Pengembangan Media Pembelajaran Aplikasi Tentang Variasi Permainan Pencak Silat Berbasis Aplikasi Articulate Storyline

2021 ◽  
Vol 3 (12) ◽  
pp. 929-941
Author(s):  
Salsa Rizky Aulia ◽  
Ari Wibowo Kurniawan

Abstract: The purpose of this study is to develop a learning media product application of variations in the game of pencak silat for the fourth grade primary school KKG PJOK in Kedungkandang District, Malang City. This research uses the Research and Development method. The results of the learning expert evaluation were 73 percent, the media expert evaluation results were 96 percent, the game expert analysis results were 96 percent, the PJOK expert analysis results were 75 percent, the results of the analysis of the martial arts expert obtained 89 percent, the results of small group trials were obtained 84 percent and the results of large group trials were obtained 86 percent. Based on these results, it is concluded that products produced are stated to have accuracy, attractiveness, suitability, ease, clarity, and effectiveness for use. Abstrak: Tujuan dari penelitian ini adalah yaitu mengembangkan sebuah produk media pembelajaran aplikasi tentang variasi permainan pencak silat untuk KKG PJOK Sekolah Dasar kelas IV di Kecamatan Kedungkandang Kota Malang. Penelitian ini menggunakan metode Research and Development atau penelitian pengembangan. Hasil dari evaluasi pembelajaran diperoleh 73 persen, hasil dari evaluasi ahli media diperoleh 96 persen, hasil analisis ahli permainan diperoleh 96 persen, hasil analisis ahli PJOK diperoleh 75 persen, hasil analisis ahli pencak silat diperoleh 89 persen, hasil dari uji coba kelompok kecil diperoleh 84 persen dan hasil uji coba kelompok besar diperoleh 86 persen. Berdasarkan hasil tersebut disimpulkan bahwa produk yang dihasilkan dinyatakan memiliki ketepatan, kemenarikan, kesesuaian, kemudahan, kejelasan, dan keefektifan untuk digunakan.

2021 ◽  
Vol 3 (6) ◽  
pp. 404-418
Author(s):  
Aisyah Kartika Dewi ◽  
Ari Wibowo Kurniawan

Abstract: Current learning conditions, prevalence of the corona outbreak has resulted in education in Indonesia being affected by this virus outbreak, so that formal education that has been carried out so far is replaced by education through an online system, the distance education in question is education carried out by means of online. With the current online learning model, the tools needed by educators so that learning continues well and can be accepted by students, one of which is learning media in the form of applications. The purpose of this research is to develop learning karate martial arts in the form of an articulate storyline application and can help facilitate teachers in the learning process of karate martial arts in Sukun District, Malang City. The development method used leads to development research according to Lee and Owens. The results of evaluation learning experts were obtained 74 percent, the results of evaluation the media experts were obtained 97 percent, the results of expert analysis the games were obtained 96 percent, the results of analysis the PJOK experts were obtained 75 percent, the results of analysis the karate experts were obtained 75 percent, the results of small group trial were obtained 86 percent and the results large group trials obtained 88 percent. Based on these results, it is concluded that the products produced are stated to have accuracy, attractiveness, suitability, ease, clarity, and effectiveness for use. Abstrak: Kondisi pembelajaran saat ini, maraknya wabah corona mengakibatkan pendidikan di Indonesia terdampak akibat wabah virus ini, sehingga pendidikan formal yang dilakukan selama ini diganti dengan pendidikan melalui sistem dalam jaringan, pendidikan jarak jauh yang dimaksud adalah pendidikan yang dilakukan dengan cara online atau daring. Dengan model pembelajaran daring saat ini, alat bantu yang diperlukan pendidik agar pembelajaran tetap berlangsung dengan baik dan dapat diterima oleh siswa salah satunya media pembelajaran yang berupa aplikasi. Tujuan dari penelitian ini adalah untuk mengembangkan pembelajaran bela diri karate dalam bentuk aplikasi articulate storyline dan dapat membantu memudahkan guru dalam proses pembelajaran materi bela diri karate di Kecamatan Sukun Kota Malang. Metode pengembangan yang digunakan mengarah pada penelitian pengembangan menurut Lee dan Owens. Hasil evaluasi ahli pembelajaran diperoleh 74 persen, hasil evaluasi ahli media diperoleh 97 persen, hasil analisis ahli permainan diperoleh 96 persen, hasil analisis ahli PJOK diperoleh 75 persen, hasil analisis ahli karate diperoleh 75 persen, hasil uji coba kelompok kecil diperoleh 86 persen dan hasil uji coba kelompok besar diperoleh 88 persen. Berdasarkan dari hasil tersebut disimpulkan bahwa produk yang dihasilkan dinyatakan memiliki ketepatan, kemenarikan, kesesuaian, kemudahan, kejelasan, dan keefektifan untuk digunakan.


2020 ◽  
Vol 8 (2) ◽  
pp. 86
Author(s):  
Zulbahri Zulbahri ◽  
Yuni Astuti ◽  
Erianti . ◽  
Pitnawati . ◽  
Damrah .

This research is motivated by the limited development of learning media for the subjects of Physical Education, Sports and Health on floor exercise (artistic) material, especially for schools in the regions. This study aims to produce a learning media product for students and students in learning gymnastics. The subjects or samples of this research were FIK UNP students who attended basic and advanced / learning gymnastics courses with a total of 12 people for small group subject trials and 15 people for field trials. The data used in this research are qualitative and quantitative data. Qualitative data in this study is data obtained through validation from material experts, media experts, while quantitative data in this study were obtained through assessment questionnaires which were analyzed with descriptive statistics.This research was conducted using "Research and Development" (Research and Development), namely the research method used to produce certain products. The model used as a reference is the Borg & Gall development research model with 10 developments, in this study the researcher adopted the following stages: 1) Preliminary Study (research and data collection). 2) Prepare a plan and analyze the media to be made. 3) Initial product development by producing learning media with validation by media experts and material experts. 4) Conduct small group trials. 5) Product Revisions. 6) Conduct field trials. 7) Revise the final product. For this early stage research, it has only arrived at the fourth stage (4), namely the initial stage validation by media experts and material experts. Research results in the form of learning media products for practical material with a score of 3.67 with good criteria and for media with a score of 3.3 with a fairly good category.


Author(s):  
Nurhasanah Nurhasanah ◽  
Arif Budi Wurianto ◽  
Bustanol Arifin

Abstract: This research aim to produce a form of media “KIJANK( comics Indonesia, Java, and Java Script)” that interesting to help student to read java script. This study uses the research of R & D (Research and Development) and the type of research is the development of research. As a source of data, selected 5th grade students of SDN Kedungrejo 1 2014/2015 school year, amounting to 10 students. And 5th grade students of MI Cemorokandang 2014/2015 school year, amounting to 40 students. This study was conducted in August 2014 in two phases, namely the study of small group and large group study. The results showed that the use of media KIJANK can assist students in learning to read Java script. This is evidenced by the results of validation of some experts such as, media expert validation by 84.6%, materials expert validation by 94%, and validation of expert fields of study by 98%. While a small group of trial results showed that 89% of learning to use the media KIJANK in learning the Java language has received a positive response from students and very valid, also feasible to use for learning. And the test results indicate that a large group 94.5% of learning to use the media KIJANK (Comic Indonesia Java and Java script) in learning the Java language is very feasible and valid to use as a learning medium. The results of this study, learning media KIJANK recommended to be used as a reference for the preparation of teaching and tutoring programs as well as develop other learning media that can support the learning process. Reading sklils of java letter, such as wingnyan (h), layar (/), cecek (=), and pangku (\) now is on the decline, so the need for efforts to increase through the use of instructional media. The result of needs analysis through questionnaires and observation showed that 60% of the 40 students are not able to read java letter, so they have difficulty when doing the exam. Abstrak: Kemampuan membaca huruf Jawa, seperti wignyan (h), layar ( /), cecek(=) , dan pangku (\) saat ini sudah mulai mengalami penurunan, sehingga perlu adanya upaya peningkatan melalui pemanfaatan media pembelajaran. Hasil analisis kebutuhan melalui penyebaran angket dan observasi menunjukkan bahwa 60% dari 40 siswa tidak mampu membaca huruf Jawa, sehingga mengalami kesulitan ketika mengerjakan soal ujian. Penelitian ini bertujuan untuk menghasilkan bentuk media “KIJANK (komik Indonesia, Jawa dan aksara Jawa)” yang menarik untuk membantu siswa membaca aksara Jawa. Penelitian ini menggunakan penelitian R&D (Research and Development) dan jenis penelitian yang dilakukan adalah penelitian pengembangan. Sebagai sumber data, dipilih siswa kelas 5 SDN Kedungrejo 1 tahun ajaran 2014/2015 yang berjumlah 10 siswa. Dan siswa kelas 5 MI Cemorokandang tahun ajaran 2014/2015 yang berjumlah 40 siswa. Penelitian ini dilakukan pada bulan Agustus 2014 dalam dua tahap, yaitu penelitian kelompok kecil dan penelitian kelompok besar. Hasil penelitian menunjukkan bahwa penggunaan media KIJANK dapat membantu siswa dalam belajar membaca aksara Jawa. Hal ini dibuktikan oleh hasil validasi beberapa ahli antara lain, validasi ahli media  sebesar 84.6%, validasi ahli materi sebesar  94%, dan validasi ahli bidang studi sebesar 98%. Sementara hasil uji coba kelompok kecil menunjukkan bahwa 89% pembelajaran menggunakan media KIJANK dalam pembelajaran bahasa Jawa ternyata mendapat respon positif dari siswa dan sangat valid serta layak digunakan untuk pembelajaran. Dan hasil uji coba kelompok besar menunjukkan bahwa 94.5% pembelajaran menggunakan media KIJANK (Komik Indonesia Jawa dan Aksara Jawa) dalam pembelajaran bahasa Jawa sangat layak dan valid digunakan sebagai media pembelajaran. Hasil penelitian ini, media pembelajaran KIJANK disarankan untuk dipergunakan sebagai acuan penyusunan program pengajaran dan bimbingan belajar serta mengembangkan media pembelajaran lain yang dapat mendukung proses pembelajaran. Kata Kunci : maningkatkan, membaca, huruf Jawa, KIJANK


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


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.


2017 ◽  
Vol 1 (2) ◽  
pp. 161
Author(s):  
Yohana Intan Pratiwi ◽  
Haris Nusarastriya

This research method used was Research and Development (RnD) by adapting the research and development steps by Borg and Gall. This research aims to help fourth grade students to enrich their Indonesian vocabulary, and also to know the validity, effectiveness, and practicality of the developed product. The developed product was ‘snake and ladder’ learning media with 31 grade four students of SD Negeri 02 Bringin as the subjects of this research. The data collection technique in this research used test (evaluation questions) and non-test (observation, questionnaire, and documentation). The validity of the product was analyzed from the calculation of media and material expert test, whereas the effectiveness was analyzed using Paired-Sample T Test with SPSS program. The practicality of the media was analyzed from the result of the observation and questionnaire from teachers and students. From this research, it can be concluded that ‘snake and ladder’ learning media to enrich the students’ Indonesian vocabulary in thematic instruction was proven as valid, effective, and practical. The validity was proven with the average score 4,90 (very good) by the media expert and 4,00 (good) by the material expert. The effectiveness of the product was proven by significance score which showed that the result of two evaluation tests, which were X1 (implementation of snake and ladder which has not been developed) and X2 (implementation of developed product), was significant with the amount 0,000, and also 61% students got above average grade which was 86,93. The practicality proof came from the teacher observation with the average score 5,00 (very good) and the questionnaire of students and teacher toward the developed product with the average score 4,94 (very good) and 5,00 (very good)


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. 


2016 ◽  
Vol 4 (1) ◽  
pp. 79 ◽  
Author(s):  
Intan Kurniasari Suwandi ◽  
Muhsinatun Siasah Masruri

<p class="E-JOURNALTitle">Penelitian ini bertujuan untuk: (1) menghasilkan <em>picture book</em> sejarah nasional dengan pendekatan tematik terpadu dan (2) mengetahui keefektifan <em>picture book </em>sejarah nasional dengan pendekatan tematik terpadu dalam meningkatkan pemahaman peserta didik kelas IV Sekolah Dasar. Jenis penelitian ini adalah <em>Research and Development.</em> Pengembangan produk menggunakan model pengembangan Dick &amp; Carey. Subjek coba dalam penelitian ini adalah peserta didik kelas IV SD Negeri Percobaan 3 Pakem. Teknik pengumpulan data dengan cara wawancara, angket, observasi, tes, dan catatan lapangan. Instrumen penelitian terdiri dari pedoman wawancara, angket, lembar observasi, soal tes hasil belajar; serta catatan lapangan. Teknik analisis data dengan statistik deskriptif. Hasil penelitian menunjukkan bahwa produk yang dikembangkan layak dan efektif digunakan. Kelayakan dilihat dari: (1) Hasil penilaian ahli materi pembelajaran= 80,00 (baik) dan ahli media pembelajaran= 89,14 (sangat baik). (2) Angket tanggapan peserta didik <em>one-to-one evaluation</em>= 91,80 (sangat baik), <em>small-group evaluation</em>= 90,31 (sangat baik), dan <em>field trial evaluation</em>= 86,37 (sangat baik). Keefektifan media yang dikembangkan dilihat dari: (1) Hasil observasi di kelas <em>small-group evaluation</em>= 100,00 (sangat baik) dan <em>field trial evaluation</em>= 85,71 (sangat baik) dan (2) Ketuntasan disimpulkan berdasarkan skor rata-rata <em>posttest </em>pada tahap <em>one-to-one evaluation= </em>86,67 (sangat baik),<em> small-group evaluation</em>= 92,13 (sangat baik), dan <em>field trial evaluation</em>= 89,53 (sangat baik). Dengan demikian, <em>picture book </em>sejarah nasional yang dikembangkan dapat meningkatkan pemahaman peserta didik.</p><p class="E-JOURNALAbstrakKeywords"><strong>Kata kunci</strong>: picture book sejarah nasional, pendekatan tematik terpadu</p><p> </p><p class="E-JOURNALTitleEnglish"><strong>DEVELOPING A NATIONAL HISTORY PICTURE BOOK WITH INTEGRATED THEMATIC APPROACH FOR GRADE 4 PRIMARY SCHOOL</strong></p><p class="E-JOURNALAbstrakTitle"><strong>Abstract</strong></p><p class="E-JOURNALAbstractBodyEnglish">This research aims to: (1) produce a national histories picture book and (2) determine the effectiveness of the developed book for increase students’ comprehension of grade 4 Primary School. This research is research and development. Product development use to Dick &amp; Carey’s model. Data collection techniques using interview, questionnaire, observation, achievement tests, and field note. Instruments using interview guide, questionnaires, observation sheet, paper based test item, and field note and analysed using descriptive statistics. The results showed that the product is feasible and effective to used in SD Negeri Percobaan 3 Pakem. Feasibility to used seem from: (1) subject-matter expert evaluation= 80.00 (“good”) and instructional media expert= 89.14 (“excellent”). (2) Questionnaire of student’s respons in one-to-one evaluation= 91.80 (“excellent”), small-group evaluation= 90.31 (“excellent”), and field trial evaluation= 86.37 (“excellent”). Effectiveness seem from: (1) Observation of product-used in small-group evaluation’s class= 100.00 (“excellent”) and field trial evaluation’s class= 85.71 (“excellent”). (2) Mastery learning inferred from the average score of posttest in one-to-one evaluation= 86.67 (“excellent”), small-group evaluation= 92.13 (“excellent”), and field trial evaluation= 89.53 (“excellent”). Thus, national histories picture book which developed can increase student’s comprehension.</p><strong>Keywords: </strong>national histories picture book, integrated thematic approach


Author(s):  
Abdul Muhith ◽  
Ulfa Wulan Agustina ◽  
Yuyun Bahtiar ◽  
Nurul Afidah

Researchers aim to develop Interactive Magic Card as a medium that is suited to learning needs. There are 2 objectives in this study; 1) developing Interactive Magic Card as a learning medium; 2) find out the feasibility of the media. This research uses the Research and Development method which was adapted from Borg and Gall. This English learning media is an HTML5-based Flash Card application that was developed to help students in mastering vocabulary and improve their Speaking and Writing skills.The results of this study indicate that; 1) the results of the material expert validation are 89; 2) the results of media expert validation are 84; 3) main field test results are 91. Based on the results of the study, the researchers concluded that Interactive Magic Cardis suitable for use as a medium for learning English


KINESTETIK ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 163-170
Author(s):  
Sabaruddin Yunis Bangun ◽  
Tarsyad Nugraha ◽  
Rian Handika

This study aims to develop a dribble jump shoot training model in basketball. This type of research is research and development (Research and Development). In this development research, the product developed is a dribble jump shoot training model in basketball.The subjects in this research and development were 3 experts and 10 basketball athletes. The instruments used in this research and development were questionnaires and questionnaires used to collect data at the following stages: (1) needs analysis; (2) expert evaluation; (3) small group trials; and (4) field trials. The effectiveness test is the result of validation from 3 experts and the results of field tests. The results of the 3 experts stated that 86.25% was very suitable for use and the effectiveness test revealed a high gain value of 0.90. Based on the results of research and development, it can be concluded that: (1) By developing an exercise model dribble jump shoot This, can help students in improving basketball jump shoot skills. (2) Provide a new reference for basketball jump shoot practice.


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