scholarly journals Pengembangan Media Pembelajaran Variasi Permainan Karate yang dikemas Dalam Articulate Storyline

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.

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 2 (1) ◽  
pp. 68-74
Author(s):  
Pipin Nur Anggraini ◽  
Ratih Asmarani

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Fibra Cahyani ◽  
Ketut Udy Ariawan ◽  
Gede Ratnaya

This development research aims to develop the module of practical electronics engineering based on livewire application for student grade XII in Senior High School 4 Singaraja in the subject field of workshops and entrepreneurship. This research is a kind of R&D research which is adapted the development steps from development sample proposed by Sugiyono. The developed module has been validated by the experts and teacher in the subject field. In this research, Likert scale is used to the instrument calculation for the experts and student trials. The research sample in the experiment is limited with only 37 students from grade XII MIPA 4 Senior High School 4 Singaraja. The research found that the module got 92,67% of eligibility percentage level from the media experts with excellent qualification, 90% of eligibility percentage level from the material experts with excellent qualification and 88% of eligibility percentage level from the subject teachers with excellent qualification. The product trial steps got 89,97% of eligibility percentage level from the small group trial and 91,42% from the field trials, both percentages are classified as excellent qualification. Therefore, the developed modules are eligible to apply in the subject field of workshops and entrepreneurship.


2018 ◽  
Vol 4 (1) ◽  
pp. 1-10
Author(s):  
Mia Novita Ningrum ◽  
Novi Ratna Dewi ◽  
Parmin Parmin

Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan modul pop-up berbasis inkuiri terbimbing tema tata surya. Penelitian ini merupakan penelitian pengembangan yang terdiri dari sepuluh langkah dalam pelaksanaannya. Modul yang dikembangkan kemudian divalidasi oleh 3 ahli materi dan 3 ahli media untuk mengetahui kelayakan produk. Hasil penelitian menunjukkan bahwa penilaian kelayakan modul pop-up berbasis inkuiri terbimbing oleh ahli materi dan media memperoleh skor rata-rata 54 dan 39 dengan kriteria sangat layak. Uji coba skala kecil untuk mengetahui keterbacaan modul mendapatkan rata-rata skor 36,89 dari siswa dan 11,9 dari guru dikategorikan sangat baik. Hasil skor N-gain diperoleh  kriteria sedang sampai tinggi sebesar 93,75% dan siswa mendapatkan nilai posttest ≥75 sebesar 84,4%. Berdasarkan hasil penelitian dapat disimpulkan bahwa modul pop-up berbasis inkuiri terbimbing tema tata surya layak dan efektif digunakan dalam proses pembelajaran. Development of pop-up module with inquiry guided-based in the solar system’s theme for 7th grade students AbstractThis research aims to determine the feasibility and effectiveness of pop-up module with the inquiry guided based in the solar system’s theme. This research is a development research using research model that cited from Sugiyono (2015) which consists of ten steps in the implementation. Then, the modules which developed were validated by 3 material experts and 3 media experts to determine the feasibility of the product. The results show that the feasibility assessment of pop-up module with inquiry guided based is guided by material and the media experts obtain an average score of 54 and 39 with very reasonable criteria. Small-scale experiment  aims to determine the legibility of the module earned an average score of 36.89 from students and 11.9 from teachers. The classical exhaustiveness obtained is 84,4%, the average og gain normality is 0,55 with medium criterion. Based on the results of the research can be concluded that the pop-up module with inquiry guided-based in the solar system’s theme is feasible and effective use in the learning process.


Author(s):  
Imam Ardli ◽  
Ade G. Abdullah ◽  
Siti Mudalifah ◽  
Ana Ana

This paper shows the study result of performance assessment instrument development for the learning of fish-rearing technique. The study was intended to develop the new performance assessment instrument and to determine teachers’ and students’ responses toward its using. The study adapted development research procedures by selecting 27 students as the sample. Before the instrument was applied, it was tested by some experts. The result of feasibility test showed that the performance assessment instrument was categorized very good, thus revision was not required. After that, the instrument was experimented to several students. The findings showed that according to the teachers, the media attainment level was classified very good; however, the students argued that the instrument was good. Therefore, it was concluded that the performance assessment instrument was able to improve students’ interest toward practical work, to motivate students in learning, and to help them in scoring. The researchers hope that the study can contribute to the quality improvement of performance assessment instrument in the learning process at vocational secondary school.


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. 


Author(s):  
Tri Septiana Islamiati ◽  
Rahmi Sofah ◽  
Harlina Harlina

This type of research is development research by using the ADDIE model. This research aimed to produce products of audio visual media which were valid, practical and effective. The research was conducted at SMA Srijaya Negara Palembang. This research consisted of 5 stages, namely 1) analysis (pre-test and interview with BK teacher), 2) design (making RPL and media manuscript), 3) development (making media, after the media was finished, the researcher conducted validation with three experts: material expert, media expert, language expert and small group test), 4) implementation (field test and post-test), 5) evaluation (strengths and limitations of the media). The results obtained at pretest with materials that can be updated in the future are 47.9% in the "moderate" category, which means that students still need improvement. From the comments and suggestions given by the three experts, the results of the media were valid and appropriate to be tested in a small group trial. The students gave comments and suggestions to improve the video, after which the researcher conducted a field test, the results obtained were 87% "very practical" and in the post-test 88.9% of the" high "category was obtained. The effectiveness of audio visual media obtained by N-Gain was 0.71 which "high" category. From the results of the research, it can be concluded that the classical audio visual service media developed has been valid, practical and effective used in classical service delivery on the career field of future orientation materials.


Author(s):  
Baiq Widia Nita Kasih

Arabic learning in Indonesia is divided into two institutions that is Arabic  learning in formal and non-formal institutions. And in a learning process, teaching books is very important because it’s one of the basic elements of the existing curriculum components.  The researcher founds that there is no teaching books for Arabic  lesson in Madani Super Camp and it’s causes no Arabic learning there. Therefore, researcher needs to compile teaching books according to the necessary of students.. The purpose of this research is to produce a teaching books based on integrative approach and to measure the effectiveness of that book to improve student’s ability in Arabic learning. This research uses research and development method with qualitative and quantitative approach. Researcher also used the ADDIE’s development research steps:analysis, design, development, implementation and evaluation. The techniques to collect data are observation, interview, questionnaire and test. The results of this research is a teaching books consisting of eight units, that are: ashwat, mufrodat, tarkib, istima’, kalam, qira'ah, kitabah and ibaroh qosiroh. And each unit consists of fourteen lesson except the eighth unit that is seventeen lesson. And teaching books that have been prepared are effective to improve student’s ability in Arabic language learning.


2021 ◽  
Vol 3 (2) ◽  
pp. 40-53
Author(s):  
Muhammad Ghazali Arief ◽  
Ari Wibowo Kurniawan ◽  
Rama Kurniawan

Abstract: This development research aims to develop learning of physical fitness agility elements based on interactive multimedia in SMP Negeri 4 Malang. Using the Research and Development (R&D) model with Lee & Owen. Using a small group trial subject of 20 students and a large group trial subject of 60 students consisting of class VII and class VIII. Based on the results of data analysis obtained from learning experts with a percentage of 93%, physical fitness experts with a percentage of 91%, media experts with a percentage of 90%, small group trials 89%, and large group trials 89%. Based on the analysis of the data that has been obtained, it is concluded that the development product is suitable for use in the learning process.   Abstrak: Penelitian pengembangan ini bertujuan mengembangkan pembelajaran kebugaran jasmani unsur kelincahan berbasis multimedia interaktif di SMP Negeri 4 Malang. Menggunakan model Reseach and Development (R&D) dengan Lee & Owen. Menggunakan subjek uji coba kelompok kecil 20 siswa dan subjek uji coba kelompok besar 60 siswa terdiri dari kelas VII dan kelas VIII. Berdasarkan hasil analisis data yang diperoleh dari ahli pembelajaran dengan persentase 93%, ahli kebugaran jasmani dengan persentase 91%, ahli media dengan persentase 90%, uji coba kelompok kecil 89%, dan uji coba kelompok besar 89%. Berdasarkan analisis data yang telah diperoleh, disimpulkan bahwa produk pengembangan layak digunakan dalam proses pembelajaran.


2019 ◽  
Vol 8 (2) ◽  
pp. 150-155
Author(s):  
Mega Siti Khumaeroh ◽  
Jujun Ratnasari ◽  
Billyardi Ramdhan

This study aims to reseach and develop the use of Diamond Touch media with think Pair share models. The research held at Pondok Modern Assalam Putri, Sukabumi with 31 student. The feasibility of the media used and evaluated by media expert and small-scale trials, Diamond touch is a medium that can be used as a medium to achieve goals material in learning Biology, formal and non-formal education. The elements contained in Diamond Touch media are (1) learning messages or core material (2) cardboard tools for learning aids. The results of this study that Diamond touch media can be integrated with learning models namely Think Pair Share so that the learning process is not boring and Diamond touch media is very valid for use in learning. Analysis of validity test data obtained through questionnaires was performed using quantitative data processing formulas


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