scholarly journals Pengembangan multimedia pembelajaran interaktif materi sistem organisasi kehidupan berbasis game edukasi

2021 ◽  
Vol 1 (3) ◽  
pp. 173-179
Author(s):  
Miftakhul Huda ◽  
Munzil Munzil ◽  
Metri Dian Insani

The aim of this research was to develop interactive learning multimedia in living organization system material on educational game. The validation test included media validation and material validation. The media validation was carried out by media expert, included of one physics lecturer and one natural science teacher, whereas the material validation was carried out by material expert, included of one biology lecturer. The legibility test in small group was carried out to 15 students grade VIII who had learned living organization system material. Based on the evaluation result, the developed interactive learning multimedia has proven valid and fulfilled very worthy criteria to be used. Penelitian ini bertujuan untuk menghasilkan multimedia pembelajaran interaktif pada materi sistem organisasi kehidupan berbasis game edukasi. Uji kelayakan dilakukan melalui validasi media, materi, dan uji keterbacaan. Validasi media oleh satu dosen Fisika dan satu guru IPA SMP, validasi materi oleh satu dosen biologi, dan uji keterbacaan pada 15 siswa kelas VIII SMP. Hasil penelitian menunjukkan bahwa multimedia yang dikembangkan sangat valid dan sangat layak untuk digunakan.

2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Ketut Candra Kurniartha ◽  
Putu Suka Arsa ◽  
Gede Ratnaya

This research aims to made autoplay based interactive learning media which can be used to support teaching and learning process, to know the feasibility level of learning media and students respond after using this autoplay based interactive learning media. This study was research and development study (R & D ) the data of this study were collected using questionnaire as an instruments by a content expert (material expert), expert of media and students. This study was conducted at tenth grade (X) TAV student of SMK Negeri 3 Singaraja. The results showed that: 1) the percentage of the media feasibility level from media validator is 90% with very feasible qualifications, 2) the percentage of the media feasibility level from material validator is 90% with very feasible qualifications, 3) test result of small group the percentage is 87% with very feasible qualifications 4) test result of large group the percentage is 91,37%. Based on the result of the analysis the feasibility level and students respond autoplay based interactive learning media on logic gate material for tenth grade (X) TAV student of SMK Negeri 3 Singaraja proper to use as learning media.


2021 ◽  
Vol 6 (1) ◽  
pp. 1-11
Author(s):  
Alfiyan Ghifari Akbar ◽  
Iesyah Rodliyah

This study aims to describe the results of the development of a character-based mathematics education module. This study uses a research model developed by Thiagarajan (1974) which is more popularly known as 4D (define, design, develop, dessiminate). However, due to the covid-19 virus pandemic, the research only reached the development stage. At the develop stage, a validation test and a readability test were carried out, for the module readability test was carried out by a small group test totaling six students. The results of this study indicate that the module has met the valid criteria. based on the results of the media validator score showed 68.3% with valid criteria. and the material validator shows a score of 8.9% with valid criteria, and the average score of the two validators is 76.1% which means that the module has been used to be used.   Keywords: learning module, character, triangle and quadrilateral  


Author(s):  
Theodora Aruan ◽  
Abdul Hamid K ◽  
Samsidar Tanjung

Abstrak: Penelitian ini bertujuan untuk: (1) mengembangkan multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan yang layak digunakan pada mahasiswa program studi Tata Boga. (2) mengetahui efektifitas multimedia pembelajaran pada mata kuliah Pengetahuan Alat Pengolahan dan Penyajian Makanan program studi Tata Boga. Penelitian menggunakan model pengembangan produk Borg and Gall yang dipadu dengan model desain pembelajaran dari Dick and Carey. Metode penelitian ini terdiri dari dua tahapan, yang mana pada tahap I merupakan tahap uji coba produk yang terdiri dari: (1) validasi ahli desain pembelajaran, (2) validasi ahli materi pelajaran, (3) validasi ahli media pembelajaran, (4) uji coba perorangan, (5) uji coba kelompok kecil, dan (6) uji coba lapangan terbatas. Hasil penelitian menunjukkan: (1) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (82,17%), (2) uji ahli materi berada pada kualifikasi sangat baik (89,5%), (3) uji ahli media berada pada kualifikasi sangat baik (85%), (4) uji coba perorangan berada pada kualifikasi sangat baik (87%),  (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (86%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (83,8%). Kata Kunci: multimedia, pembelajaran, pengetahuan alat pengolahan dan penyajian makanan Abstract: This study aims to: (1) develop learning multimedia in the subject of Knowledge Processing and Presentation Tools that are suitable for use in culinary study program students. (2) knowing the effectiveness of learning multimedia in the subject of Food Processing and Food Processing Program Knowledge and Processing Tools. The study used the Borg and Gall product development model combined with learning design models from Dick and Carey. This research method consists of two stages, which in stage I is the product testing phase which consists of: (1) validation of learning design experts, (2) expert material validation, (3) validation of learning media experts, (4) test try individuals, (5) small group trials, and (6) limited field trials. The results showed: (1) the learning design expert test was in very good qualification (82.17%), (2) the material expert test was in very good qualification (89.5%), (3) the media expert test was in the qualification very good (85%), (4) individual trials are in very good qualifications (87%), (5) small group trials are in very good qualifications (86%), and (6) limited field trials are at very good qualification (83.8%). Keywords: multimedia, learning, knowledge of processing and serving food


Author(s):  
Khoirunnisa Safitri ◽  
Sudarsono Sudarsono

This research aims to develop Pop-Up Book as supplementary media to support the teaching of narrative texts and to evaluate whether or not the media are feasible to teach narrative texts to the tenth grade students of SMA Negeri 8 Pontianak. The media consisted of narrative texts with pop-up pictures. They were divided based on the structure of a narrative text. The materials were taken from the students’ textbook that the researcher has simplified. The procedures were adapted from ADDIE Model proposed by Branch and it used three phases, namely, Analyse, Design, and Develop. From analyse phase, it was found that the students needed interesting media that was visually attractive to engage them in the teaching learning process and to support the existing materials. The Design phase covered the aspects, which were the focus of the media, of the materials and the pictures for the media, and the structure of the media. The Development phase concerned the development of the essential parts of the media. According to the evaluation result, the media are considered feasible to be applied by the teachers to teach narrative text reading.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-6
Author(s):  
Ervan Johan Wicaksana ◽  
Pramana Atmadja

Penggunaan video pembelajaran sebagai media pembelajaran diharapkan dapat membantu siswa dalam memahami materi, khususnya daur ulang limbah plastik. Penelitian ini dilakukan di SMA Negeri 6 Kota Jambi pada bulan Mei 2019. Jenis penelitian ini adalah penelitian analisis deskriptif dengan metode kuantitatif. Penelitian ini bertujuan untuk melihat persepsi guru dan persepsi siswa dalam mengimplementasikan video pembelajaran biologi pada materi daur ulang limbah plastik menggunakan sparkol videoscribe. Data penelitian diperoleh dengan cara menyebar angket kepada siswa dan guru. Selanjutnya uji coba produk dilakukan pada 6 orang kelompok kecil, 26 orang siswa kelompok besar dan satu guru mata pelajaran biologi, sebelumnya dilakukan validasi media oleh ahli materi dan ahli media. Hasil validasi oleh ahli materi dengan persentase 81,25% dengan kategori “Sangat Baik” sedangan hasil validasi ahli media 93,75% dengan kategori “Sangat Baik”. Pada uji coba kelompok kecil memperoleh tanggapan 92,5% dengan kategori “sangat baik” sedangkan pada uji coba kelompok besar memperoleh tanggapan 87,2%. Persepsi guru bidang studi biologi memperoleh tanggapan 87,5% dengan kategori “sangat baik“ berdasarkan hal tersebut media layak digunakan. Kata Kunci: daur ulang limbah plastik, sparkol videoscribe, video pembelajaran The use of instructional videos as learning media is expected to help students understand the material, especially recycling plastic waste. This research was conducted at the 6th High School of Jambi City in May 2019. This type of research is a descriptive analysis research with quantitative methods. This study aims to look at teacher perceptions and student perceptions in implementing biology learning videos on plastic waste recycling material using sparkol videoscribe. Research data was obtained by distributing questionnaires to students and teachers. Furthermore, the product trial was conducted on 6 small group people, 26 large group students, and one biology subject teacher, before the media validation was done by the material expert and the media expert. The results of the validation by material experts with a percentage of 81.25% with the category "Very Good" while the results of the validation of the media experts 93.75% with the category "Very Good". In the small group trials, it received 92.5% responses in the "very good" category while in the large group trials it got 87.2% responses. Teachers' perceptions in the field of biological studies received 87.5% responses in the category of "very good" based on that the media was appropriate to use.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


Author(s):  
Sukro Muhab Albantani

The purpose of this research is to determine the influence of school leadership by the principal and self-efficacy towards the teachers’ motivation. This research used expost facto method, by involving 165 Natural Science teacher of integrated Islamic school as a randomly selected sample. The results of this research indicates that there are significantly differences in motivation of the Natural Science teachers between teachers led by principals who have a transformational leadership with transactional leadership. There is also a significant interaction impact between principal's leadership and self-efficacy on the teachers’ motivation.


2018 ◽  
Vol 24 (2) ◽  
pp. 262-269
Author(s):  
Pramudita Budiastuti ◽  
Moh. Khairudin ◽  
M.N.A Azman

Interactive learning media facilitate students to be understand and comprehend certain contents of engineering subjects. Therefore, this study aimed to develop e-instructional multimedia for students in the subject of basic electronics and electricity using adobe flash CS 5.5. This subject was selected to support the teaching-learning process at the Vocational Secondary Schools. There were five stages during the development of the learning media, including (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation (ADDIE). Furthermore, 30 students in total were selected to test the media practicability. The results revealed that this multimedia is acceptable based on five criteria: creativity, affectivity, efficiency, interestingly, and interactivity with the scores of 76.8, 76.8, 71.5, 77.4, and 74.4 respectively. This study suggested the implementation of the e-instructional multimedia for further understanding its empirical application.    


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