scholarly journals Pengembangan media pembelajaran berbasis GEO-SEARCH pada materi Geografi pokok bahasan sebaran dan pemanfaatan sumber daya alam

2021 ◽  
Vol 1 (5) ◽  
pp. 628-638
Author(s):  
Fawaz Sani R ◽  
Djoko Soelistijo ◽  
Satti Wagistina

The purpose of this development is to produce learning media based on GEO-SEARCH. The resulting geo-search learning media is used to support learning in geography subjects. The material chosen for geography is the distribution and utilization of natural resources for class XI high school 1 Tumpang. This research uses the Research and Development (R&D) method of the ADDIE development model. ADDIE development procedures consisting of 5 steps of development, namely: (1) Analysis (Analyze), (2) Design (Design), (3) Product Development (Development), (4) Product Implementation (Implementation), (5) Evaluation (Evaluation). Tujuan dari pengembangan ini adalah menghasilkan media pembelajaran berbasis GEO-SEARCH. Media pembelajaran geo-search yang dihasilkan digunakan untuk menunjang pembelajaran pada mata pelajaran geografi. Materi yang dipilih pada mata pelajaran geografi adalah materi Sebaran dan Pemanfaatan Sumber Daya Alam untuk kelas XI SMAN 1 Tumpang. Penelitian ini menggunakan metode penelitian dan pengembangan (R&D) dari model pengembangan ADDIE. Prosedur pengembangan ADDIE yang terdiri dari 5 langkah pengembangan yaitu: (1) Analisis (Analyze), (2) Desain (Design), (3) Pengembangan Produk (Development), (4) Implementasi Produk (Implementation), (5) Evaluasi (Evaluation).

2017 ◽  
Vol 6 (2) ◽  
pp. 187 ◽  
Author(s):  
Ismu Wahyudi

E-learning gives alternative solution for some educational problems, with the function which can adjust as necessary, as a supplement, complement, and substitution teaching-learning.  The learning process by online used e-learning can make the students learn will independently so that teaching-learning can change the students centered learning. This research was conducted to develop teaching-learning in physics senior high school, based e-learning on technology in Lampung. The research design used to research and development model started with doing need assessment, identification of resources, identification product specification, product development, internally tested to see validation of product, external tested to see the use of the product, and the last stage production. The result of the tested the product showed that had validated by an expert, proper to used and interested (3,25); easy to use (3,24); and useful (3,31). The product was effectively tested to use in teaching learning with percentage 88,82%.E-Learning memberikan solusi alternatif bagi permasalahan pendidikan, dengan fungsi yang dapat disesuaikan dengan kebutuhan, baik sebagai suplemen, komplemen, serta substitusi kegiatan pembelajaran. Proses pembelajaran secara online menggunakan E-Learning dapat melatih peserta didik untuk belajar secara mandiri, sehingga pembelajaran dapat beralih kepada pembelajaran yang berpusat pada siswa. Penelitian ini dilakukan untuk  mengembangkan program pembelajaran fisika SMA berbasis e-learning dengan schoology di Lampung. Desain penelitian  menggunakan model penelitian dan pengembangan, yang dimulai dengan melakukan analisis kebutuhan, identifikasi sumber daya, identifikasi spesifikasi produk, pengembangan produk, uji internal untuk melihat kelayakan produk, uji eksternal untuk melihat kebermanfaatan produk, dan tahap terakhir produksi. Hasil dari uji produk menunjukkan bahwa produk tervalidasi ahli, layak digunakan dan menarik (3,25); mudah digunakan (3,24); dan bermanfaat (3,31). Produk teruji efektif digunakan dalam pembelajaran dengan persentase mencapai 88,82%.


2021 ◽  
Vol 12 (2) ◽  
pp. 169-179
Author(s):  
Siska Putri Damayanti ◽  
Eny Enawaty ◽  
Masriani Masriani

ABSTRAKPenelitian ini bertujuan untuk menentukan tingkat kelayakan dan respon guru terhadap Permainan Kartu Kuartet pada materi asam basa, dan garam di SMP Negeri 9 Pontianak. Bentuk penelitian dan pengembangan adalah (R&D) yang mengadopsi model pemngembangan ADDIE. Pengambilan data untuk mengetahui respon guru dengan cara memberikan angket kepada 3 Guru IPA di sekolah yang diteliti. Hasil pengolahan data menunjukkan bahwa Permainan Kartu Kuartet yang dikembangkan layak digunakan dalam pembelajaran ditinjau dari aspek kelayakan Bahasa 100% (sangat layak), media 100% (sangat layak) dan materi 91,66% (sangat layak), dan respon guru sebesar 81,24% terhadap Permainan Kartu Kuartet. Hal ini menunjukkan di SMP Negeri 9 Pontianak tergolong kategori sangat tinggi. Dengan demikian Permainan Kartu Kuartet dapat digunakan pada pembelajaran materi Asam Basa dan Garam sebagai media pembantu dalam pembelajaran.Kata Kunci : Kartu Kuartet, Asam Basa Garam, Kelayakan, ResponABSTRACTThis research was conducted to determine the level of feasibility and teacher response to the Quartet Card Game on acid base and salt material Junior High School 9 Pontianak. The form of research and development is (R&D) which adopts the ADDIE development model. Collecting data to determine the teacher’s response by giving a questionnaire to 3 science teachers in the schools studied. The results of data processing show that the developed quartet card game is suitable for use in learning in terms of the percentage of language feasibility of 100%, media is 100%, in the proper category and material is 91,66%, with the very feasible category, and the teacher’s response was 81,24% for the Quartet Card Game. This shows that Junior High School 9 Pontianak is in the very high category. This the Quartet Card Game can be used in leraning of Acid Base and Salt materials as an auxiliary medium in learning.Keywords: Quartet Card, Acid Base Sald, Feasibility, Response


2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


Edupedia ◽  
2020 ◽  
Vol 4 (2) ◽  
pp. 81-92
Author(s):  
St. Shofiyah

The background of this research is processing of Islam religion Lesson’s learning with done by using the model training contextual teaching and learning that during this time had not been maximal. The purposes of this research are: first, to describe the application of model of training CTL with component multimedia at Islam Religion lesson’s educating in SMP Negeri 1 Banyuputih. Second, to describe the design of development model of training CTL with component multimedia at Islam Religion lesson’s educating in SMP Negeri 1 Banyuputih. Third, to describe the level of design applying in development model of training CTL with component multimedia at Islam Religion lesson’s educating in SMP Negeri 1 Banyuputih. Fouth, to describe the effect of applying development model of training CTL with component multimedia at Islam Religion lesson’s educating in SMP Negeri 1 Banyuputih. Generally the time of this research are research and development which are done by four step. Study preface, planning, first product development, evaluation.


2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.


2014 ◽  
Vol 608-609 ◽  
pp. 265-268
Author(s):  
Kang Zhou

This paper attempts to take industrial design as the breakthrough point, research and development of industrial design method and application in small household electrical product, and with the deeply research on this theory, the new design method are analyzed after the understanding of basic existing development model, and find the problems and proposed solutions, finally we wish to take industrial design as oriented to product development.


2019 ◽  
Vol 3 (2) ◽  
pp. 62
Author(s):  
Novia Hidayati ◽  
Yuni Fatisa

This research was instigated by Chemistry subject that only had concepts, it did not connect the concepts to daily life.  This research aimed at knowing designing and testing Problem Based Learning based Macromedia Flash media on Hydrocarbon lesson and knowing the levels of validity and practicality of Problem Based Learning based Macromedia Flash media.  It was a Research and Development (R&D) with Borg and Gall development model.  It was administered at Islamic Integrated Senior High School of Al-Ittihad Pekanbaru.  The subjects of this research were material experts, media experts, Chemistry subject teachers, and the eleventh-grade students of Natural Science.  The object was Problem Based Learning based Macromedia Flash media on Hydrocarbon lesson.  Media could be proper, if it was valid and practical.  Validity percentage obtained from material experts was 93.30% (very valid), validity percentage obtained from media experts was 96% (very valid), practicality percentage obtained from chemistry subject teachers was 84.60% (very practical), and 84% students responded very well to overall design of Macromedia Flash media.  Based on these results, it could be identified that Problem Based Learning based Macromedia Flash media could be implemented in the next stage. Keywords:  Macromedia Flash Media, Problem Based Learning, Hydrocarbon


2020 ◽  
Vol 1 (1) ◽  
pp. 27-40
Author(s):  
Lorantina Kartika

Abstract:The research purposes is to result of media-based information service further studies flip multimedia e-book for high school students which  acceptable theoretically and practices that can be seen in terms of usability, accuracy,  attractiveness and ease. this research adopts a draft research and development from Borg & Gall. This product development is based on the results of questionnaires and interviews with counselors and students. the result of the research are based on assessment media expert, materials expert, prospective users, and small group. of the results of the assessment it can be concluded that the flip multimedia e-book being developed fit for use and acceptable theoretical and practical. Keywords: Information service, further studies, flip e-book, high school students


2020 ◽  
Vol 6 (02) ◽  
pp. 01-10
Author(s):  
Fakhri Fajrin Kurniawan

The goal of this research and development is to produce development model training ball handling basketball for basketball athlete Senior High School. This research and development also done to find out in depth about: increased mobility in basketball athlete Senior High School and know the success rate development model training ball handling basketball reviewed from : effective, efficient, traction, productivity of the athlete in doing ball handling basketball for basketball athlete Senior High School. This research and development uses qualitative and uses development research methods Research and Development (R & D) Borg W. R and Gall. M. D. which uses 10 stages of development. The steps in this development research start from the following : (1) Research and information collecting, (2) Planning, (3) Develop preliminary form of product, (4) Preliminary field testing, (5) Main product revision, (6) Main field testing, (7) Operational product revision, (8) Operational field testing, (9) Final product revision, (10) Dissemination and implementation. Subjects in research and development is basketball athlete Senior High School. The results of this effectiveness test model training are uses statistical test with formula before-after (pre-test and post-test). The result of the pre-test calculation resulted in 781 with average 50,39 while the post-test resulted in 818 with average 52,77. Thus it can be concluded that the use of development model training ball handling basketball athlete Senior High School is effective in improving the individual skills of basketball athlete Senior High School.


2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.


Sign in / Sign up

Export Citation Format

Share Document