scholarly journals The Validity of Question Wheel "KARUNIA" Learning Media in the Archaebacteria and Eubacteria Students of Class X IPA of SMAN 7 Banjarmasin

2020 ◽  
Vol 2 (1) ◽  
pp. 7
Author(s):  
Karunia Soliha Septiani ◽  
Noorhidayati Noorhidayati ◽  
Maulana Khalid Riefani

Effective learning is when students are actively involved in the learning process, so they can gain an understanding of the learning process carried out and can improve learning outcomes on the concept of learning. Archaebacteria and Eubacteria are biological concepts that are relatively difficult, abstract, and tend to memorize. Therefore research and development of fun learning media are carried out in the form of a Question Wheel game "KARUNIA". This research and development are to describe the validity of the "KARUNIA" Question Wheel learning media. This type of research is research and development with 4D models. This research is limited to the Develop stage. The results of research and development carried out on the "KARUNIA" Question Wheel learning media on the Archaebacteria and Eubacteria concepts are classified as very valid with a value of 88%.

Author(s):  
Yustiorini Yustiorini ◽  
Ma’as Shobirin ◽  
Ersila Devy Rinjani

Abstrak Pengembangan bahan ajar pada mata pelajaran bahasa Indonesia ini menjadi salah satu upaya dalam meningkatkan mutu pendidikan di sekolah. Basis cerita bergambar/komik pada bahan ajar yang dikembangkan menjadi salah satu pilihan yang sesuai bagi peserta didik dan pengajar untuk lebih mendalami materi dengan motivasi yang tinggi karena bentuknya yang berbeda dari yang sudah ada. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development ( R&D) dengan menggunakan model yang dikembangkan oleh Borg and Gall. Hasil skor keefektifan diperoleh dari hasil belajar. Hasil skor keefektifan bahan ajar komik menunjukkan 89,81 %. Hasil perhitungan diperoleh pada α = 5 % dengan dk=22-1 = 21 diperoleh ttabel = 2,119. Didapat thitung = 11,054 ≥ ttabel = 2,119 karena thitung ≥ ttabel maka hipotesis (Ha) diterima. Proses pembelajaran dapat disimpulkan ada peningkatan hasil belajar sesudah siswa menggunakan bahan ajar komik dan karena hal tersebut bahan ajar dikatakan efektif. Kata kunci: Pengembangan, bahan ajar komik, bahasa Indonesia Abstract The development of teaching materials in Bahasa Indonesia lesson is one of efforts to improve education quality in schools. Basic of illustrated story/comic on teaching materials is developed become an appropriate choice for students and teachers to explore more material with high motivation because of its different form from the existing ones. The research method used in this study is Research and Development (R&D) using a model developed by Borg and Gall. The results of the effectiveness score were obtained from learning outcomes. The score for the effectiveness of comic teaching materials was 89.81%. The calculation results obtained at α=5% with dk=22-1=21 obtained t table= 2.119. Obtained t count=11,054 ≥ t table=2.119 because t count ≥ t table then the hypothesis (Ha) is accepted. The learning process can be concluded that there is an increase in learning outcomes after students use comic teaching materials and because of this the teaching materials are said effective. Keywords: Development, comic as teaching materials, Bahasa Indonesia


2022 ◽  
Vol 1 (1) ◽  
pp. 107-116
Author(s):  
FITRI HIDAYATI

  The Covid-19 phenomenon has increased the awareness of educators to be able to take advantage of learning media that uses communication information technology so that learning continues well. One of learning media that is easy to make is android-based learning media using appypie. By using appypie, teachers easily create their own learning applications/media that contain content according to the learning objectives to be achieved without having to have knowledge of coding or programming. The purpose of this research is to produce android-based learning media using appypie which can be used as an alternative valid and effective learning media for students. This type of study is research and development (R&D) using the ADDIE model. The ADDIE model consists of five stages, 1) Analysis; 2) Design; 3) Development; 4) Implementation and 5) Evaluation. The Research instruments is questionnaire, which are used to obtain data on the level of worthiness (validity). The results of the validation by media experts obtained an average of 80.40% which is included in the " feasible" category to be used as learning media. Meanwhile, material experts obtained an average of 86.40% in the "Very feasible" category, and from the student responses, an average of 95.56% was obtained which was also included in the "Very feasible" category to use. Based on the results of the study, the learning media was declared effective and feasible to be implemented in the learning process. ABSTRAKAdanya fenomena Covid-19 semakin meningkatkan kesadaran para pendidik untuk dapat memanfaatkan media pembelajaran berbasis teknologi informasi komunikasi agar pembelajaran tetap berjalan dengan baik. Salah satu alternatif media pembelajaran yang mudah dibuat ialah media pembelajaran berbasis android dengan mengunakan appypie. Dengan menggunakan appypie, guru dengan sangat mudah membuat aplikasi/media pembelajaran sendiri yang berisi konten-konten sesuai dengan tujuan pembelajaran yang ingin dicapai tanpa harus memiliki pengetahuan coding atau pemograman. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis android dengan menggunakan appypie yang valid dan efektif bagi peserta didik. Jenis penelitian ini adalah Penelitian dan Pengembangan (R&D) menggunakan model ADDIE yang terdiri dari lima tahap, 1) Analisis; 2) Perancangan; 3) Pengembangan; 4) Implementasi dan 5) Evaluasi. Instrumen penelitian berupa kuesioner yang digunakan untuk memperoleh data tingkat kelayakan (validitas). Hasil validasi oleh ahli media diperoleh rata-rata sebesar 80,40% yang termasuk dalam kategori “Layak” digunakan sebagai media pembelajaran. Sedangkan oleh ahli materi diperoleh rata-rata sebesar 86,40% dengan kategori “Sangat Layak”, dan dari respon peserta didik diperoleh rata-rata 95,56% juga termasuk kedalam kategori “Sangat Layak” digunakan. Berdasarkan hasil penelitian tersebut maka media pembelajaran ini dinyatakan efektif dan layak untuk diimplementasikan dalam proses pembelajaran.


2020 ◽  
Vol 8 (1) ◽  
pp. 14-24
Author(s):  
Mispandi Mispandi ◽  
Endang Mulyani

This study aims to determine, the process of development, eligibility and student responses to student worksheets based on simulation methods. This type of research is Research and Development (R&D), using the Borg & Gall development model. The subjects of the study were students of class XI of SMA Negeri 1 Sambelia. The results showed that the results obtained were validated material, language, and design 3.44 with the appropriate category, and the students' response was 4.16 with the appropriate category. The results showed that the development of student worksheets based on simulation methods was feasible to use and influenced student learning outcomes in economic subjects. The contribution of research as a tool in the learning process for teachers and students in schools.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2020 ◽  
Vol 4 (2) ◽  
pp. 118-129
Author(s):  
Asti Gumartifa ◽  
◽  
Indah Windra Dwie Agustiani

Gaining English language learning effectively has been discussed all years long. Similarly, Learners have various troubles outcomes in the learning process. Creating a joyful and comfortable situation must be considered by learners. Thus, the implementation of effective learning strategies is certainly necessary for English learners. This descriptive study has two purposes: first, to introduce the classification and characterization of learning strategies such as; memory, cognitive, metacognitive, compensation, social, and affective strategies that are used by learners in the classroom and second, it provides some questionnaires item based on Strategy of Inventory for Language Learning (SILL) version 5.0 that can be used to examine the frequency of students’ learning strategies in the learning process. The summary of this study explains and discusses the researchers’ point of view on the impact of learning outcomes by learning strategies used. Finally, utilizing appropriate learning strategies are certainly beneficial for both teachers and learners to achieve the learning target effectively.


2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


2021 ◽  
Vol 10 ◽  
Author(s):  
Harnum Putri Almaidah ◽  
Muhlasin Amrullah

This study aims to describe the learning implementation model during the COVID-19 pandemic at SD Muhammadiyah 3 Pandaan. The research was conducted at SD Muhammadiyah 3 Pandaan City with one of the teachers as resource persons. This research uses descriptive qualitative research. The results of this study are observations of learning models at SD Muhammadiyah 3 Pandaan during the covid-19 pandemic. Learning that is usually carried out in person is now being shifted to distance learning or daring. In the implementation of learning during this pandemic, appropriate and effective learning models are needed to support the success of the teaching and learning process. The application of the learning model is one of the main factors in the learning process. This is because when applying the appropriate learning model, the learning process and learning outcomes will be as expected. There are several factors that support teachers in the learning process, namely the availability of mobile phones, quotas and a stable internet network. In addition to the factors that support bold learning, there are also several inhibiting factors for teachers in bold learning. The inhibiting factors include not all students have cellphones and there are still many parents who are busy working.


2018 ◽  
Vol 3 (1) ◽  
pp. 64-75
Author(s):  
Nopriyanti Nopriyanti

This study aims to: (1) develop an electronic module based on 3D Pageflip Professional for Engineering Drawings course, (2) assess the quality of the electronic modules. The model the research is research and development (R&D). The electronic module was validated by learning media experts and learning material experts. The research subject was the 32 students of mechanical engineering education study program of FKIP UNSRI. The study concludes that: (1) the electronic module that is based on 3D Pageflip Professional for Engineering Drawing Course is appropriate to use for learning process; (2) the quality of the product is very good. The assessment from the experts resulted in a score of 85 for the display aspect (very good), 51 for the learning process aspect (good), and 54 for the learning material aspect. Whereas, from the students, it is 956 (very good) for the display aspect, 684 for the learning process aspect, and 847 for the content aspect (very good)Penelitian ini bertujuan untuk: (1) menghasilkan Modul Elektronik Berbasis 3D Pageflip Professional pada mata kuliah Gambar Teknik di Program Studi Pendidikan Teknik Mesin, (2) mengetahui kualitas Modul Elektronik Berbasis 3D Pageflip Professional pada mata kuliah Gambar Teknik di Program Studi Pendidikan Teknik Mesin FKIP Unsri. Penelitian ini merupakan penelitian dan pengembangan (R&D). Validasi modul elektronik ini dilakukan oleh ahli media dan ahli materi. Subjek uji coba penelitian ini adalah 32 mahasiswa program studi pendidikan teknik mesin FKIP UNSRI. Hasil penelitian ini adalah: (1) produk modul Elektronik Berbasis 3D Pageflip Professional pada mata kuliah Gambar Teknik layak untuk digunakan; (2) Kualitas produk modul elektronik ini sangat baik, hasil penilaian ahli media dan ahli materi ditinjau dari aspek tampilan 85 (sangat baik), aspek pembelajaran 51 (baik), dan aspek materi 54 (baik). Sedangkan hasil penialaian peserta didik uji coba lapangan pada aspek tampilan sebesar 956 (sangat baik), pada aspek pembelajaran sebesar 684 (sangat baik),  dan pada aspek isi sebesar 847 (sangat baik).


2020 ◽  
Vol 1 (1) ◽  
pp. 74
Author(s):  
Sri Dayanti

This class action research aims to describe the learning outcomes of students before participating in the learning process by using the discovery learning model, class IXA SMPN 4 Tapung Hilir on mathematics learning material on the Cone Volume; describe the learning activities of students as long as students follow the learning by using the discovery learning model, class IXA SMPN 4 Tapung Hilir on the learning of mathematics material Cone Volume; describe the improvement in student learning outcomes after students follow the learning process by using the discovery learning model, class IXA SMPN 4 Tapung Hilir on mathematics learning material Cone Volume. The design set in this study is classroom action research. In class action research in general there are four stages that are commonly passed, namely planning, implementing, observing, and reflecting. The initial condition of students is when students have not received learning by using the Discovery Learning learning model. The initial data used is the data of students' daily test scores which are still low and many are incomplete from the minimum completeness criteria (KKM), which is equal to 51.72% of students not completing completeness. In the test results in the first cycle, students who reached KKM totaled 23 people with the highest score of 100 as many as 2 people and the lowest score of 65 as many as 6 people. From the results of the assessment conducted in the first cycle that is obtained a value of 65-71 with a frequency of 13 (44.84%), a value of 72-78 with a frequency of 5 (17.24%), a value of 79-85 with a frequency of 5 (17.24% ), a value of 86-92 with a frequency of 3 (10.34%), a value of 93-100 with a frequency of 3 (10.34%).


2021 ◽  
Vol 1 (2) ◽  
pp. 101-115
Author(s):  
NORMA NORMA

The objectives of this literature review are; (1) To create real learning conditions for students during the Covid-19 Pandemic; (2) To find out the role of learning video media in the distance learning process; (3) To find out the effect between the use of learning video media on student learning outcomes during the Covid-19 Pandemic. This study uses quantitative research methods. The results of this study indicate that: (1) The implementation of distance learning processes during the Covid-19 Pandemic through learning videos. The results of the data showing the implementation of the learning process based on the student's attendance rate of 94% and the results of the pre-learning video media data, especially on the interest in social studies lessons by 42% after using the learning video media increased to 77%; (2) Learning video media can help teachers deliver material and create a learning situation that is not monotonous. The results of pre-learning video media data showing that learning video media can help teachers deliver material is 42% and after using learning video media it increases to 94%; (3) Learning video media can help students understand the subject matter and complete the tasks given by the teacher. The data from the pre-learning video media showing that students can answer questions through online learning is 19% after using the learning video media, increasing to 94%; (4) Appropriate and effective learning video media in increasing motivation and learning outcomes for students during the Covid-19 Pandemic. The results of pre-learning video media data showing the subject matter given to students online are very clear at 42% after using learning video media, increasing to 94%. ABSTRAKTujuan dari kajian pustaka ini adalah ; (1) Untuk menciptakan kondisi belajar yang nyata terhadap peserta didik di masa Pandemi Covid-19; (2) Untuk mengetahui peran media video pembelajaran dalam proses pembelajaran Jarak Jauh; (3) Untuk mengetahui pengaruh antara  penggunaan media video pembelajaran terhadap hasil belajar peserta didik di masa Pandemi Covid-19. Kajian ini menggunakan metode penelitian kuantitatif. Hasil kajian ini menunjukkan bahwa : (1) Terselenggaranya proses belajar jarak jauh di masa Pandemi Covid-19 melalui video pembelajaran. Hasil data yang menunjukan terselenggaranya proses pembelajaran bedasarkan tingkat kehadiran peserta didik 94% dan hasil data pra media video pembelajaran khususnya pada minat pelajaran IPS sebesaar 42% setelah menggunakan media video pembelajaran meningkat menjadi 77%; (2) Media video pembelajaran dapat membantu guru menyampaikan materi dan menciptakan situasi pembelajaran yang tidak monoton. Hasil data pra media video pembelajaran yang menunjukan media video pembelajaran dapat membantu guru menyampaikan materi sebesar 42% dan setelah menggunakan media video pembelajaran meningkat menjadi 94%; (3) Media video pembelajaran dapat membantu peserta didik untuk memahami materi pelajaran dan menyelesaikan tugas yang di berikan guru. Data hasil pra media video pembelajaran yang menunjukan peserta didik dapat menjawab pertanyaan melalui pembelajaran daring sebesar 19% setelah menggunakan media video pembelajaran meningkat menjadi 94%; (4) Media video pembelajaran yang layak dan efektif dalam meningkatkan motivasi dan hasil belajar bagi peserta didik dimasa Pandemi Covid-19. Hasil data pra media video pembelajaran yang menunjukan materi pelajaran yang diberikan kepada peseta didik melalui daring sangat jelas sebesar 42% setelah menggunakan media video pembelajaran meningkat menjadi 94%.


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