MENGEKSPLORASI TANGGUNG JAWAB DAN KREATIVITAS ILMIAH PESERTA DIDIK MELALUI CREATIVE RESPONSIBILITY BASED LEARNING

2021 ◽  
Vol 2 (1) ◽  
pp. 15-24
Author(s):  
Muhammad Feyzar Rif'at ◽  
Mustika Wati ◽  
Suyidno Suyidno

Scientific responsibility and creativity are part of the main competencies in the era of the industrial revolution 4.0, but they are not trained in schools. Therefore, the purpose of this study is to analyze the effectiveness of Creative Responsibility Based Learning in exploring the responsibility and scientific creativity of students. This research is part of research and development with the ADDIE model, namely at the implementation and evaluation stages. The research trial used one group pre-test and post-test on 27 students of class XI MIPA 2 MAN 2 Banjarmasin. Data collection instruments consist of responsibility observation sheets with indicators of participating, respecting others, cooperation, leading, and expressing opinions; as well as a scientific creativity test which includes indicators of finding problems, imagining scientifically, solving problems creatively, and designing products creatively. The results showed that the responsibility of the students at each meeting was in good criteria. In addition, the scientific creativity N-gain was 0.34 in the medium criteria. Thus, CRBL is effectively used to explore the responsibility and scientific creativity of students.  Kata kunci: creative responsibility based learning, scientific creativity, responsibility AbstrakTanggung jawab dan kreativitas ilmiah merupakan bagian dari kompetensi utama di era revolusi industri 4.0, namun kurang dilatihkan di sekolah. O

2020 ◽  
Vol 8 (1) ◽  
pp. 12
Author(s):  
Muhammad Feyzar Rif 'at ◽  
Mustika Wati ◽  
Suyidno Suyidno

Development of scientific responsibility and creativity in learning physics are included in the key competencies in the industrial era 4.0. However, both of these competencies are not used in school. Therefore, the purpose of this study is to analyze the effectiveness of Creative Responsibility Based Learning in developing students' responsibility and scientific creativity. This research is part of the research and development of the ADDIE model. Trial implementation using one group pre-test and post-test design on 27 students of Class XI-2 MAN 2 Banjarmasin. Data collection instruments consist of responsibility observation and scientific creativity tests. After being CRBL implemented, the students’ responsibility increased at each meeting in good criteria. Also, the value of n-gain scientific creativity by 0.34 in moderate criteria. Thus, CRBL is effective in developing the students’ responsibility and scientific creativity in learning physics.


2015 ◽  
Vol 1 (2) ◽  
pp. 2013
Author(s):  
Masrur Mustolih ◽  
Hermayawati Hermayawati

The study aimed at designing syllabus for English extracurricular in SMAN 1 Seyegan based on the 2013 Curriculum. This was Research and Development (R&D) study using ADDIE model. There were five stages in conducting the research; (1) Analysis; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. This study involved 15 students of ten graders who registered to English extracurricular program. To gain the Needs Analysis (NA), the researcher used observation, questionnaire, interview, and documentation. This study found a 2013 curriculum based syllabus using is matrix format. It consists of 21 units for two semesters; ‘Introduction’, ‘Greeting, meeting and parting’, ‘Self-Introduction’, ‘Compliment, ‘Caring’, ‘Past Time’, ‘Descriptive Text’, ‘Announcement Text’, ‘Introduction to Public Speaking’ ‘Speech’, ‘Storytelling’, ‘Indonesian Culture’, ‘Foreign Culture’, ‘Study Abroad’, ‘Writing a letter, ‘Debate Contest’, ‘Australasian Debate Style’, ‘British Debate Style’, ‘Vacation ’and 2 units for semester exam. It was appropriate with the 2013 Curriculum based on (1) an expert judgment from Mercu Buana University of Yogyakarta; (2) theFocus Group Discussion from English teacher and school principal of SMA N 1Seyegan; (3) the results of pre-test and post-test in two cycles which showed there was improvement. Based on the findings above, it is recommended for the further researcher to develop the designed syllabus into module for English extracurricular.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-8
Author(s):  
Lestari Anwar ◽  
Dewi Furwana ◽  
Muhammad Iksan

This research about Developing Students' Reading Worksheet of tenth grade at SMA Negeri 4 Palopo, the researcher formulated the research question as follow: what kind of Reading Worksheet are suitable for tenth students'. The objective of this research is to create and develop reading worksheets for tenth-grade students' by using the Addie design model. In this research and development from the Addie model, this consists of Analyzing, Designing, Implementation, and evaluating. There are 14 students and two experts' validation. The instrument of the data collection is a questioner. The result of the research shows that the researcher develops and make a product based on the students' need. And the development of this product is also carried out based on the syllabus and curriculum that apply in the school itself. Based on the worksheet, have a development already appropriate necessity and lack of the students, and with the development worksheet would students' reading ability.


2020 ◽  
Vol 4 (01) ◽  
pp. 57-77
Author(s):  
Arifudin Arifudin

Abstract Many students have difficulty in learning to write which is caused by the absence of a representative learning media. This study aims to create a media that makes it easier for students to find forms of verb changes in Arabic. This research uses Research and development (R&D) design which consists of eight steps: (1) identification of potential and problems, (2) data collection, (3) product design, (4) validation, (5) product revision, (6) small-scale product trials, (7) product revisions, and (8) large-scale use trials. The research data were obtained using interview, documentation and observation techniques. The results of the experts' validation showed that the average percentage rating are 80.47% in terms of media and 84.44% in terms of material. Therefore, the Al-Af’al dictionary is considered very feasible to be used in learning. The results of large-scale trials indicate that Al-Af’al Dictionary media can improve learning outcomes. The results of statistical analysis show that the value of the T test is greater than the T table of 11.03: 2.059, which means there is a significant increase between pre-test and post-test learning outcomes through the use of the Al-Af’al Dictionary. Keywords: Learning Media, Learning Outcomes, Learning to Write


2019 ◽  
Vol 14 (1) ◽  
pp. 37-46
Author(s):  
Muhyadi Muhyadi ◽  
Sutirman Sutirman ◽  
Isti Kistiananingsih

This study aimed to produce and determine the feasibility of contextual learning video on course of Administration Education Research Methodology. The research method was research and development of ADDIE model. The stages of this research and development consisted of Analysis, Design, and Development. The data collection techniques in analysis stage were interview and observation, while questionnaire was used in development stage. Data collection instruments were inventory questionnaires with rating scales. Data analysis technique was descriptive analysis with quantitative and descriptive approaches. Descriptive techniques were used to analyze the results of problems and learning components of Office Administration Education Research Methodology. Quantitative techniques were used to analyze data from experts. Validation of developed contextual learning media involved media expert and material expert. The conclusions of the particular study are: 1) this study has produced a contextual learning video on course of Administration Education Research Methodology with material of research proposal in topic of Introduction; 2) according to the assessment of media experts and material experts, the developed learning video has a criteria of very feasible.


2020 ◽  
Vol 2 (2) ◽  
pp. 76-88
Author(s):  
Haizatul Masnaiyah ◽  
Sri Susanti Tjahja Dini

The outbreak of the coronavirus disease (Covid 19) in Indonesia has prompted the Ministry of Education and Culture and the Ministry of Religion to urge schools to organize distance learning. Because of this appeal, schools and madrasas organize distance learning activities, including MTs Nidhomiyah Surowono, Badas District. However, the distance learning of fiqh subjects is only providing assignments through the WA group and there is no feedback from the teacher. This phenomenon causes the problems solving skills of the students to become low. So research and development (R & D) were done on the fiqh subjects to describe 1) the steps for developing somatic-auditory-visualization-intellectually (SAVI) approach through distance learning, and 2) the effectiveness of developing somatic-auditory-visualization-intellectually approach (SAVI) to increase the problem-solving skills on the fiqh subjects through distance learning. This research used the research and development (R & D) approach Borg and Gall model that combined with the ADDIE model. The testing model used an experimental pretest-posttest control group design. The result of the pretest and posttest were analyzed by the test of normality, homogeneity, N-gain scores, and independent-sample t-test with IBM SPSS Statistics version 21. The results showed that the SAVI approach was quite effective in improving students' problem-solving skills. This can be seen based on the results of the pre-test and post-test in the experimental class compared to the control class. From the experimental class, it was obtained that the pre-test results had an average of 52, but after receiving the SAVI approach, the post-test score was 67. Far different from the control class whose initial class average score was 49 to 56. This is also supported by the mean results of the N-gain score for the experimental class was 33.5513 or 33.6 which was included in the moderate or moderately effective criteria.


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Ismailah Ismailah

Learning must be carried out in an interactive, innovative and fun way so that students do not feel bored when following the subjects presented. This study aims to design a learning video for the fourth grade natural science subjects on the subject of the least common multiple and the greatest common factor. This research was conducted in Tanah Tinggi 06 Petang Elementary School, Central Jakarta.  The research methodology used research and development with the ADDIE model approach which contains five steps; a) Analysis, b) Design, c), Develop, d), Implement, e). Evaluate. Data collection using questionnaires and tests, the validator consists of two experts and one teacher. The results of the validation of learning videos are categorized as good and learning video products are suitable for use in larger groups.


EDUSAINS ◽  
2020 ◽  
Vol 12 (2) ◽  
pp. 188-195
Author(s):  
Mardiana Nata Ruron ◽  
Risya Pramana Situmorang ◽  
Susanti Pudji Hastuti

PENGEMBANGAN MEDIA GAME CROSSWORD PADA VIRUS MATERIALAbstractCrossword game media was a learning tool that serves features to understand the concept and solve a problem. The media provides many features that facilitate students to learn enjoyably. This study aims to develop a viable and effective product to improve students' problem-solving skills and conceptual understanding. The ADDIE model is used as a type of research and development. The subjects were students of X-grade senior high school in Salatiga. Data collection was carried out through observation, questionnaires, and tests. Media experts and material experts carried out the validation of products. Teachers were involved in giving feedback about the practicality of the media. The validation concluded that the product was feasibly based on the media aspect= 85,5% (feasible) and the material aspect = 81,25% (feasible). The product's development has improved problem-solving skills and conceptual understanding effectively that the t-test showed a significant value with acquisition sig. 2 tailed < 0,05. The results indicate that the crossword game was feasible and effective in improving problem-solving skills and conceptual understanding.AbstrakMedia crossword game merupakan salah satu media belajar siswa, menyediakan fitur untuk menjadikan siswa dapat memahami konsep dan memecahkan masalah. Crossword game menyediakan banyak fitur yang memudahkan siswa untuk belajar dengan menyenangkan. Penelitian ini bertujuan untuk mengembangkan produk yang layak dan efektif untuk meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual siswa. Model ADDIE digunakan sebagai penelitian dan pengembangan. Subjek penelitian adalah siswa SMA kelas X di Salatiga. Pengumpulan data dilakukan melalui observasi, kuesioner, dan tes. Validasi produk melibatkan ahli media dan materi. Guru dilibatkan untuk memberikan umpan balik tentang kepraktisan media. Berdasarkan validasi, disimpulkan bahwa produk layak berdasarkan aspek media = 85,5% (layak) dan aspek material = 81,25% (layak). Pengembangan dari produk telah meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual secara efektif sehingga berdasarkan uji-t menunjukkan nilai yang signifikan dengan perolehan sig. 2 tailed <0,05. Hasil menunjukkan bahwa media crossword game layak dan efektif dalam meningkatkan keterampilan pemecahan masalah dan pemahaman konseptual.  


2018 ◽  
Vol 2 (4) ◽  
pp. 355
Author(s):  
Indah Aviolita Herawati ◽  
Stefanus C. Relmasira ◽  
Janelle L Juneau

 This is a R&D (Research and Development) research with the goal to answer the needs of interactive comics for civics and Indonesian language learning media in 1st-grade of ‘SD Negeri Samirono 01’. Data collection techniques are used observation, experts’ judgment, pre - post tests, and evaluation sheets. Subjects on this research are first grade students at ‘SD Negeri Samirono 01’. This research used ADDIE (Analysis – Design – Develop – Implementation – Evaluation) Devleopment model. The learning media got appropriate category result with percentage 69.23% for media expert judgment and 74.28% for materials experts’ judgment. The learning activity reach into effective, by there is a difference of after using a learning media. The Post-Test average grade is 78.65, which were bigger than Pre-Test average grade is 58.27. The learning media is able to help the students reaching their optimum abilities to understand the learning materials


2020 ◽  
Vol 7 (3) ◽  
pp. 76-81
Author(s):  
CYNTHIA EKA PUTRI ◽  
DHIAH FITRAYATI

Abstrak Tujuan dari penelitian pengembangan LKPD berbasis Problem Based Learning (PBL) dan Berfikir Kritis untuk menganalisis (1) kelayakan dari pengembangan LKPD, (2) efektifitas dari pengembangan LKPD, (3) respon peserta didik terhadap pengembangan LKPD. Jenis pengembangan mengaplikasikan penelitian dan pengembangan atau Research and Development (R&D) dengan memilih model pengembangan 4-D Thiagarajan yang terdiri dari define, desain, development, dan dissemination. Penelitian pengembangan ini dilaksanakan hingga tahap yang ke ketiga yaitu Develop hingga pada tahap mengetahui kelayakan dan efektivitas pengembangan LKPD. Pengumpulan data diperoleh dari hasil validasi kelayakan LKPD dari kegiatan pretest dan posttest, dan hasil respon siswa terhadap penerapan LKPD yang telah dilakukan. Hasil observasi yang telah dilakukan menunjukan bahwa (1) rata-rata hasil validasi kelayakan materi bernilai sebesar 83%, sedangkan untuk rata-rata hasil validasi kelayakan kegrafikan bernilai nilai sebesar 93%, dan rata-rata hasil validasi kelayakan Bahasa bernilai sebesar 80%. (2) hasil efektivitas yang yang dilhat dari kegiatan pretest dan posttest memperoleh hasil ketuntasan dari 8% naik menjadi 81% dengan hasil N-Gain sebesar 0,81 yang termasuk dalam kategori tinggi (3) berdasarkan angket respon siswa yang sudah diberikan menunjukkan presentase sebesar 84%. Hal ini menunjukkan bahwa pengembangan LKPD berbasis Problem Based Learning dan Berfikir Kritis pada Materi Ekonomi Kelas XI sangat layak digunakan. Kata Kunci: Lembar Kegiatan Peserta Didik, Problem Based Learning, dan Berpikir Kritis Abstract The purpose of the research Development Of LKPD On Problem Based Learning And Critical Thinking are to analyze (1) The feasibility of developing LKPD (2) The effectiveness of developing LKPD (3) Students’ response to the development of LKPD. The type of development applies Research and Development (R&D) by choosing Thiagarajan’s 4-D development model which consisted of defining, designing, developing, and disseminating. This research development carried out to the third step that Develop until knowing the feasibility and effectiveness of developing LKPD . Data collection was obtained from the results of validation of feasibility of development LKPD from the the pre-test and post-test activities, and the results of students’ responses to the application of development LKPD that had been carried out. This results showed that (1) the average results of the material validation is 83%, while, for the average results of the graph validation is 93%, and for the average results of Language validation is 80% (2) for the effectiveness result seen from the pre-test and post-test activities obtained completeness results from 8% up to 81% with the result of N-Gain is 0,81 which is included in the high category (3) based on the questionnaire responses of students who have been given show a percentage of 84%. It showed that the Development LKPD Based on Provlem Based Learning and Critical Thinking on class XI Economic materiah are very feasible to be used. Keywords: Student Activities Sheet Based (LKPD), Problem Based Learning, Critical Thinking, and Student Respons’.


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