ◽  

This study aims to produce sparkol videoscribe-based animated video learning media, to determine the feasibility of sparkol videoscribe-based animated video learning media and to determine the effectiveness of using Sparkol videoscribe-based animated video learning media on Theme 7 Sub-theme 2 Grade IV Students of SD Negeri 030355 Parratusan. This research and development was carried out using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) with the research subjects being fourth grade students of SD Negeri 030355 Parratusan. The results of this development research are appropriate and effective learning media to use. The final result by a material expert is 95% or in the “Very Eligible” category. Furthermore, the final result from the media expert is 100% included in the "Very feasible" category, then the results obtained from the fourth grade teacher are 97% and are included in the "very Eligible" category and at the time of product testing the average score obtained from students is 94 %. Then based on the results of the pretest and posttest obtained an increase in student learning outcomes with the achievement of KKM. Keywords: Development, Learning Media, Video Animation, Sparkol Videoscribe.


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.


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 9 (1) ◽  
pp. 70
Author(s):  
Alya Armani ◽  
M. Rahmad ◽  
Zulhelmi Zulhelmi

 The era of the industrial revolution 4.0 requires a teacher must be able to keep up with the era to create interesting learning and easy for students to understand. In addition, the Covid-19 pandemic requires virtual learning from home. We need a learning resources, one of which is e-modules in the learning process. This research purpose to develop student learning resources in the form of an e-module temperature and heat based on a scientific approach by the Kvisoft Flipbook in e-learning. This research uses the type of R&D (Research and Development) with the ADDIE model which only applies 4 steps, there are analysis, design, development, and evaluation steps. The data required is in the form of quantitative data, namely 1) questionnaire respondent data about the need for learning resources that are distributed to students, and 2) data on the e-module validation assessment score by the validator. Research instruments used were questionnaires and e-module validation sheets. Data were analyzed descriptively to determine the validity of the e-module. The results showed that the average score for the validation of the entire e-module was declared valid based on aspects of content, presentation, language, and graphics with a high category of 3.46. Thus the science e-module based on a scientific approach using the kvisoft flipbook on temperature and heat material has been successfully developed with valid criteria and is suitable for use as a learning resource in online science learning in Class VII junior high school.


2019 ◽  
Vol 2 (3) ◽  
pp. 287-297
Author(s):  
Jufrida Jufrida ◽  
Fibrika Rahmat Basuki ◽  
Anta Xena ◽  
Pretty Pasminingsih

Abstract: This study aims to develop science books based on Jambi local wisdom and improve student learning motivation. This research was a research and development using ADDIE model. The subjects were material experts, media experts and class VIII students of SMPN 1 Muaro Jambi, totaling 30 students. The instruments used in this study were observation sheets, questionnaire needs, material and media validation sheets and student motivation questionnaires. Qualitative data were analyzed descriptively and quantitative data were analyzed using descriptive statistics. This study produced a science book based on Jambi local wisdom about the pressure and vibration and waves. Local wisdom was used as a context to explore scientific concepts. The results of the material expert validation obtained an average score of 4.5 with the category "very good" and the media expert was 4.65 with the category "very good". The results of field trials show that science books based on Jambi local wisdom can increase students' learning motivation with an average score of 4.1 (good category).Abstrak: Penelitian ini bertujuan untuk mengembangkan buku IPA berbasis kearifan lokal Jambi serta meningkatkan motivasi belajar siswa. Penelitian ini merupakan penelitian pengembangan. Subjek penelitian adalah ahli materi, ahli media serta siswa kelas VIII di SMPN 1 Muaro Jambi yang berjumlah 30 siswa. Instrumen yang digunakan dalam penelitian ini lembar observasi, angket kebutuhan  lembar validasi ahli materi dan media serta angket motivasi siswa. Data kualitatif dianalisis secaradeskriptif dan data kuantitatif dianalisis menggunakan statistic deskriptif. Penelitian ini mengahsilkan buku IPA berbasis kearifan lokal Jambi meteri tekanan zat, serta getaran dan gelombang. Kearifan  lokal dijadikan sebagai konteks untuk menggali konsep sains. Hasil validasi ahli materi diperoleh skor rata-rata 4,5 dengan kategori “sangat baik” dan ahli media adalah 4,65 dengan kategori “sangat baik”. Hasil ujicoba lapangan menunjukkan bahwa buku IPA  berbasis kearifan local jambi dapat meningkatkan motivasi belajar siswa dengan skor rata-rata 4,1 (kategori baik).


2020 ◽  
Vol 3 (1) ◽  
pp. 17-28
Author(s):  
Resti Pangestu ◽  
Farida ◽  
Siska Andriani

This research and development uses the ADDIE model which includes 5 steps namely analysis, design, development, implementation, and evaluation. The results of this study are android-based M-learning teaching materials assisted by Construct 2 on the subject matter of relations and functions. This teaching material gets an assessment in the valid category with an average value of 3.40 in the material experts and includes a valid category with a value of 3.54 in the media expert. In small-scale trials followed by 3C and 5D classes with 10 students each getting an average score of 3.47 with very interesting criteria. In the large-scale field trial which was attended by 30 students of 3E grade the average score of attractiveness was 3.57 and grade 5C with an average of 3.38 with very interesting criteria. Effect size test results in class 3E with 0.56 results and in class 5C of 0.57 with moderate criteria. Based on these results it can be concluded that the Android-based M-learning teaching material is assisted by construct 2 on the material of the relation and the function is feasible and effective to be used as a learning aid.


2018 ◽  
Vol 16 (2) ◽  
pp. 186-203
Author(s):  
Hilda Handayani ◽  
Fredi Ganda Putra ◽  
Yetri Yetri

This study aims to develop the learning media through Macromedia Flash program software on building materials to test the feasibility of media developed through media experts, material experts, language experts and the response of learners to the learning media. This research type is research and development by using the procedure from the ADDIE method which stands for Analysis, Design, Development or Production, Implementation or Delivery, and Evaluations. The results obtained are Macromedia Flash-based learning media, as well as the results of the assessment of the media of learning based on the questionnaire. Media experts, material experts, and language linguists developed with two validation stages. The final validation of the Expert material reached an average score of 3.5 Experts 3.3 media and the linguist reached an average score of 4 it can be concluded that developed media valid and fit for use as a medium of learning. After that field experiment, based on the results of the questionnaire responses of learners on a small scale test scored 3.68 and on field trials scored 3.51, it can be concluded that the interest level of the media is on the category of very interesting. Based on all this, it can be concluded that the media is feasible and can be used as a medium of learning.


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