scholarly journals PENGEMBANGAN MEDIA AJAR BERBASIS MULTIMEDIA AUDIO VISUAL PADA POKOK BAHASAN TEKANAN DI SMP

2017 ◽  
Vol 1 (2) ◽  
pp. 86
Author(s):  
Galeh Aji Wardoyo ◽  
Syubhan Annur ◽  
Abdul Salam M

Low student learning outcomes of students allegedly did not follow the learning process because the media used is not attractive, so it is necessary to study development aimed at generating media-based teaching with audio-visual multimedia on the subject of pressure. The specific objective of research is to explain: (1) the validity of  teaching media, (2) the practicality of teaching media views of enforceability to the lesson plan, (3) the effectiveness of teaching media. This study refers to the model ADDIE (Analysis Design, Development, Implement, and Evaluate). Data collection techniques such as teaching media validation, observation enforceability of the lesson plan, and achievement test. Data analysis techniques in the form of qualitative and quantitative descriptive. The results showed: (1) the validity of teaching media rated on validation by two validator with excellent category, (2) the practicality of teaching media rated executed very well, (3) the effectiveness of teaching media is considered effective. Be concluded that the teaching media based multimedia developed eligible for use in learning.

2019 ◽  
Vol 25 (2) ◽  
pp. 187-193
Author(s):  
Arif Priambodo ◽  
Zainal Arifin

This study aimed at (1) developing interactive animated learning media on starter system materials for the subject of light electrical vehicle maintenance, (2) examining the effectiveness of developed media assessed from the aspects of display, program, and interactive based on students’ responses. The research model used was the development model of Analysis, Design, Development, Implementation, and Evaluation (ADDIE) developed by Branch. This study was conducted at SMK PGRI 4 Ngawi. Instruments used to obtain data were interviews and questionnaires. Product development was validated by material experts and media experts, then was tested in small (limited) and large trials (field). The results of this development study were as follows: (1) The analysis result of developed media showed that the media is feasible to be used in learning or in a good category. (2) The results of the assessment showed that the aspects of display, program and interactivity were all in the good category.


2020 ◽  
Vol 7 (1) ◽  
pp. 105-120
Author(s):  
Indah Puji Lestari ◽  
Rida Fironika Kusuma Dewi ◽  
Nuhyal Ulia

This study aims to develop mathematical teaching materials on the subject of multiplication and find out their feasibility and practicality. This research is based on the lack of students' understanding of multiplication material and the lack of references other than worksheets or textbooks used by teachers. The renewal of this teaching material is the presence of a QR code in each chapter that can connect students to videos created by researchers and uploaded on YouTube. This study uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluate). Based on the five stages, the development of You-MathBook teaching materials resulted in a percentage of eligibility from three validators of 90.9%, a practical percentage of 84.1% and effectiveness calculated with a Gain Test of 0.35 indicating an increase in student learning outcomes in the 'medium' category. Based on these results You-MathBook teaching materials are declared feasible, practical and effective to increase understanding of the concept of multiplication in fifth (V) grade students of Darul Huda Islamic Elementary School in Semarang.


2021 ◽  
Vol 3 (1) ◽  
pp. 58-65
Author(s):  
Mustari S. Lamada ◽  
Ruslan Ruslan ◽  
Asmilah Putriani

Ketersediaan dan penggunaan media pembelajaran yang dapat menarik minat belajar siswa masih menjadi kendala di pihak guru sehingga saat ini. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis Game-based Learning (GBL) pada mata pelajaran IPA di SMPN 5 Polongbangkeng Utara, Kabupaten Takalar. Model pengembangan yang digunakan dalam penelitian ini adalah model yang diadaptasi dari model pengembangan ADDIE yang terdiri atas lima langkah, yaitu: Analysis, Design, Development, Implementation, dan Evaluation. Data dikumpulkan melalui teknik observasi, wawancara, dokumentasi dan angket. Uji coba dilakukan melalui tiga tahapan uji coba, yaitu: uji coba perorangan, uji coba kelompok kecil dan uji coba lapangan. Untuk memperoleh data hasil uji coba, digunakan angket yang telah divalidasi. Data hasil angket dianalisis untuk mengetahui kesesuaian produk yang dikembangkan dengan tujuan khusus yang ingin dicapai. Berdasarkan pengujian validitas yang dilakukan oleh ahli materi dan ahli media dinyatakan bahwa media yang dikembangkan mendapat penilaian sangat baik dan dapat digunakan. Selain itu, hasil uji coba pada guru dan siswa mendapat respon sangat baik untuk digunakan dalam pembelajaran pada mata pelajaran IPA. The availability and use of learning media that can attract students’ learning interests is still an obstacle the teachers face until now. This research aims to develop an interactive multimedia with game-based learning (GBL) in the science subject in SMPN 5 State Junior High School of Polongbangkeng Utara, Takalar Regency. The development method used was a method adapted from ADDIE development model that is comprised of five steps, namely: analysis, design, development, implementation, and evaluation. All data were collected from observation, interviews, documentation, and questionnaires. The trial was conducted in three stages of testing: individual tests, small group tests, and field tests. Validated questionnaires were used to acquire the data of the trials’ results. The data from the questionnaires were then analyzed to determine whether the developed product is compatible with the specific objective that wishes to be achieved. Based on the validity test conducted by material experts and media experts, the developed media was deemed excellent and usable. Furthermore, the teachers and students responded very well in the trials when the media was used in the science subject.


2020 ◽  
Vol 4 (2) ◽  
pp. 265
Author(s):  
Koderi Koderi ◽  
Muhammad Aridan ◽  
Ahmad Bukhari Muslim

This study aims to develop Arabic language teaching media based on mobile learning and to determine the feasibility and influence of the developed media on student learning outcomes. Hannafin and Peck's development model is the model used in this study. Needs analysis, design, development and implementation are the stages in this research. This study involved material experts and media experts as validators. This study produces Arabic language teaching media products with mufrodat material based on mobile learning for Madrasah Tsanawiyah (MTs) with an offline operational system using a smartphone (Android). The feasibility of this product is classified in the very feasible category with a percentage score of 93% by material experts, 96.25% by media experts, 93% one on one trial, 86% small group trials, 92% by large group trials (field trials). Based on the results of calculations with the T-test, the value obtained t0 = 62.5> t table = 2.093 with a difference in learning outcomes reaching 38.75. Thus the media for teaching Arabic lessons on the basis of mobile learning, the developed mufrodat material is very effective and also very suitable for use in learning Arabic.


Author(s):  
Elfira Yulia Sasahan ◽  
Raden Oktova ◽  
Oky Oktavia I.R.N.

<p class="AbstractEnglish"><strong>Abstract:</strong> Light interference in the course Optics at undergraduate Physics Education is an abstract subject, and students need a practical, interactive medium for learning independently the material already given in lectures by the lecturer, especially for problem solving exercise. Therefore a study has been performed to develop an android-based interactive learning medium on light interference in Indonesian using the software Ispring Suite 7.0. The study was based on the ADDIE development model, which includes the steps: analysis, design, development, implementation, and evaluation. The feasibility of the medium was validated using questionnaires by subject experts, media (IT) experts, and students as users. The feasibility level of the medium given by the subject  experts, the media experts, and the students are, respectively, 87.94 %, 90.44 %, dan 87.99 %. It is concluded that the medium developed is highly feasible for independent learning.</p><p class="KeywordsEngish"> </p><p class="AbstrakIndonesia"><strong>Abstrak: </strong>Pokok bahasan interferensi cahaya dalam mata kuliah Optika S-1 Pendidikan Fisika bersifat  abstrak, dan mahasiswa memerlukan media interaktif yang praktis untuk belajar secara mandiri materi yang diberikan dosen dalam tatap muka, terutama untuk berlatih soal secara mandiri. Oleh karena itu dilakukan penelitian untuk mengembangkan media pembelajaran tentang interferensi cahaya berbasis android dalam bahasa Indonesia dengan menggunakan perangkat lunak Ispring Suite 7.0. Penelitian ini dilakukan dengan model pengembangan ADDIE, yang meliputi langkah-langkah: <em>analysis</em> (analisis), <em>design </em>(desain), <em>development </em>(pengembangan), <em>implementation</em> (implementasi), dan <em>evaluation</em> (evaluasi). Untuk mengetahui kelayakan media dilakukan validasi melalui angket oleh ahli media (TI), ahli materi, dan pengguna mahasiswa. Tingkat kelayakan media yang diberikan oleh ahli materi, ahli media dan pengguna berturut-turut adalah sebesar  87,94 %, 90,44 %, dan 87,99 %. Dapat disimpulkan bahwa media yang dikembangkan sangat layak digunakan sebagai sumber belajar mandiri.</p>


2018 ◽  
Vol 3 (2) ◽  
pp. 121-129
Author(s):  
Ridwan Oktavian Hananta ◽  
Thomas Sukardi

This study aims to examine the development and the usability of a video-based learning media on the subject of lathe metric threading. The study was carried out in class XI of Machining program study. This research is a Research and Development using ADDIE (Analysis-Design-Development-Implement-Evaluation) learning design. Data collection techniques that was used were questionnaires and research documentation. The development process of video models is carried out by observation and validation from material experts, media experts and subject teachers. The development of the media resulted in the video-based learning media products in the form of an mp4 video formats. The evaluation of the video media resulted in an average usability of 78.85%, which lies in the ‘very good’ category. In conclusion, the video-based learning media can be used in the teaching and learning process.Penelitian ini bertujuan untuk mengetahui pengembangan dan kelayakan media pembelajaran berbasis video pada proses pembuatan ulir metris dengan menggunakan mesin bubut pada kelas XI Teknik Pemesinan. Penelitian ini merupakan Research and Developtment menggunakan desain pembelajaran ADDIE (Analyze-Design-Development-Implement-Evaluate). Teknik pengumpulan data penelitian ini menggunakan angket serta dokumentasi penelitian Proses pengembangan model media video dilakukan dengan cara observasi dan melalui validasi dari ahli materi, ahli media dan guru mata pelajaran. Hasil pengembangan media diperoleh produk media pembelajaran berbasis video berbentuk mp4 pada materi pembuatan ulir metris dengan proses pembubutan. Hasil evaluasi produl media video diperoleh persentase kelayakan rata-rata sebesar 78.85% yang termasuk dalam kategori sangat baik. Dengan demikian media pembelajaran berbasis video pada pembelajaran praktik pemesinan bubut dinyatakan layak digunakan pada proses pembelajaran.


2019 ◽  
Vol 7 (1) ◽  
pp. 62
Author(s):  
Aisyiyah Hidayah Ngurahrai ◽  
Siska Desy Farmaryanti ◽  
Nurhidayati Nurhidayati

Abstrak: Telah dilakukan penelitian pengembangan media pembelajaran pada materi momentum dan impuls berbasis mobile learning, dengan tujuan untuk menganalisis kelayakan media pembelajaran berbasis mobile learning yang dikembangkan, peningkatan kemampuan berpikir kritis siswa, dan efektivitas media yang digunakan dalam pembelajaran. Jenis penelitian yang digunakan ialah pengembangan yang mengacu pada model pengembangan ADDIE yaitu Analysis, Design, Development, Implementation, dan Evaluation. Penelitian ini dilakukan di SMA Negeri 5 Purworejo dengan subyek uji coba berjumlah 29 siswa. Instrumen yang digunakan dalam penelitian ini adalah lembar validasi, angket respon siswa, tes hasil belajar, dan lembar keterlaksanaan pembelajaran. Berdasarkan penelitian diperoleh data hasil validasi media pembelajaran berbasis mobile learning dari empat validator mendapatkan nilai secara keseluruhan sebesar 3,56, termasuk dalam kategori baik dan layak digunakan dalam pembelajaran. Peningkatan kemampuan berpikir kritis tahap penerapan diperoleh N-gain 0,61 dan termasuk kategori peningkatan sedang. Efektivitas media yang digunakan dalam pembelajaran ditunjukkan dengan angket tanggapan siswa mendapatkan persentase keseluruhan 84% dan termasuk kategori baik, serta ditunjukkan dengan lembar keterlaksanaan pembelajaran dengan persentase keseluruhan adalah 95,8% dan termasuk kategori sangat baik. Sehingga media pembelajaran berbasis mobile learning dapat digunakan sebagai media alternatif dalam pembelajaran untuk membantu meningkatkan kemampuan berpikir kritis siswa. Abstract: Research on the development of learning media has been carried out on momentum material and impulse based on mobile learning to determine the feasibility of mobile learning-based learning media developed, improvement of students' critical thinking skills, and the effectiveness of the media used in learning. The type of research used is a development that refers to the ADDIE development model, namely Analysis, Design, Development, Implementation, and Evaluation. This research was conducted in SMA Negeri 5 Purworejo with the subject of the trial amounting to 29 students. The instruments used in this study were validation sheets, student response questionnaires, learning outcomes tests, and learning implementation sheets. Based on the research, data obtained from the validation of mobile learning-based learning media from the four validators obtained an overall score of 3.56, included in the category of good and appropriate for use in learning. The increase in critical thinking skills in the application stage was obtained by N-gain of 0.61 and included in the medium improvement category. The effectiveness of the media used in learning is shown by questionnaires. Students' responses get an overall percentage of 84% and are included in the good category, and are indicated by the learning implementation sheet with an overall percentage of 95.8% and including very good categories. So that learning media based on mobile learning can be used as alternative media in learning to help improve students' critical thinking skills.


2020 ◽  
Vol 4 (1) ◽  
pp. 52-57
Author(s):  
Shanty Muflihawati ◽  
Daryanto ◽  
Massus Subekti

Abstract This research was aimed to make an augmented reality-based android software for Pneumatic subject with introduction of pneumatic valves as the material course. This software was tested by media expert, subject experts, the pneumatic teacher of SMK Bunda Kandung Jakarta, and the students of XII TOI 1 SMK Bunda Kandung Jakarta. The research was conducted at SMK Bunda Kandung Jakarta from August to December 2018. The method which was used in this research was RnD (research and development) with ADDIE (analyze, design, develop, implement, evaluation) model. The result of the tests showed that this software scored 76% from media expert, 82,25% from the subject experts, and 81,3% from the users (students and pneumatic teacher). From the scores it could be concluded that this software was decent to be used as an educational media. The media that was installed in the users’s phones showed that it performed well and smoothly. Abstrak Penelitian dan pengembangan ini bertujuan untuk menghasilkan media pembelajaran berbasis augmented reality untuk pelajaran pneumatik dengan materi pengenalan katup pneumatik. Media pembelajaran ini diuji oleh ahli media, ahli materi, guru mata pelajaran pneumatik di SMK Bunda Kandung Jakarta, dan siswa kelas XII TOI 1 SMK Bunda Kandung Jakarta. Penelitian dilakukan di SMK Bunda Kandung Jakarta dari bulan Agustus 2018 sampai Desember 2018. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan (Research & Development) sedangkan model pengembangan produk yang digunakan adalah model ADDIE (Analysis, Design, Development, Implentation, dan Evaluation). Berdasarkan hasil penilaian kelayakan, hasil penilaian oleh media memperoleh persentase sebesar 76%, hasil penilaian oleh ahli materi sebesar 82,25%, dan hasil penilaian oleh siswa sebesar 81,3%. Dari perolehan tersebut, dapat disimpulkan bahwa media pembelajaran pengenalan katup pneumatik berbasis augmented reality dinyatakan layak untuk digunakan. Berdasarkan hasil unjuk kerja aplikasi pada smartphone yang dimiiki siswa dan guru, media pembelajaran dapat berjalan dengan baik.


2019 ◽  
Vol 8 (4) ◽  
Author(s):  
Nyamik Rahayu Sesanti ◽  
Dyah Triwahyuningtyas ◽  
Fitria Anggitasari

The purpose of this study is to describe the process, validity, practicality, and effectiveness of Student Worksheets (LKPD) on two-dimensional figures based on Ethnomathematics. This study employed the ADDIE development model with five stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The subject of the trial was the fifth graders of elementary school. Data collection instruments used were validation assessment questionnaires for content experts, linguists, media experts, and practitioners (teachers), and the documentation. The data analysis technique employed descriptive qualitative and quantitative. The results of the study indicated that the Student Worksheet is feasible with a percentage acquisition of  90.9%; in terms of practicality, the acquisition of a percentage was 96.4% and 93%; in terms of effectiveness, the acquisition of an average value was 80. Based on the results of the study, the Student Worksheet (LKPD) on two-dimensional figures based on Ethnomathematics can be used in learning because it meets the criteria of feasible, practical, and effective. Thus, Student Worksheet (LKPD) on two-dimensional figures based on Ethnomathematics can be useful and make it easier for the fifth graders of Elementary School to learn Mathematics that contains cultural information and can be used as a teacher's reference in developing instructional materials especially Student Worksheet.


2020 ◽  
Vol 1 (1) ◽  
pp. 105-120
Author(s):  
Indah Puji Lestari ◽  
Rida Fironika Kusuma Dewi ◽  
Nuhyal Ulia

This study aims to develop mathematical teaching materials on the subject of multiplication and find out their feasibility and practicality. This research is based on the lack of students' understanding of multiplication material and the lack of references other than worksheets or textbooks used by teachers. The renewal of this teaching material is the presence of a QR code in each chapter that can connect students to videos created by researchers and uploaded on YouTube. This study uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluate). Based on the five stages, the development of You-MathBook teaching materials resulted in a percentage of eligibility from three validators of 90.9%, a practical percentage of 84.1% and effectiveness calculated with a Gain Test of 0.35 indicating an increase in student learning outcomes in the 'medium' category. Based on these results You-MathBook teaching materials are declared feasible, practical and effective to increase understanding of the concept of multiplication in fifth (V) grade students of Darul Huda Islamic Elementary School in Semarang.


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