scholarly journals Pengembangan Buku Cerita Bergambar untuk Pembelajaran Berbicara Bahasa Arab Siswa Kelas VIII di MTsN 1 Kota Malang

2021 ◽  
Vol 1 (8) ◽  
pp. 1042-1064
Author(s):  
Lailatul Fitriyah ◽  
Muhaiban

Abstract: The purpose of this research and development is to produce a product in the form of picture storybook for learning to speak Arabic for VIII grade students of MTsN 1 Malang and describe the feasibility of the product developed. This type of research is Research and Development using the model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The types of data for this research and development are quantitative data and qualitative data. While the collection techniques carried out were filling in questionnaires and interviews. The results of this research and development are in the form of a picture story book that contains three themes, namely as-saa’ah (hours), yaumiyyaatunaa (our daily activities), and al-hiwayah (hobbies). This book contains 75 pages consisting of 6 picture stories, 26 vocabularies, 7 tarkib, and 36 exercises. Based on the results of product validation by media experts, material experts, practitioners, and students of class VIII-G MTsN 1 Malang, this picture story book product is declared valid and feasible to use. Keywords: development, picture story book, speaking learning Arabic Abstrak: Tujuan penelitian pengembangan ini adalah menghasilkan produk berupa buku cerita bergambar untuk pembelajaran berbicara bahasa Arab siswa kelas VIII di MTsN 1 Kota Malang dan mendeskripsikan kelayakan produk hasil pengembangan. Jenis penelitian ini adalah penelitian pengembangan (Research and Development) dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Subjek uji coba dalam penelitian pengembangan ini adalah ahli media, ahli materi, praktisi, dan siswa kelas VIII G MTsN 1 Kota Malang. Jenis data penelitian pengembangan ini adalah data kuantitatif dan data kualitatif. Sedangkan teknik pengumpulan data yang dilakukan adalah pengisian angket dan wawancara.  Hasil penelitian pengembangan ini berupa buku cerita bergambar yang memuat tiga tema yaitu as-saa’ah (jam), yaumiyyaatuna (kegiatan kita sehari-hari), dan al-hiwayah (hobi). Buku ini berisi 75 halaman yang terdiri dari 6 cerita bergambar, 26 kosa kata, 7 tarkib, dan 36 latihan. Berdasarkan hasil validasi produk oleh ahli media, ahli materi, praktisi, dan siswa kelas VIII G MTsN 1 Kota Malang, produk buku cerita bergambar ini dinyatakan valid dan layak digunakan. Kata kunci: pengembangan, buku cerita bergambar, pembelajaran berbicara bahasa Arab

2020 ◽  
Vol 16 (2) ◽  
pp. 61-68
Author(s):  
Nurul Lailia

Abstrak: Penelitian ini bertujuan untuk menganalisis 1) pengembangan Permainan Question Card sebagai media pembelajaran untuk meningkatkan keterampilan berpikir kritis siswa, 2) efektivitas Permainan Question Card pada sebagai media pembelajaran untuk meningkatkan keterampilan berpikir kritis siswa.Penelitian ini dilakukan di kelas X IPS 1 SMAN 1 Kota Mojokerto dengan 20 siswa sebagai subjek penelitian. Jenis penelitian yang digunakan adalah penelitian pengembangan (research and development) dengan model pengembangan ADDIE yang terdiri dari lima tahap, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Desain ujicoba penelitian ini menggunakan desain Pre-Experimental bentuk One Grup Pretest-Posttest. Jenis data dalam penelitian ini meliputi data kualitatif dan kuantitatif, dengan instrumen pengumpulan data berupa lembar telaah dan lembar validasi. Dari hasil penelitian ini, menunjukkan bahwa presentase yang didapat dari ahli evaluasi adalah 93% dengan kriteria sangat layak dan ahli media 88,86% dengan kriteria sangat layak. Hasil efektivitas Permainan Question Card yang diujicobakan secara terbatas menunjukkan peningkatan keterampilan berpikir kritis peserta didik melalui uji N-gain dengan nilai rata-rata sebesar 0,6 dengan kriteria sedang.Abstract: The purpose of the research is to analyze 1) the development of the Question Card Game as learning media to increase student’s critical thinking, 2) the effectiveness of the Question Card Game as learning media to increase student’s critical thinking. This study is conducted in class X Social 1 of State Senior High School 1 of Mojokerto City with 20 students as subjects research. The type of research is research and development with ADDIE development model that consists of five steps, namely Analysis, Design, Development, Implementation, and Evaluation. The trial design of this research is the Pre-Experimental design One Group Pretest-Posttest type. The type of data in this research is qualitative and quantitative data with data collection instruments in the form of study sheets and validation sheets. They show that the percentage received from the evaluation expert is 93% with the criteria very feasible and media expert is 88,86% with criteria very feasible. The result of the effectiveness of the Question Card Game as learning media showed an increase in student’s critical thinking through the N-gain test with an average value of 0,6 with criteria medium


2017 ◽  
Vol 12 (1) ◽  
pp. 1
Author(s):  
Anggoro Eko Yuni Cahyono

Tujuan penelitian ini adalah menghasilkan perangkat pembelajaran matematika dengan model PBL yang berkualitas baik. Perangkat pembelajaran yang dikembangkan terdiri dari Rencana Pelaksanaan Pembelajaran (RPP) dan Lembar Kegiatan Siswa (LKS). Penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Subjek uji coba penelitian adalah 65 siswa (33 siswa dari kelas VIII A dan 32 siswa dari kelas VIII D) dan satu guru di SMP N 2 Karangnongko Klaten. Penelitian ini mengembangkan perangkat pembelajaran matematika dengan model PBL berupa Rencana Pelaksanaan Pembelajaran (RPP) dan Lembar Kegiatan Siswa (LKS) yang valid, praktis, dan efektif. Hasil validasi menunjukkan perangkat yang dikembangkan valid dengan kriteria sangat baik. Kepraktisan pada uji coba lapangan mencapai kategori sangat baik dengan rata-rata keterlaksanaan 94,03%. Keefektifan perangkat yang dikembangkan terlihat dari (1) ketuntasan belajar secara klasikal sudah mencapai kriteria minimal 75% yaitu untuk tes prestasi belajar mencapai 89,23%; (2) hasil tes kemampuan berpikir kreatif mencapai 84,62%; dan (3) berdasarkan angket tingkat inisiatif siswa, 95,38% siswa menunjukkan peningkatan skor tingkat inisiatif belajar, dan 84,62% siswa menunjukkan tingkat inisiatif belajar dengan kriteria minimal tinggi.Kata Kunci: pengembangan, perangkat pembelajaran, PBL Developing Instructional Kits with PBL Model Oriented to Creative Thingking and the Initiation of the Students AbstractThis research aims to produce mathematics instructional kits with PBL’s model which has good quality. The instructional kits which are developed consists of lesson plans and student’s worksheets. This study was research and development that used ADDIE’s model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of this research involved 65 students (33 students of class VIII A and 32 students of class VIII D) and one teacher at SMP N 2 Karangnongko Klaten. This research developed the instructional kits of mathematic with PBL model with the student’s worksheet and the lesson plans which are valid, practical and effective. The result of validation shows that the kits developed are valid in a very good criterion. The practicality on field trials achieves excellent category with an average adherence to 94.03%. Effectiveness of instructional kits are developed by (1) classical learning completeness reaching at least 89.23%; (2) result of thinking creative test reaching at least 84.62%; and (3) based on the questionnaire of the level of initiative student, 95.38% of students shows increased scores for the level of initiative learning, and 84.62% of the student shows the level of initiative learning with minimum category of “high”. Keywords: development, intructional kits, PBL


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2017 ◽  
Vol 6 (3) ◽  
pp. 315 ◽  
Author(s):  
Umi Khoiriyah ◽  
Swaditya Rizki

The objective of this research is to develop teaching materials of mathematical set based on Islamic values that are feasible, practical, and effective. This research type is Research and Development (R&D). The model used in this research is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The instruments of data collection used the questionnaires and evaluation questions. The result of this research is the average of expert validation is 81,48% (very feasible). Then, based on the implementation of the student small group is obtained practicality percentage of 82%. While the result of the field trial in one class is obtained effectiveness percentage of 66,67%. Therefore, this research can be concluded that teaching materials of mathematical set based on Islamic values are feasible, practical, and effective.


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


2021 ◽  
pp. 263-270
Author(s):  
Denik Ristya Rini ◽  
Ike Ratnawati ◽  
Retno Tri Wulandari

This study aimed to design a flip book as a learning media using the flipbook builder application. The purpose of designing this learning media was to support the online learning process. This study used the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The products were validated by media experts and material experts. The learning media was tested on small groups and large groups. Qualitative data were converted into quantitative data which were then tabulated and analyzed in a quantitative and qualitative descriptive manner to determine the quality of the product being developed. The results showed that the learning media that was developed is good quality. Keywords: Learning media, flip books, online learning


2021 ◽  
Vol 4 (2) ◽  
pp. 66-75
Author(s):  
Cici Yulia ◽  
Khoirunnissa Khoirunnissa ◽  
Eka Heriyani

There are many cases of dating violence in the world and in Indonesia due to lack of of awareness and misinterpreting dating violence as a form of love. The aim of this research is to produce the Komikadp module. The research method used is Research and Development (R&D) method. The research and development model used is 4D Models which was depeloved by Sivasailam Thiagarajan, Dorothy S Semmel, and Melvyn I Semmel. This Model includes four stages, namely, define; design; develop; and disseminate. However, current research and development, used three phases; define, design, and development held at SMA Muhammadiyah DKI Jakarta. Data collection used a checklist as quantitative data and descriptions as qualitative data on the assessment sheet. The Komikadp module that has gone through the three stages received a decent assessment on the aspects of content feasibility, presentation feasibility, language, comic approach in accordance with the guidance and counseling assessment, and graphics based on expert tests and field tests. Thus, the Komikadp Module is very feasible when used by high school studies.


2019 ◽  
Vol 2 (2) ◽  
pp. 162-167
Author(s):  
Widya Wati ◽  
Heti Istiqomah

Abstract: The purpose of this research and development is to develop mobile game physics based on program construct 2 which is a game designed to stimulate thinking power including increasing concentration and solving problems. This research method is research and development (R & D) based on the ADDIE model which consists of analysis, design, development, implementation, and evaluation. The method of retrieving data in this study is through the results of validation and testing of respondents. The validation results obtained from 5 validators with several aspects of assessment obtained an average of 3.70 with the category "feasible", so that from the results of validations obtained from experts, the educational game developed has better quality so that it is feasible to be implemented . The results of product trials on 30 students at Bandar Lampung Middle School 24 showed an average of 3.89 with the criteria of "very interesting". From the results of the trials of respondents the physics education game is very interesting to use as an enrichment media on temperature material and its changes. Abstrak: Tujuan penelitian dan pengembangan ini yaitu mengembangakan mobile game eduaksi fisika berbasis program construct 2 yang merupakan permainan yang dirancang untuk merangsang daya pikir termasuk meningkatkan konsentrasi dan memecahkan masalah. Metode penelitian ini adalah research and development (R&D) berdasarkan model ADDIE  yang terdiri dari analisis, design, development, implementation, and evaluation. Cara pengambilan data pada penelitian ini yaitu melalui hasil validasi dan uji coba responden. Hasil validasi yang didapat dari 5 validator dengan beberapa aspek penilaian didapatkan hasil rata-rata sebesar 3,70 dengan katagori ”layak”, sehingga dari hasil validasi yang diperoleh dari para ahli, game edukasi yang dikembangkan memiliki kualitas yang lebih baik sehingga layak untuk di implementasikan. Hasil uji coba produk pada 30 peserta didik di SMP 24 Bandar Lampung  didapatkan hasil rata-rata sebesar 3,89 dengan kriteria “sangat menarik”. Dari hasil uji coba responden game edukasi fisika ini sangat menarik digunakan sebagai media pengayaan pada materi suhu dan perubahannya.


2020 ◽  
Vol 10 (2) ◽  
pp. 147-161
Author(s):  
Jon Jon

Research on the Development of Online Lecture Systems which is effective in increasing the learning interest of Sekolah Tinggi Teologi Kristus Alfa Omega students aims to describe the Development of the Online Lecture System into a valid, practical and effective product. The method used in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the research that has been done, the Online Lecture System which is effective in increasing student interest in learning is valid for use in Sekolah Tinggi Teologi Kristus Alfa Omega, according to the results of the assessment of two expert teams, namely Waket 1 and Dir. Postgraduate Sekolah Tinggi Teologi Kristus Alfa Omega Semarang with 100 percentages each and the results of student responses were good, namely with a percentage of 81.4% and 81.2%


Author(s):  
Putu Virgo Sastrawan . ◽  
I Ketut Resika Arthana, S.T., M.Kom . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Abstract - Penelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan video SOP Fakultas Teknik dan Kejuruan Berbasis Animasi. Pengembangan video ini bertujuan untuk memberikan informasi seputar Standard Operating Procedure (SOP) Fakultas Teknik dan Kejuruan kepada semua civitas akademika Fakultas Teknik dan Kejuruan. Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan SOP Fakultas Teknik dan Kejuruan Berbasis Animasi. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi). Hasil akhir dari projek ini adalah berupa video animasi yang berisikan tentang beberapa Standard Operating Procedure (SOP) yang telah di pilih untuk di buatkan video animasi. Video animasi ini mampu menampilkan animasi dalam bentuk 3 dimensi dan 2 dimensi. Video animasi ini juga bisa di jadikan sebagai media untuk penyampaian informasi menjadi lebih menarik. Kata Kunci : Kata kunci: Standard Operating Procedure (SOP) Fakultas Teknik dan Kejuruan, Video, Animasi 3 Dimensi, Animasi 2 Dimensi. Abstract--- This research aimed for designing and implementing the animation-based Standard Operating Procedure (SOP) video plan result of “Engineering and Vocational”. The development of this video intended to give information about standard operating procedure of “Engineering and Vocational” to all academicians in “Engineering and Vocational”. Method that is used in this research is (research and development) for developing animation-based Standard Operating Procedure (SOP) of FTK. The model that is used to develop this technology is “ADDIE” model. This model gives opportunity on continuous evaluation and revision in every phase, so the product which produced will become a valid product. The phases which is exist in this “ADDIE” model are Analysis, Design, Development, Implementation and Evaluation. The final result of this project is in form of animated video that contains some chosen Standard Operating Procedure (SOP). This animated video is able to show 3 dimensional and 2 dimensional animation. This animated video can also performed as a media of interesting information conveyor. keyword : Keyword: Standard Operating Procedure (SOP) Engineering and Vocational, Video, 3 dimensional animation, 2 dimentional animation.


Sign in / Sign up

Export Citation Format

Share Document