scholarly journals PENGEMBANGAN BUKU AJAR MIKROBIOLOGI BERBASIS HASIL PENELITIAN EKSPLORASI DAN KARAKTERISASI BAKTERI PADA MAKANAN DAN MINUMAN

2018 ◽  
Vol 10 (1) ◽  
pp. 11
Author(s):  
Ismi Nurul Qomariyah ◽  
Trio Ageng Prayitno

Students need microbiology textbooks that contain the latest research results so that microbiological material is dynamic. The research problem is how is the form of developing microbiology textbooks based on research results that meet the criteria of eligibility or validity. The study aims to determine the form of development of microbiology textbooks based on research results that meet the criteria of eligibility or validity. This research is a development research using the Thiagarajan 4-D development model, which includes define, design and develop stages. The microbiology textbooks developed were tested for validity and attractiveness to microbiology material experts, instructional media experts, practitioners and a small group of students who had taken microbiology courses. The results showed that the research-based microbiology textbooks were declared feasible or valid by a team of experts, practitioners, and students. Research-based microbiology textbooks are unique in that they contain research work procedures in the laboratory so as to facilitate students to understand microbiology material and establish life skills.

2020 ◽  
Vol 4 (3) ◽  
pp. 493
Author(s):  
Budi Kurniawan ◽  
Nuriyah Nuriyah

This research including development research (Research and Development) aims to Communication, Collaborative, Critical Thinking, and Creativity (4C)-based Ice Breaking Learning Media Developed on Integrative Thematic Learning. The subjects in this study were students and fifth grade teachers of MIS Nurul Huda, Kupang. The development model used in this study is the Four D development model which consists of 4 stages: (1) define, (2) design, (3) develop, and (4) disseminate. This 4C-based Ice Breaking learning media developed media has carried out a trial process consisting of one-on-one trials of 10 people, small group trials of 12 people and class trials of 34 students. The 4C-based Ice Breaking learning media developed have been validated by the Validator and has undergone revisions so that it gets very feasible and practical results to be used in learning because based on the research results of the Guidelines for Making 4C Ice Breaking Media and 4C Ice Breaking LKPD, and all the media in the latest book, including: puzzles, flipcharts, leaflets, sketches, and learning videos meet very valid criteria so they are very feasible and very practical to be used in the learning process. 


2020 ◽  
Vol 7 (2) ◽  
pp. 13
Author(s):  
Fadila Meina Luppy ◽  
Rahmad Bustanul Anwar ◽  
Nego Linuhung ◽  
Rina Agustina ◽  
Dwi Rahmawati

Tujuan penelitian pengembangan ini adalah menghasilkan produk berupa media pembelajarn berbasis animasi menggunakan construct 2 yang “layak” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo dan menghasilkan produk yang “praktis” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo. Model pengembangan yang digunakan sebagai dasar penelitian ini adalah model 4D yang terdiri dari 4 tahap yaitu Define, Design, Development, Disseminate. Instrument pengumpulan data pada pengembangan ini berupa angket validasi ahli dan angket kepraktisan produk. Hasil pengembangan produk berupa media pembelajaran animasi diperoleh analisis materi 89% yang masuk dalam kategori “sangat layak” dan analisis ahli media 90% yang masuk dalam kategori “sangat layak” untuk digunakan pada saat uji coba. Selanjutnya uji coba kelompok kecil dilakukan oleh 10 peserta didik diperoleh 90% yang masuk dalam kategori “sangat praktis” digunakan pada proses pembelajaran. Berdasarkan kriteria yang telah ditetapkan media pembelajaran berbasis animasi pada materi logika yang dikembangkan memenuhi kriteria layak dan praktis. Kata kunci: Pengembangan, media pembelajaran, berbasis animasi, Construct 2, logika. Abstract The purpose of this development research is to produce a product in the form of an animation-based learning media using construct 2 that is “feasible” to bw used as learning medium for students in SMA Negesi 1 Purbolinggo and to produce pruducts that are “practical” used as a learning medium for students at SMA Negeri 1 Purbolinggo. The development model used as the basid of this research is the 4D model which consists of 4 stages, namely Define, Design, Development, Disseminate. Data collection instruments in this development were expert validation questionnaire and product practicality questionnaire. The results of product development in the form of instructional media animation obtained 89% of material analysis included in the “very feasible” category and 90% of media expert analysis included in the “very feasible” category for use at the time of the trial. Furthermore, small group trials conducted by ten students obtained 90% which fall into the “very practical” ctegory used in the learning process. Based learning media on logic material that is developed it meets the feasible and practical criteria.


2018 ◽  
Vol 3 (2) ◽  
pp. 187 ◽  
Author(s):  
Novita Aryuntini ◽  
Indri Astuti ◽  
Yohanes Gatot Sutapa Yuliana

This study generally aims to develop VideoScribe-based learning media to improve the ability in writing descriptive text in English subjects. The development model used in this study is a combination of Borg and Gall development research steps, and the design of 4D-Thiagarajan  learning model includes initial research and information gathering, planning stages, design stages, development stages, revision, and final product stages. The techniques of data collection in this study were carried out through indirect communications and test. Data collection tools used was questionnaires, observation’s sheet, and performance tests. The results showed that the design of instructional media development in this study consisted of (1) The design of the development of learning media was conducted using the modified models Borg and Gall and 4D Thiagarajan. (2) The application of VideoScribe-based learning media through activity as follows a) preparation, b) introduction, d) Evaluation, e) closing. (3) After applying VideoScribe-based learning media to improve students’ ability on writing Descriptive Text in English subjects and conducted pretest and posttest, it can be concluded that there is an increase in students' ability in writing Descriptive Text before and after the use of learning media.


2019 ◽  
Vol 7 (3) ◽  
pp. 99
Author(s):  
I G Adi Aryana ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Penelitian ini bertujuan untuk: 1) Mengetahui pengembangan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar. 2) Mengetahui kelayakan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar kelas X TBSM di SMK Negeri 3 Singaraja. Penelitian ini menggunakan jenis penelitian (R&D) Research and Development, dengan model pengembangan 4D (Four D models), yang terdiri dari 4 tahap yaitu tahap pendefinisian (define) tahap perancangan (design) tahap pengembangan (development) dan penyebaran (deseminate). Pada penelitian ini baru dilakukan 3 tahap, Hasil validitas dari 1) Ahli materi yaitu sangat layak dengan persentase 85.33%, 2) Ahli media memberikan hasil dengan persentase sebesar 90% sehingga kriteria dari segi media sangat layak, 3) Uji coba kelompok kecil memperoleh persentase sebesar 86.5%, sehingga dapat dinyatakan dalam kriteria sangat layak, 4) Uji coba kelompok besar mendapatkan kriteria sangat layak dengan persentase sebesar 89.2%. Berdasarkan hasil pembahasan dari penelitian dan pengembangan ini dapat dinyatakan sangat layak dari segi materi, dan media serta tanggapan dari siswa, sehingga media ini dapat dinyatakan sangat layak digunakan untuk pembelajaran. Kata Kunci: Media Pembelajaran, Video Animasi, Solidworks 2014, Adobe Flash CS3, Motor Bakar.This study aims to: 1) determine the development of instructional media Based on Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine. 2) determine the feasibility of learning media based On Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine for Class X TBSM in SMK Negeri 3 Singaraja. This study uses a type of research (R&D) Research and Development, with a 4-D development model (Four D model), which consists of 4 stages, namely the stage of defining, the design phase of development and the development of deseminate). In this research, only 3 stages have been carried out. The results of the validity of 1) Theory experts are very decent with a percentage of 85.33%, 2) Media experts give results with a percentage of 90% so that the criteria in terms of the media are very feasible, 3) Small group trials get a percentage of 86.5%, so that it can be stated in very feasible criteria, 4) Large group trials get a very feasible criterion with a percentage of 89.2%. Based on the results of the discussion of this research and development can be declared very feasible in terms of material, and the media and responses from students, so that this media can be declared very feasible to use for learning. Keywords: Learning Media, Animation Video, Solidworks 2014, Adobe Flash CS3, Combustion Engine.


2020 ◽  
Vol 8 (2) ◽  
pp. 180
Author(s):  
Mashuri Saputra ◽  
Utami Sri Hastuti ◽  
Abdul Gofur

The purpose of this study was to develop a handout based on the results of research on the antibacterial power of mahogany leaf and bark extract (Swietenia mahagoni). This research is a development research which refers to the ADDIE development model which consists of five stages, namely analyzing, designing, developing, implementing, and evaluating. The research object was students of the Biology Education Study Program, FSTT, Mandalika University of Education who had taken the Microbiology course. Handouts were validated by material expert validators, media experts, and a readability test to assess the practicality of handouts was carried out by students of the Biology Education Study Program, FSTT, Mandalika University of Education. The data were collected through a questionnaire and analyzed qualitatively and quantitatively. The percentage of results from the validation of experts in microbiology material was 97.61%, the validation of the instructional media experts was 97.72%, and the readability test by students was 91.79%. The results showed that handouts based on the results of research on the antibacterial power of mahogany leaf and bark extracts were very valid and suitable for use as teaching materials.


2018 ◽  
Vol 1 (1) ◽  
pp. 42-58
Author(s):  
Wisnu Aziz Bahtiar ◽  
Jan Hendrik Nunaki ◽  
I. Iwan Iwan

The development research aims to develop interactive multimedia-based learning media on valid, practical and effective animal tisue material. This development research refers to the ADDIE development model. Based on the data analysis obtained value of validity and media based on material expert got the value of o,92 with valid category while in terms of media diperolch value of validty for interactive learning media 0,94 with valid category, practice media obtained from the observation aheet of instructional media implementation with a value of 91,67 with good category meanwhile for the effectiveness aspect derived from 4 assessmet of student active with a value of 98,30 where the learning media is said to be effective in learning if the activities of learners in the lesson 75% the ability of teachers to manage learning with the acquisition value of 3,28 are included in the category of moderate, test results learners with completeness of individual acquisition of 21 people with mastery mask 95,5% and quistonnaire response of learners with the acquisition of 75,76 learners respond positively to interactive media learning


2020 ◽  
Vol 2 (2) ◽  
pp. 85-96
Author(s):  
Ridha Yoni Astika ◽  
Bambang Sri Anggoro ◽  
Siska Andriani

This research is a development research aimed at developing powtoon-assisted learning media, knowing student responses, and effectiveness. The procedure in this development uses a 4-D development model, namely: Define, Design, Develop, and Disseminate. The product developed was in the form of a learning media video on a two-variable linear equation system material for VIII grade students. The instruments used in this study are learning media assessment sheets by experts to measure the validity of learning media, student response questionnaires to measure the attractiveness of learning media, as well as learning outcomes tests to measure the effectiveness of the use of instructional media.


Author(s):  
Nur Hasyim ◽  
Ade Sukma Mulya ◽  
Sri Wahyono

The research problem is slow learners at Program Pendidikan Berkebutuhan Khusus Politeknik Negeri Jakarta have difficulty in understanding the Indonesian teaching materials, especially in combining the two ideas. These difficulties have an impact on the ability of their writing and speaking skills are low. They cannot make the final project using the correct Indonesian. On the other hand, they are students of diploma 3 that according to KKNI standard that graduation of diploma 3 must have the qualification level 5. Students are slow learner students who have intellectual 65--90, according to Weschler scale. This problem must be found solutions by conducting development of Indonesian learning model based rationality. That rationality model is based on SCREAM by Mangunsong (2009) that the structure, clarity, repetition, anthusiasm, and maximized engagement can make a slow learner students better understand the material, while the research conducted by development research. Research results are Indonesia learning based rationality can be done by (i) based on the structure, (ii) attention law of exercise), (iii) attantion of law of proximity), (iv) attantion law of pleasure), (v) giving repetition, (vi) giving stressing), and proving fun learning.


Author(s):  
Abdiel Ginting ◽  
Harun Sitompul ◽  
Keysar Panjaitan

Abstrak: Penelitian ini bertujuan untuk Untuk menghasilkan media video pembelajaran perakitan personal komputer yang berkualitas dan layak dijadikan acuan bagi siswa, mudah dipelajari, dipahami dan dapat digunakan secara individual, Untuk mengetahui keefektifan penggunaan media video pembelajaran pada mata pelajaran Produktif Teknik Komputer dan Jaringan pada materi perakitan komputer. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Hasil penelitian menunjukkan: uji ahli materi berada pada kualifikasi sangat baik (92,27%), uji ahli desain pembelajaran berada pada kualifikasi sangat baik (93,53%), uji ahli media pembelajaran berada pada kualifikasi sangat baik (92,67 %), uji coba perorangan berada pada kualifikasi sangat baik (89,58%), uji coba kelompok kecil berada pada kualifikasi sangat baik (91,11%), dan uji coba pada lapangan terbatas berada pada kualifikasi sangat baik (97,28%). Produk akhir dari pengembangan video ini dilanjutkan dengan uji keefektifan produk. Penelitian dilakukan pada peserta didik kelas X. Metode yang digunakan dalam penelitian ini adalah metode kuasi eksperimen. Sampel penelitian sebanyak 70 peserta didik yang terdiri dari 35 peserta didik sebagai kelas eksperimen yang diajar menggunakan video, dan 35 peserta didik lainnya sebagai kelas kontrol yang diajarakan tanpa menggunakan media video. Hasil pengujian hipotesis menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar peserta didik yang dibelajarkan menggunakan video dengan hasil belajar peserta didik yang dibelajarkan tanpa menggunakan video. Hal ini ditunjukkan berdasarkan hasil pengolahan data diperoleh thitung = 8,77 > ttabel = 1,99, dengan dk = (n1 + n2 – 2) pada taraf signifikansi a 0,05. Dari hasil tersebut dapat disimpulkan bahwa hasil belajar peserta didik yang dibelajarkan dengan menggunakan video sebesar 83,66% lebih tinggi dari pada peserta didik yang dibelajarkan tanpa menggunakan video sebesar 69,46%..Kata Kunci: pengembangan media video pembelajaran, media pembelajaran, teknik komputer dan jaringan, hasil belajar merakit komputer Abstract :This study aims to produce video learning media of personal computer assembly that is qualified and deserves to be used as a reference for students, easy to learn, understood and can be used individually, To know effectiveness of using video learning media on subjects Productive Computer Engineering And Network on computer assembly materials. This type of research is a development research using the Borg and Gall product development model combined with the instructional design model from Dick and Carey. The result of the research shows that: the material expert test is in very good qualification (92.27%), the test of the learning design is in very good qualification (93,53%), (92.67%), individual trials are in excellent qualifications (89.58%), small group trials are in excellent qualifications (91.11%), and Trials on limited field are in excellent qualification (97.28%). The end product of this video development is followed by product effectiveness test. The research was conducted on class X students. The method used in this research is quasi-experimental method. The sample of the study were 70 students consisting of 35 students as experimental class taught using video, and 35 other students as control class which was taught without using video media. The result of hypothesis testing shows that there is a significant difference between the learners' learning result which is learned by using the video with the learning result of the learners which is learned without using video. This is shown based on the result of data processing obtained tcont = 8,77 a  ttable = 1,99, with dk = (n1 + n2 - 2) at significance level a 0,05. From these results can be concluded that the learning outcomes of learners who were taught by using the video of 83.66% higher than the learners who were taught without using video of 69.46%.Keywords : development of learning video media, instructional media, computer and networking techniques, learning result of assembling computer


2021 ◽  
Vol 5 (1) ◽  
pp. 95-103
Author(s):  
Nita Putri Utami ◽  
Muhammad Kosim

Tadris Mathematics is one of the study programs at UIN IB Padang with the vision "To produce character, professional and competitive mathematics education graduates in 2037". In order for this vision to be realized, of course there must be interesting interactions between lecturers and students in lectures. Meanwhile, the reality that occurs in lectures, there are still many students who are passive and result in many student scores that have not passed after taking the exam. One of the ways that a lecturer can do to overcome this problem is by developing Mathematical Statistics teaching materials based on problem solving and Islamic nuances. The formulation of the problem in this research is how the process and results of the development of Mathematics Statistics Subject Teaching Materials Based on Problem Solving and Practical Islamic Nuances in small group evaluations. This research is a development research with the Plomp development model using Tesmer's formative evaluation. Data collection techniques using practicality questionnaires from the teaching materials developed. From the results of the study, it was obtained a value of 79% with practical criteria that had been developed through a small group trial process.


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