scholarly journals Pengembangan multimedia pembelajaran untuk meningkatkan hasil belajar kognitif materi sistem respirasi

2021 ◽  
Vol 1 (1) ◽  
pp. 1-7
Author(s):  
Din Hadi Shofyan ◽  
Siti Zubaidah ◽  
Amy Tenzer

Observations in MAN Malang II Batu and giving questionnaires to a number of students shows that students still have difficulty understanding abstract concepts on the material of the respiratory system. It can also be seen from the thoroughness of classical study that has not been achieved. The use of instructional media is still minimal and less attractive to students, believed to be a major factor to the achievement of mastery learning klasial. To that end, the development of multimedia learning based on flash needs to be done on the grounds can create a variety of interesting and illustrative media. With the learning multimedia is expected to facilitate students in understanding the abstract concepts of matter respiratory system and learning becomes fun. Penelitian dan pengembangan ini bertujuan untuk mengembangkan multimedia pembelajaran berbasis flash untuk meningkatkan hasil belajar kognitif siswa materi sistem respirasi manusia serta menguji kelayakan, kepraktisan dan keefektifannya. Model pengembangan menggunakan Four-D model yang dibatasi sampai tahap III (pengembangan). Hasil uji kelayakan, kepraktisan dan keefektifan menunjukkan bahwa multimedia yang dikembangkan memiliki kriteria sangat layak, sangat praktis, serta efektif. Dapat disimpulkan bahwa multimedia pembelajaran berbasis flash memiliki kriteria sangat layak, sangat praktis dan efektif sehingga mampu meningkatkan hasil belajar kognitif siswa.

Author(s):  
Ilmawan Mustaqim

AbstrakAugmented Reality (AR) dapat didefinisikan sebagai sebuah teknologi yang mampu menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan yang nyata kemudian memunculkannya atau memproyeksikannya secara real time. AR dapat digunakan untuk membantu memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek. Beberapa aplikasi AR dirancang untuk memberikan informasi yang lebih detail pada pengguna dari objek nyata. Media merupakan sebuah alat atau objek yang berfungsi sebagai penghubung antara penerima dan pengirim pesan.Media pembelajaran merupakan suatu alat perantara antara pendidik dengan peserta didik dalam pembelajaran yang mampu menghubungkan, memberi informasi dan menyalurkan pesan sehingga tercipta proses pembelajaran efektif dan efisien. Media pembelajaran mengakibatkan terjadinya sebuah komunikasi antara pendidik dan peserta didik dalam proses pembelajaran. Apabila dalam proses pembelajaran tidak menggunakan media maka tidak akan terjadi proses pembelajaran.Pemanfaatan media pendidikan menggunakan Augmented Reality dapat merangsang pola pikir peserta didik dalam berpikiran kritis terhadap sesuatu masalah dan kejadian yang ada pada keseharian, karena sifat dari media pendidikan adalah membantu peserta didik dalam proses pembelajaran dengan ada atau tidak adanya pendidik dalam proses pendidikan, sehingga pemanfaatan media pendidikan dengan augmented reality dapat secara langsung memberikan pembelajaran dimanapun dan kapanpun peserta didik ingin melaksanakan proses pembelajaran. Media Pembelajaran AR dapat memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek memungkinkan AR sebagai media yang lebih efektif sesuai dengan tujuan dari media pembelajaran. Kata kunci:  augmented reality, media pembelajaran AbstractAugmented Reality (AR) can be defined as a technology that can combine virtual objects two-dimensional or three-dimensional into a real environment and then bring it or project it in real time. AR can be used to help visualize abstract concepts for the understanding and the structure of an object model. Some AR application designed to provide more detailed information on the user of the real object. Media is a tool or object that serves as a liaison between the recipient and the sender of the message.Learning Media is an intermediary tool between educators with learners in the learning that is able to connect, inform and distribute the messages so as to create an effective and efficient learning process. Instructional media resulting in a communication between educators and learners in the learning process. If the learning process does not use the media then there will be a learning process.Implementation media education using Augmented Reality can be stimulate the mindset of students in critical thinking about something issues and events that exist in everyday life, because of the nature of the medium of education is to help learners in the learning process with the presence or absence of teachers in the educational process, so that the use of the media augmented education with reality can directly provide learning wherever and whenever the learner wants to implement the learning process. Learning Media AR can visualize abstract concepts for the understandingand the structure of an object model enables the AR as a more effective media in accordance with the purpose of learning media. Keywords : augmented raeality, utilzation of instructional media


2021 ◽  
Vol 2 (1) ◽  
pp. 52
Author(s):  
RINI KARSINI ◽  
PANGOLOAN SOLEMAN RITONGA

This research is motivated by students' chemical mastery in learning is still low, especially for abstract concept/theory material. This can be seen from students being less active and lacking memory in following the learning process.  In addition, schools only rely on textbooks that make students less interested in learning and there is no student workbook to support students' understanding. This research aimed at knowing the appropriateness of the instructional media design in the form of Probing-Prompting based student workbook on Periodic System of the Elements lesson.  It was administered at State Islamic Senior High School 1 Pekanbaru.  It was R&D (Research and Development) with 4-D model, and it was limited to 3 models—define, design, and development.  The subjects of this research were the experts of material, the experts of media, and the experts of language, Chemistry subject teachers, 10 students at the tenth grade of MIA 1.  The object was Probing-Prompting based student workbook on Periodic System of the Elements lesson.  The research findings showed that Probing-Prompting based student workbook was appropriate to be used and it was based on the results of validity and practicality levels.  The percentage of validity level obtained was 85.78% (very valid) and the practicality level was 85.33% (very practical).  Based on theses results, it could be identified that Probing-Prompting based student workbook could be tested further.


Author(s):  
Dedi Rohendi ◽  
Hendry Hendarwin

The implementation of vocational school curriculum was noticed a difference learning from complexand abstract concepts become more simple, concrete, and easy to understand. One solution to handle thatproblem is a multimedia learning with CAI. This study aims to obtain a real condition of increasing students'mastery learning of the material also compared the differences between student learning using multimedia CAIwith conventional learning. Research method used was quasi-experimental methods are conducted to 30 studentas an experiment samples and the control group with the number of samples of 30 people. The results showedthat students who use multimedia CAI can learn to fully implement the concept and the concept of independentlearning and competency based. Learning by using multimedia CAI can improve student’s mastery learning andhelp to deliver student to achieve a complete mastery of competency and inprove the students mastery of thematerial with a significant difference compared with students who are not using the multimedia CAI.


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.


2019 ◽  
Vol 2 (3) ◽  
pp. 91-96
Author(s):  
Ezi Anggraini ◽  
Anni Faridah ◽  
Reno Yelfi

Based on preliminary observations, the learning outcomes and creativity of IKK Department students who take the Bakery course are still low, it is estimated that the low learning outcomes are due to the limitations of existing learning resources or learning media, there are still deficiencies in the existing learning media. Therefore, designed and made a learning medium in the form of multimedia learning for Bakery courses. The purpose of this research was to develop the learning media based multimedia that valid, practice, and effective for bakery. This research used Research and Development (R&D) method, and 4D (four-D) model that develop by S. Thiagarajan and friends. There were four steps in 4D model, there were define, design, develop, dessiminate. The media was diesigned by using Macromedia Flash CS 6. The result of this research was that the learning media based multimedia were valid, practice, and effective to use as a learning media of bakery.


2020 ◽  
Vol 10 (1) ◽  
pp. 53-63
Author(s):  
Rini Karsini Rohman ◽  
Pangoloan Soleman Ritonga

This research is motivated by students' chemical mastery in learning is still low, especially for abstract concept/theory material. This can be seen from students being less active and lacking memory in following the learning process.  In addition, schools only rely on textbooks that make students less interested in learning and there is no student workbook to support students' understanding. This research aimed at knowing the appropriateness of the instructional media design in the form of Probing-Prompting based student workbook on Periodic System of the Elements lesson.  It was administered at State Islamic Senior High School 1 Pekanbaru.  It was R&D (Research and Development) with 4-D model, and it was limited to 3 models—define, design, and development.  The subjects of this research were the experts of material, the experts of media, and the experts of language, Chemistry subject teachers, 10 students at the tenth grade of MIA 1.  The object was Probing-Prompting based student workbook on Periodic System of the Elements lesson.  The research findings showed that Probing-Prompting based student workbook was appropriate to be used and it was based on the results of validity and practicality levels.  The percentage of validity level obtained was 85.78% (very valid) and the practicality level was 85.33% (very practical).  Based on theses results, it could be identified that Probing-Prompting based student workbook could be tested further. KeywordsStudent Workbook, Probing-Prompting, Periodic System of the Element


2017 ◽  
Vol 5 (1) ◽  
pp. 102
Author(s):  
Teguh Prasetyo

Penelitian ini bertujuan untuk: (1) menghasilkan perangkat penilaian yang layak untuk pembelajaran tematik-integratif kelas V SD, (2) mengetahui kepraktisan perangkat penilaian yang dikembangkan, dan (3) mengetahui keefektifan perangkat penilaian di kelas V SD pada subtema Komponen Ekosistem. Penelitian pengembangan ini mengacu pada model pengembangan 4-D dari Thiagarajan, Semmel, & Semmel yang telah dimodifikasi menjadi tiga prosedur pengembangan, yaitu: (1) define, (2) design, dan (3) develop. Subjek uji coba pengembangan terdiri dari SDN Godean 1, SDN Cebongan 1, dan SDN Purwomartani. Hasil penelitian menunjukkan bahwa perangkat penilaian hasil belajar dalam pembelajaran tematik-integratif di kelas V SD pada subtema Komponen Ekosistem layak digunakan, praktis, dan efektif. Selain itu produk juga dapat mengukur ketuntasan prestasi belajar peserta didik.Kata Kunci: perangkat penilaian; pembelajaran tematik-integratif; sekolah dasar Developing assessment kits of learning outcomes  on thematic integrative learning in class V SDAbstractThis study aims to: (1) produce a feasible assessment kits for thematic integrative learning in class V SD, (2) determine the practicality of assessment kits developed, and (3) determine the effectiveness of assessment kits in class V SD in subtheme Ecosystem Components. The research refers to the 4-D model of the development of Thiagarajan, Semmel, & Semmel which has been modified into three procedures of development, namely: (1) define, (2) design, and (3) develop. The trial development subject consists of SDN Godean 1, SDN Cebongan 1, and SDN Purwomartani. The results showed that the assessment kits of learning outcomes in thematic-integrative learning in class V SD in subtema Ecosystem Components fit for use, practical, and effective. In addition, the product can also measure mastery learning achievements of learners.Keywords: assessment kits, thematic-integrative learning.


2020 ◽  
Vol 8 (2) ◽  
pp. 38-43
Author(s):  
Eni Ismawati ◽  
Muhammad Abdul Ghofur

Abstrak Penelitian ini memiliki tujuan untuk mengembangkan LKPD serta menganalisis respon peserta didik dan efektifitas penggunaannya LKPD sebagai salah satu perangkat pembelajaran. Jenis penelitian yang digunakan pada penelitian ini yakni penelitian dan pengembangan (R&D) menggunakan model 4-D yang terdiri dari define, desain, development, dan disseminate. Pengumpulan data didapatkan dari hasil validasi kelayakan, pretest dan posttest, serta respon peserta didik. Hasil analisis yang sudah dilakukan materi dalam LKPD dinyatakan layak begitu pula dengan kelayakan kegrafikan dan kelayakan bahasa. Berdasarkan angket respons siswa, tingkat respons yang didapat adalah sebesar 81%. Berdasarkan hasil uji coba siswa yang mencapai ketuntasan belajar naik menjadi 76% dengan hasil N-Gain sebesar 0,7. Hal tersebut memperlihatkan bahwa pengembangan LKPD berbasis Problem Based Learning pada Kompetensi Dasar Perdagangan Internasional dapat meningkatkan berpikir kritis dan layak digunakan. Abstract This study aims to develop LKPD and analyse student responses and the effectiveness of using LKPD as a learning tool. The type of research used in this study is research and development (R&D) using a 4-D model consisting of define, design, development, and disseminate. Data collection was obtained from the results of validation of eligibility, pretest and posttest, and students' responses. The results of the analysis that have been done by the material in LKPD are declared to be feasible as well as the feasibility of graphic and language feasibility. Based on the student response questionnaire, the response rate obtained was 81%. Based on the results of student trials reaching mastery learning rose to 76% with an N-Gain result of 0.7. This shows that the development of LKPD based on Problem Based Learning in Basic International Trade Competencies can improve critical thinking and is appropriate for use.


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Ilmawan Mustaqim

AbstrakAugmented Reality (AR) dapat didefinisikan sebagai sebuah teknologi yang mampu menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan yang nyata kemudian memunculkannya atau memproyeksikannya secara real time. AR dapat digunakan untuk membantu memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek. Beberapa aplikasi AR dirancang untuk memberikan informasi yang lebih detail pada pengguna dari objek nyata. Media merupakan sebuah alat atau objek yang berfungsi sebagai penghubung antara penerima dan pengirim pesan.Media pembelajaran merupakan suatu alat perantara antara pendidik dengan peserta didik dalam pembelajaran yang mampu menghubungkan, memberi informasi dan menyalurkan pesan sehingga tercipta proses pembelajaran efektif dan efisien. Media pembelajaran mengakibatkan terjadinya sebuah komunikasi antara pendidik dan peserta didik dalam proses pembelajaran. Apabila dalam proses pembelajaran tidak menggunakan media maka tidak akan terjadi proses pembelajaran.Pemanfaatan media pendidikan menggunakan Augmented Reality dapat merangsang pola pikir peserta didik dalam berpikiran kritis terhadap sesuatu masalah dan kejadian yang ada pada keseharian, karena sifat dari media pendidikan adalah membantu peserta didik dalam proses pembelajaran dengan ada atau tidak adanya pendidik dalam proses pendidikan, sehingga pemanfaatan media pendidikan dengan augmented reality dapat secara langsung memberikan pembelajaran dimanapun dan kapanpun peserta didik ingin melaksanakan proses pembelajaran. Media Pembelajaran AR dapat memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek memungkinkan AR sebagai media yang lebih efektif sesuai dengan tujuan dari media pembelajaran. Kata kunci:  augmented reality, media pembelajaran AbstractAugmented Reality (AR) can be defined as a technology that can combine virtual objects two-dimensional or three-dimensional into a real environment and then bring it or project it in real time. AR can be used to help visualize abstract concepts for the understanding and the structure of an object model. Some AR application designed to provide more detailed information on the user of the real object. Media is a tool or object that serves as a liaison between the recipient and the sender of the message.Learning Media is an intermediary tool between educators with learners in the learning that is able to connect, inform and distribute the messages so as to create an effective and efficient learning process. Instructional media resulting in a communication between educators and learners in the learning process. If the learning process does not use the media then there will be a learning process.Implementation media education using Augmented Reality can be stimulate the mindset of students in critical thinking about something issues and events that exist in everyday life, because of the nature of the medium of education is to help learners in the learning process with the presence or absence of teachers in the educational process, so that the use of the media augmented education with reality can directly provide learning wherever and whenever the learner wants to implement the learning process. Learning Media AR can visualize abstract concepts for the understandingand the structure of an object model enables the AR as a more effective media in accordance with the purpose of learning media. Keywords : augmented raeality, utilzation of instructional media


Author(s):  
Kartini Tambunan ◽  
Harun Sitompul ◽  
R Mursid

Abstrak: Tujuan penelitian ini untuk mengetahui  kelayakan media pembelajaran interaktif berbasis problem based learning yang dipergunakan pada pembelajaran tematik di SD Swasta Islam An-Nizam Kecamatan Medan Denai dan mengetahui keefektifan penggunaan media interaktif berbasis problem based learning pada pembelajaran tematik di SD Swasta Islam An-Nizam Kecamatan Medan Denai. Adapun subjek dari penelitian ini adalah siswa kelas V SD Swasta Islam An-Nizam yang berjumlah 25 orang.  Sebagai objek dalam penelitian ini adalah media pembelajaran, skala respon siswa terhadap media pembelajaran dan tes hasil belajar siswa. Model pengembangan yang akan digunakan untuk mengembangkan perangkat media pembelajaran dalam penelitian ini adalah model Thiagarajan yang dikenal dengan Four-D (Model 4-D). Model 4-D diplih karena sistematis dan sesuai untuk mengembangkan perangkat pembelajaran. Hasil penelitian yaitu  media interaktif berbasis problem based learning yang dipergunakan pada pembelajaran tematik di SD Swasta Islam An-Nizam Kecamatan Medan Denai layak digunakan. Media interaktif berbasis problem based learning pada pembelajaran tematik di SD Swasta Islam An-Nizam Kecamatan Medan Denai efektif digunakan. Kata Kunci : Pengembangan Video Pembelajaran,  Hasil Belajar MatematikaAbsract: The purpose of this study is to determine the feasibility of interactive learning media based on problem based learning which is used in thematic learning at SD Swasta Islam An-Nizam Medan Denai and to know the effectiveness of the use of interactive media based on problem based learning on thematic learning at SD Swasta Islam An-Nizam Medan Denai. The subject of this research is the students of class V SD Swasta Islam An-Nizam Medan Denai  which amounted to 25 people. As object in this research is media of learning, scale of student response to instructional media and test result of student learning. The development model that will be used to develop learning media device in this research is Thiagarajan model known as Four-D (Model 4-D). The 4-D model is compiled because it is systematic and appropriate for developing learning tools. The result of the research is interactive media based on problem based learning which is used in thematic learning at An-Nizam Private Islamic Elementary School of Medan Denai District. Interactive media based on problem based learning on thematic learning at SD Swasta Islam An-Nizam Medan Denai District effectively used. Keywords: Development, Interactive Media and Problem Based Learning


Sign in / Sign up

Export Citation Format

Share Document