scholarly journals PENGEMBANGAN MULTIMEDIA INTERAKTIF BERMUATAN MATERI MIKROBIOLOGI BERBASIS EDMODO ANDROID

2017 ◽  
Vol 3 (2) ◽  
pp. 86-93
Author(s):  
Trio Ageng Prayitno ◽  
Nuril Hidayati

A more interactive and fun microbiology learning solution by utilizing information technology is the development of interactive multimedia of microbiological material based on Edmodo Android. The purpose of this research is to produce interactive multimedia microbiology based on Edmodo Android. The research method used is research and development. Interactive multimedia microbiology based on Edmodo Android developed with Thiagarajan development model. The research is done through define stage, design stage, and develop stage. The data of the research are validation questionnaire from media experts, microbiology material experts, and practitioners. The research data is corrected by using the percentage of eligibility criteria.

2019 ◽  
Vol 2 (2) ◽  
pp. 165-171
Author(s):  
Fachri Ridho ◽  
Bambang Sri Anggoro ◽  
Siska Andriani

This study aims to produce an Android-based E-Learning learning media on opportunity material. This research method is Research and Development (R & D) based on Sugiyono's development model. The material expert's assessment of the learning media is included in the "Good" category with an average percentage of 79.05%. The media expert's assessment of the learning media is included in the "Very Good" category with an average percentage of 87.67%, the assessment of education practitioners on this learning media is included in the "Very Good" category with a percentage of completeness of 82.57%. In a small scale trial which was attended by 10 students in class XI obtained a percentage of 81.60%. Based on the results of the questionnaire responses that have been filled in by students, these results place the learning media on the criteria of "Very Interesting". Based on the results of a large-scale trial which was attended by 30 students of class XI, the percentage of 88.78% was included in the criteria of "Very Interesting", and the results of the testing of the effectiveness of learning media were 88.33% included in the criteria of "Very Effective".


2018 ◽  
Vol 1 (3) ◽  
Author(s):  
Novia Margarita

This study aims to develop interactive multimedia as a tool for improving the results of learning mathematics of grade 4 elementary school (SD). Research method with Research and Development (RnD) with ASSURE development model with 6 stages: 1) analyze learners characteristic, 2) state objectives, 3) select modify or design method, media or materials, 4) utilize media and materials, 5) learners participation, 6) evaluate and revise. The validity and interactive multimedia materials and products are tested by expert tests using the validation sheet instrument. Validate material experts with an 86% percent score with criteria indicating very high category. Media validation with 88% percentage score with very good category. The practicality of interactive multimedia products was tested with limited trials, 2 SDs did not use media and 2 SDs using media with PBL models during the learning process. The results of the limited trial results shown on 2 SDs that did not use media resulted in average pretest values of 72.56 and posttest 80.12 and sig. (2-tailed) 0.004. Furthermore, in the 2 SDs using media, the average pretest 75.74 and posttest 83.62 and sig. (2-tailed) 0.000 were generated. Based on the interactive multimedia developed and valid material contained in interactive multimedia can bring learners to learn indirectly and can learn independently. Keywords: Research and Development (RnD), Interactive Multimedia, PBL Model, Mathematics


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Zariul Antosa ◽  
Lazim N

This research is a research development that aims to develop lapbook learning media. The research method uses the 4 D research and development model consists of four stages: define, design, develop, and disseminate. The research instrument used attitude scale measurement parameters raised by Likert. This research produces lapbook learning media which is used in thematic learning in elementary schools. The development of lapbook learning media has been developed through the stages of validation by expert judgment with an average value of 88.87% with a very decent category. Material experts give a score of 87%, linguists 85%, 88.5% presentation and graphic experts give a score of 95 all with very decent categories. After being tested for a limited test in grade 1 elementary school the response value of 84.50% was obtained with a very good category. From the research data it can be concluded that this lapbook learning media has very good quality as a medium for thematic learning in low grade


Author(s):  
Willy Hairis Resmantama Silaen ◽  
Saifullah Saifullah ◽  
Eka Irawan

This study aims to design a Codeigniter-Based New Repository. This software serves to simplify the process of designing the repository. This research also aims to facilitate students and the general public to access examples of student thesis at Stikom Tunas Bangsa Pematangsiantar. This research method is Research and Development. The development model used is Waterfall which consists of analysis, design, implementation, and testing. Based on the results of this study, it can be concluded that the results of software development are in the form of Codeigniter-Based Digital Repository.Keywords: Repository, Code igniter.


2015 ◽  
Vol 1 (1) ◽  
pp. 45-51
Author(s):  
Vinna Apriola

Development model this folklore Iesson is background by writer desire which have profession as teacher to bear special Iesson model this subject and of a kind, bearing better Iesson condition in student easiness and class to fond of to read folklore.This research And development aim to give information about existence one of effective Iesson model in course of folklore Iesson to Indonesian teacher, and as positive input in development model folklore Iesson for the sake of furthermore. This Research type is research qualitative using method R&D (Research And Development). Research checking and developing folklore Iesson model in class.This Research instrument is interview do not the structure, and respon assessment enquette addressed to coleage and student as valid determinant of product, and also the field note hit things that happened in product test in class.This Research data is product in the form of substance teach to print containing of development execution guide model folklore Iesson of through copywriting which tried with instrument. Result obtained from research product test applied in class XI IPS 3 SMA Plus Negeri 7 Kota Bengkulu in teaching year 2012 on Wednesday, 16 May 2012 beating 08.45-10.15 WIB is effective, according to, and draw.


KOMTEKINFO ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 92-101
Author(s):  
Rini Sefriani ◽  
Jhon Veri

This research and development aims to produce products in the form of Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses the Research and Development (R&D) research method which refers to the 4D Model with the stages passed in this research are the definition stage, the design stage, the development stage, and the deployment stage. Data retrieval is done to the user of the Interactive Multimedia Module. The research sample consisted of 33 people consisting of 32 students and 1 teacher of the subject of Simulation and Digital Communication (SIMKOMDIG) SMK-SMAK Padang. Validity test results by experts Overall assessment of the validator test on Learning Media Interactive Multimedia Module Based on Macromedia Director MX is 90.35%, so that the level of validity can be interpreted very validly used. Overall practicality assessment of learning media Interactive Multimedia Module Based on Macromedia Director MX is 87.72%, so that the level of practicality can be interpreted very practically used. For effectiveness test Overall assessment of the effectiveness of learning media Interactive Multimedia Module Based on Macromedia Director MX at 85.51%, so that the level of effectiveness can be interpreted effectively used. MX has been tested for eligibility, is practically used and is effectively used in the learning process in Simulation and Digital Communication (SIMKOMDIG) subjects at SMK-SMAK Padang.


EduKimia ◽  
2019 ◽  
Vol 1 (2) ◽  
pp. 53-60
Author(s):  
Rosi Efliana ◽  
Minda Azhar

Learner Worksheet (LKPD) of reaction rates based structured inquiry in class XI SMA had been dertemine validity and practicality. The type of research used is Research and Development (RD). The development model was a 4-D model consisting of 4 stages, namely (1) Define, (2) Design, (3) Develop, (4) Desseminate. The disseminate stage was not carried out due to time and cost constraints. The research instrument used was a questionnaire validation and practicality questionnaire. The validation questionnaire was filled by 3 chemistry lecturers from FMIPA UNP and 2 chemistry teachers from SMAN 2 Lubuk Basung. Practicality questionnaire was filled by 2 chemistry teachers and 30 students of class XII MIPA 3 SMAN 2 Lubuk Basung. Data were analyzed using kappa moments. The average kappa moment of validity test was 0.87 with a very high validity category. The average kappa moment of teacher were 0,88 with a very high practicality category. The average kappa moment of student were 0,87 with a very high practicality category. Thus, it was concluded that reaction rates LKPD based on structured inquiry was valid and practice.


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


2019 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Yesi Andra Yuni ◽  
Zulhanan Zulhanan ◽  
Sodikin Sodikin

Abstract: This study aims to; 1) identifies the eligibility ladder snake game in Islamic learning IPA; 2) know the response of the students against Islamic ladder snake game in learning the IPA as a learning resource that will be developed. Methods in this study using the method of research and development (Research and Development) model Borg and Gall that have been developed through dimodifiksi; 1) potential and problems; 2) data collection; 3) product design; 4) validation of the design; 5) revision of the product; 6) free trial products; 7) revision of the product. Taken only up to seven steps because of the limitations. The research data was collected by using the sheet validation, the now and the response of the learners. The results of this research are; 1) game development ladder snake islami in IPA is well worth learning is used in learning based on the results of validation experts, namely 93.5% material experts, 80.5%, media expert and expert religion 100%; 2) on the response of the students performed at the three schools earn a percentage of the feasibility of an average of 93% with a very worthy category.Abstrak: Penelitianini bertujuan untuk; 1) mengidentifikasi kelayakan permainan ular tangga islami dalam pembelajaran IPA; 2) mengetahui respon peserta didik terhadap permainan ular tangga islami dalam pembelajaran IPA sebagai sumber belajar yang akan dikembangkan. Metode dalam penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) model Borg and Gall yang telahdimodifiksi yang dikembangkan melalui; 1) potensi dan masalah; 2) pengumpulan data; 3) desainproduk; 4) validasidesain; 5) revisiproduk; 6) ujicobaproduk; 7) revisiproduk. Langkah yang diambil hanya sampai dengan tujuh langkah karena keterbatasan. Data penelitian ini dikumpulkan dengan menggunakan lembar validasi, angket dan respon peserta didik. Hasil penelitian ini adalah; 1) pengembangan permainan ular tangga islami dalam pembelajaran IPA sangat layak digunakan dalam pembelajaran berdasarkan hasil validasi para ahli, yaitu ahli materi 93,5%, ahli media 80,5%, dan ahli agama 100%; 2) pada respon peserta didik yang dilakukan di tiga sekolah mendapatkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak.


2020 ◽  
Vol 5 (2) ◽  
pp. 151
Author(s):  
Buce Trias Hanggara ◽  
Noveria Anggraeni Fiaji ◽  
Prima Zulvarina

Research and development of AKSARA: interactive digital pocketbooks, focusing on the development of a mobile application based on ethics of politeness and academic corruption, introduced as a form of early learning for Brawijaya University students. This research method was a mixed-method type. The development of digital pocketbooks was using a Recursive, Reflective, Design and Development model or can be abbreviated as R2D2. In the development of digital pocketbooks, the focus was on the three development focuses of R2D2, namely (1) Focus on determination; (2) Focus on developing product design, as well as its trials, and; (3) Focus on dissemination in accordance with the context of the development’s environment and needs. The results from the research and development process was a pocketbook app using mobile platform, which makes the product more ubiquitous. Applying the concept of gamification, this application has several interesting functions that stimulate user interaction. AKSARA provides ethics of politeness and academic corruption materials which are divided into systematic chapters and subchapters, each of them contains a quiz to measure user's understanding of the material. The correctness of answers and speed in answering the question determined the points received by users which can decide the user’s level and its ranking in the leaderboard. Users can also share their profiles in social media such as Instagram and Facebook. 


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