scholarly journals Pengembangan Komik Digital sebagai Media Pembelajaran Bahasa Arab Maharah Qira’ah untuk Siswa Kelas X MA Almaarif Singosari

2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran

Ta dib ◽  
2021 ◽  
Vol 24 (1) ◽  
pp. 1
Author(s):  
Yoki Irawan

This study aims at designing and developing multimedia-based English listening material for the first year students of an Islamic Senior High School. The study was a Research and Development (R&D) using ADDIE model. The respondents were 77 students and 4 English teachers of the first-year students of MAN 1 Kerinci. The data of this research were obtained through observation checklist, interviews, questionnaires, validation sheet, and checklist of the product practicality. The findings of product validation and try-out show that the product were interesting and easy to use with minor revisions. Further, it facilitates the students to have self-learning listening. The final product of the study is an executable file (* exe) attached on the CD. The result of the product validation, as well as the try-out, indicates that the material developed is categorized as "valid". The practicality of the material based on teachers and students’ responses indicates that the material developed is "practical" to (Nunan, 1999) use in the classroom.


2021 ◽  
Vol 5 (1) ◽  
pp. 17-24
Author(s):  
Astari Shakina ◽  
Neti Afrianis

This research was instigated by the importance of technology-based learning facilities for students in learning Chemistry. This research aimed at knowing validity and practicality levels of the media designed. It was conducted to the tenth-grade students of MIA 2 of State Senior High School 1 Pekanbaru in the Academic Year of 2019/2020, and they were 12 students.It was Research and Development (R&D) with Borg and Gall modification model. The subjects of this research were who tested the validity (the experts of media and material) and practicality (teachers and students). Interview and questionnaire were used to collect the data. The final product was in the form of a valid learning media. Videoscribe-based learning media on Molecular Shapes lesson developed was tested valid by the experts of media and material with 91.87% mean percentage (very valid) and it was tested practical by 2 Chemistry subject teachers and 12 students with 91.02% mean percentage. Based on these findings, it could be concluded that Videoscribe-based learning media on Molecular Shapes lesson was valid and practical, sothe testcould be done at thefurther stage.


Author(s):  
Syamsul Bakhri

The use of technology in learning media is very necessary for all educational institutions. Creating a pleasant learning atmosphere through multimedia means in the form of interactive animations. It was felt effective to increase children's learning interest in recognizing letters and numbers at TK RA Nurul Iman Jakarta. Use the type of research and development with the ADDIE model. Calculation of the app's feasibility to produce interactive animations that fit your needs. The purpose of making this learning media helps students to be able to more easily understand and understand and not feel bored in learning to start from letters and numbers and how to pronounce them. After the learning process, students will work on the quiz and there will also be games to make the child's thinking speed better. In addition, this application can help teachers in the teaching and learning process that is considered very boring, with an average value of 82.6% showing this interactive animation application is very fun for the media to learn the introduction of numbers and letters.


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


2019 ◽  
Vol 9 (2) ◽  
pp. 48-56
Author(s):  
Trisyagil Trisyagil ◽  
Farid Ahmadi ◽  
Kustiono Kustiono

The use of technology-based media increases students’ motivation and learning effectivity in the classroom. This research aims to develop, to examine the appropriateness and the effectivity of flash-based media at Senior High School. This development research uses the ADDIE model. Based on the research result, the score of validity trials from the material expert is 72, the score from the media expert is 58 and from the practitioner expert is 75. The assessment from the material, media and practitioner expert show that flash-based media is in the appropriate category. Effectiveness test of the flash-based media development is through the testing of hypothesis, the data shows that for both experimental and controlled class in pre-test and post-test, the score is Sig. (2-tailed) 0.000 < 0.05, and the score of the students’ motivation in learning for pre-test and post-test in both experimental and controlled is Sig. (2-tailed) 0.000 < 0.05. It means that the flash-based media increases students’ motivation and achievement in the learning process. This research result supports the theories of technology learning, especially for the development of learning aids and media for English subject.


Author(s):  
Ali Mashari

Abstract: This research generally aims to get brief description of application high touch in learning process. This research is conducted by descriptive quantitative method.  The population is all teachers and students at senior high school. Samples are taken by using stratified cluster random sampling technique. The percentage, correlation and t test. The results of this research reveal that application high touch  in learning process less and teachers’ opinion about high touch implementation as implication of teachers’ understanding toward learning process differ significantly with students’ opinion. In general, teachers’ opinion score is higher compared with student’s opinion scoreKeywords: high touch, learning process, students 


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


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.


Biosfer ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 20-28
Author(s):  
Tresna Puspa Herdani ◽  
Nurmasari Sartono ◽  
Dian Evriyani

Monopoly is one of the games that can be applied as a learning media. Modifications of this media were applied so this game intended to informed teacher about students’ cognitive ability and to increase students’ learning stimulus acceptance. The aim of this research was to develop modified monopoly game as learning media on endocrine system. The research was held at Senior High School 1 Jakarta using research and development method. Need assessment, product development, and try-out and revision were the steps in this research. In the try-out and revision step, media expert and material expert were involved as the assessors, meanwhile Biology teacher, and students grade XI at Senior High School 1  Jakarta were performed as the media user. After the whole try out process, the product received the lowest score was 72,67%, and the highest was 94,63%. And the average score was 85,66% that achieved a very good interpretation. The result of this research showed that the modified monopoly game could be utilized as one of learning media on Endocrine System at Senior High School grade XI science.


Author(s):  
Luana Teixeira Porto ◽  
Ana Paula Teixeira Porto

Resumo: No contexto educacional brasileiro, nota-se a necessidade de as aulas, tanto na Educação Básica quanto no ensino superior, incorporarem as tecnologias da informação e comunicação (TIC’s) bem como as mídias em geral na promoção da aprendizagem discente e na qualificação do processo de ensino, visando à melhoria dos resultados. Nesse contexto, este artigo aborda o uso de tecnologias no processo de ensino-aprendizagem de literatura no Ensino Médio com o objetivo de apontar que recursos tecnológicos como os blogs podem ser adotados no Ensino Médio para não apenas motivar os alunos a aprender e a analisar textos literários como também para ampliar o interesse discente pela aprendizagem da literatura, estreitando as relações que se estabelecem entre as aulas e as tecnologias disponíveis no espaço cibernético. Nessa reflexão, devido à sua potencialidade para interação e difusão de conhecimentos, o blog é apontado como uma ferramenta significativa para professores e alunos na abordagem da literatura enquanto instrumento propício para formação de bons leitores. Palavras-chave: Aprendizagem. Literatura. Tecnologia.  Blog. USING BLOGS IN THE LITERATURE LEARNING PROCESS IN HIGH SCHOOL Abstract: In the Brazilian educational context, there is a need for classes, both in basic education and higher education, incorporate the information and communication technologies (ICTs) and the media in general in promoting student learning and qualification process education, aiming at the qualification of the process and the improvement of results. Therefore, this article discusses the use of technology in teaching and learning of literature in high school in order to point out that technological resources such as blogs can be adopted in high school to not only motivate students to learn and analyze literary texts but also to expand student interest in learning literature, strengthening relationships established between classes and technologies available in cyberspace. In this reflection, due to their potential for interaction and dissemination of knowledge, the blog appears to be a significant tool for teachers and students approach literature as an instrument suitable for the formation of good readers. Keywords: Learning. Literature. Technology. Blog.


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