scholarly journals Ayo Sinau Basa Jawa: Bahan Digital Penunjang Pembelajaran Kosakata Bahasa Jawa Berbasis Multimedia

2020 ◽  
Vol 5 (3) ◽  
pp. 307
Author(s):  
Ella Rizky Endryanti ◽  
Roekhan Roekhan ◽  
Primardiana Hermilia Wijayati

<p><strong>Abstract:</strong> This research aims to develop digital interactive teaching materials entitled "Ayo Sinau Basa Jawa" (Let's Learn Javanese) for students in grade I in elementary school. The research and development method used is ADDIE. The measures taken in this development research are <em>analysis, design, development, implementation, dan Evaluation. </em>The digital teaching method named Ayo<em> Sinau Basa Jawa</em> is a multimedia based interactive teaching material which provides menu called <em>sinau</em> (learn) and <em>gladhen</em> (practice) inside. The "sinau" material is presented by integrating pictures, sounds, and videos while "gladhen" is given in a form of quizzes. Products developed were validated by three experts according to the aspects assessed, namely aspects of content, language and multimedia. The content validation results obtained a score of 96%, the results of language validation obtained a score of 93%, and the results of multimedia validation scored 93%. The result of this study is that the product is valid, so it is capable of being utilized and is attractive and effective to be used by elementary school students.<em></em></p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan mengembangkan bahan ajar interaktif berupa bahan digital <em>Ayo Sinau Basa Jawa</em> bagi siswa kelas I Sekolah Dasar. Metode penelitian dan pengembangan yang digunakan adalah model ADDIE (<em>Analysis, Design, Development, Implementation, Evaluation)</em>. Bahan digital <em>Ayo Sinau Basa Jawa</em> merupakan bahan ajar interaktif berbasis mulimedia yang menyediakan menu <em>sinau</em> (belajar) dan <em>gladhen</em> (latihan) didalamnya. Materi <em>sinau </em>disajikan dengan mengintegrasikan media gambar, audio dan video, sedangkan <em>gladhen</em> disajikan dalam bentuk kuis. Produk yang dikembangkan divalidasi oleh tiga ahli sesuai aspek yang dinilai, yakni aspek isi, bahasa, dan multimedia. Hasil validasi isi memperoleh skor 96%, hasil validasi bahasa memperoleh skor 93%, dan hasil validasi multimedia memperoleh skor 93%. Hasil penelitian ini menunjukkan bahwa produk telah valid sehingga layak dan efektif digunakan oleh siswa Sekolah Dasar.

2020 ◽  
Vol 9 (1) ◽  
pp. 30
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Maison Maison ◽  
Dwi Agus Kurniawan ◽  
Suci Okta Piyana

This study aims to develop instructional media in the form of teaching materials in the form of electronic modules by using the Pageflip Professional 3D software application for fifth-grade elementary school students. The method in this study uses the Research and Development (R & D) method that adapts the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Based on the results of the assessment in this study on the questionnaire obtained the frequency perception of 28 students with a percentage of 93.4% in the sufficient category. For the interest questionnaire to get frequency as many as 24 students with a percentage of 80.1% in the good category. While the motivation questionnaire obtained a frequency of 28 students with a percentage of 93.4% in the good category. The resulting data shows that the electronic ethnocontructivism module based on the Pageflip Professional 3D software developed can be used as a teaching material in the learning process.


2021 ◽  
Vol 5 (1) ◽  
pp. 22
Author(s):  
Dessy Setyowati ◽  
Adha Maulana

This study aims to produce a multiplatform application based on Budaya Indonesia (BUDI) which is suitable for use in learning in elementary schools. This research is a development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The use of a multiplatform application based on Budaya Indonesia (BUDI) as a medium for learning Indonesian culture is expected to introduce Indonesian culture and make students closer to Indonesian culture. The validation results related to media, materials, and education practitioners were 90%, 79.54%, and 92.5% respectively. The results of this multiplatform application trial for individuals and small groups were 91.6% and 97.8%, respectively. The overall percentage results show the high category, so it is suitable for use in learning in elementary schools. The research related to multiplatform applications in learning baesd on Indonesia culture is expected to be used as a reference in the implementation of similar research, especially in efforts to improve learning in elementary school.


Author(s):  
Rina Wijayanti ◽  
Siti Napfiah

This research aims to produce products such as module, which supporter statistics courses in IKIP Budi Utomo Malang institutions. It can be used to enhance the students' ability to solve problems. This research development method using ADDIE models which include analysis, design, development, implementation, evaluation. Methods of data collection in this study include legibility test. Results of this study we concluded the step wrote statistics module that determining competency standards, specify the title of the module, arrange the contents of the module, cover design, legibility test, revision and production. Based on the conclusion that thelegibility test for aspects of language, presentation, and graphic declared valid while the worthiness aspect of the module is very valid. So based on student legibility test module does not need to be revised. 


2019 ◽  
Vol 4 (1) ◽  
pp. 138-150
Author(s):  
Muhammad Sholeh

The purpose of this research is the development of local culture-based Pop-Up Book media based on process skills to train students' confidence that is valid, practical and effective. Focus on the PPKn class IV load, the sub-theme of my national culture diversity. This type of research uses the ADDIE development model (analysts, design, development, implementation, evaluation). The research subjects were fourth grade students of elementary school. The results of the local culture-based Pop-Up Book media validation of Grade IV elementary school students are (1) Local culture-based Pop-Up media have teaching material that has a movable part with two-dimensional elements. (2) Fulfilling valid criteria with the results of the material expert test reaching a 97% validity level with the category of "very good", for the test results media experts reached a 91% validity level with the category "very good" and worth trying out. After obtaining the validation results, a small group trial and interview were conducted to find out the practicality of the local culture-based Pop-Up media in grade IV elementary school students. Based on the experiments conducted, it can be concluded that the Pop-Up media that was developed has a high level of validity qualifications, so that this media is suitable for use in learning.


2021 ◽  
Vol 5 (3) ◽  
pp. 403
Author(s):  
I Made Mudiartana ◽  
I Gede Margunayasa ◽  
Dewa Gede Hendra Divayana

The Covid-19 pandemic has caused the learning process to shift from face-to-face to virtual. This research aimed to produce android-based local wisdom digital teaching materials for grade V of valid and practical elementary schools. This research was a research development (R&D) with ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subject of this research was android-based digital teaching materials with local wisdom. In contrast, the research object was the validity and practicality of android-based digital teaching materials with local wisdom. The data in this study were classified into two qualitative and quantitative data. Data collection techniques were using questionnaire techniques. The questionnaires are used to measure the validity and practicality of digital teaching materials. The validity was tested by two experts, namely material experts and media experts. The practicality of digital teaching materials was assessed by five teachers and ten grade V elementary school students in the Letda Kajeng Cluster. The data collected was then analyzed descriptively quantitatively. The results of this study indicate that (1) the validity of android-based digital teaching materials with local wisdom obtained an average of 3,64 or is in the interval of 3,50 ≤ Rv ≤ 4,00 with the criteria "very valid"; (2) the practicality of digital teaching materials with local wisdom based on the teacher's and student assessment obtained an average of 3,67 which is in the interval of 3,50 ≤ Rk ≤ 4,00 with the category "very practical". Based on the study results, it was concluded that this development research produced Android-based digital teaching materials with local wisdom on Panas dan Perpindahannya topics for grade V elementary school, which were very valid and very practical.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2020 ◽  
Vol 6 (2) ◽  
pp. 106
Author(s):  
Hairida Hairida ◽  
Vidya Setyaningrum

This study aimed to develop Student Worksheets (LKPD) based on the local wisdom of matter substances and their characteristics in order to improve the character of junior high school students. The development research design used was the ADDIE model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The instruments used in the study were validation sheets, observation sheets, response questionnaires, and self-assessment questionnaires about characters. The results of the study concluded that LKPD based on local wisdom was appropriate to be used in science learning, included in the practical category so as to make it easier for students to learn, and effectively develop students' character. 


MEDIKORA ◽  
2021 ◽  
Vol 20 (1) ◽  
pp. 23-35
Author(s):  
Muhammad Sigit Antoni ◽  
Guntur Guntur ◽  
Rifqi Festiawan ◽  
Arifin Ika Nugraha ◽  
Farid Imam Nurhadi

This study aims to develop a feasible Android-based Rockport Walking Fitness Test application. This development research uses the ADDIE development model which consists of four stages of development: analysis, design, development and implementation, and evaluation. The Rockport Walking Fitness Test application contains the application menu, in the form of: (a) homepage, (b) Rockport Test, which contains a description page about the Rockport Walking Fitness Test, (c) guide, contains a guide page for application use and implementation of the Rockport Walking Fitness Test , (d) start the test, the data input page and timer that guides the implementation of the Rockport Walking Fitness Test, which continues to display the results of the Rockport Walking Fitness Test conducted, and (e) about, is a page that contains information about the Rockport Walking Fitness Test application and developer profile. Feasibility of the Rockport Walking Fitness Test application is assessed based on the assessment of material experts, obtained a score of 53.50 from a total score of 56.00 (very feasible category). Appraisal of feasibility by media experts obtained a score of 63.00 from a total score of 68.00 (very feasible category). The assessment of users in small group trials obtained a score of 42.17 from a total score of 52.00 (decent category). In the large group/field trial, the user assessment obtained a score of 49.77 from a total score of 52.00 (very feasible category). ROCKPORT WALKING FITNESS TEST APPS: APLIKASI TES KEBUGARAN KARDIORESPIRASI METODE ROCKPORT BERBASIS ANDROID  AbstrakPenelitian ini bertujuan untuk mengembangkan aplikasi Rockport Walking Fitness Test berbasis Android yang layak. Penelitian pengembangan ini menggunakan model pengembangan ADDIE (Analysis, Design, Development and Implementation, Evaluation) yang terdiri dari empat tahap pengembangan yaitu analisis, perancangan, pengembangan dan implementasi, serta evaluasi. Gambaran umum aplikasi Rockport Walking Fitness Test memuat menu aplikasi, berupa: (a) beranda, (b) Rockport Test, yang berisi halaman deskripsi tentang Rockport Walking Fitness Test, (c) panduan, beirisi halaman panduan penggunaan aplikasi dan pelaksanaan Rockport Walking Fitness Test, (d) mulai tes, yaitu halaman input data dan penghitung waktu yang memandu pelaksanaan Rockport Walking Fitness Test, yang dilanjutkan menampilkan hasil Rockport Walking Fitness Test yang dilakukan, dan (e) tentang, merupakan halaman yang memuat informas mengenai aplikasi Rockport Walking Fitness Test serta profil pengembang. Kelayakan aplikasi Rockport Walking Fitness Test dinilai berdasarkan penilaian ahli materi, diperoleh skor sebesar 53,50 dari skor total sebesar 56,00 (sangat layak). Penilaian kelayakan oleh ahli media diperoleh skor sebesar 63,00 dari nilai skor total sebesar 68,00 (sangat layak). Penilaian para pengguna pada uji coba kelompok kecil diperoleh skor sebesar 42,17 dari nilai skor total 52,00 (layak). Pada uji coba kelompok besar/lapangan, penilaian pengguna diperoleh skor sebesar 49,77 dari nilai skor total 52,00 (sangat layak).


Author(s):  
Susilawati Susilawati ◽  
Raden Oktova ◽  
Della Putri Nindi Lestari

<p class="AbstractEnglish"><strong>Abstract:</strong>. Developments in educational technologies are influenced by developments  of technologies in general, including the use of android-based smartphones as a learning medium. At high schools android-based learning provides an attractive alternative to conventional independent learning using work sheets. This paper reports the development of a practical, interactive and attractive android-based modern physics learning medium on atomic models using Adobe  Flash CS6 with three-dimensional animations for twelfth year high school students.  The development was based on the ADDIE model (Analysis-Design-Development-Implementation-Evaluation). The feasibility of the medium was validated using questionnaires by medium (IT) experts, subject experts, and twelfth year high school students as users. The feasibility level of the medium given by the medium experts, the subject experts, and the students are, respectively, 95.0 %, 93.0 %, dan 85.0 %. It is concluded that the medium developed is feasible for independent learning.</p><p class="KeywordsEngish"> </p><p class="AbstrakIndonesia"><strong>Abstrak:</strong> Perkembangan teknologi pendidikan tidak terlepas dari perkembangan teknologi pada umumnya, termasuk penggunaan telepon pintar berbasis android sebagai media pembelajaran. Di SMA, pembelajaran berbasis android dapat menjadi salah satu alternatif yang menarik dibandingkan pembelajaran mandiri konvensional dengan mengerjakan lembar kerja siswa (LKS). Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran Fisika Modern berbasis android menggunakan Adobe  Flash CS6 dengan animasi tiga dimensi pada materi Model Atom untuk siswa Kelas XII SMA yang praktis, interaktif dan menarik untuk belajar secara mandiri. Model pengembangan yang digunakan adalah ADDIE (Analysis-Design-Development-Implementation-Evaluation). Untuk mengetahui kelayakan media dilakukan validasi dengan angket oleh ahli media (TI), ahli materi, dan pengguna siswa Kelas XII SMA. Tingkat kelayakan media yang diberikan oleh ahli media, ahli materi  dan pengguna berturut-turut adalah sebesar  95,0 %, 93,0%, dan 85,0 %. Dapat disimpulkan bahwa media yang dikembangkan layak digunakan untuk belajar secara mandiri.</p>


2020 ◽  
Vol 65 (1) ◽  
pp. 320-325
Author(s):  
S. Seytenova ◽  
◽  
А. Abil ◽  

This article focuses on identifying effective interactive teaching methods and using interactive teaching methods in such a way as to motivate students to read in the context of updated educational content. There are three levels of active learning. The article outlined the basic rules for using active and interactive methods to stimulate students' exercise.It also contains criteria to guide the teacher in choosing methods and several types of active and interactive learning tools to encourage students to practice in the context of updated educational content. It presents the expected results of the proposed approaches, the steps that need to be taken, a system of ways in which elementary school students can increase their motor, social, cognitive and communicative activity.The article states that they play a special role in teaching elementary school students, and this game should be conducted as a teaching method.


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