DESIGN, DEVELOPMENT AND IMPLEMENTATION OF CONTEXTUALIZED LEARNING MATERIALS IN GRADE 7 MATHEMATICS

2021 ◽  
Author(s):  
Clemente Aguinaldo Jr. ◽  
Alicia Domingo
2021 ◽  
Vol 11 (6) ◽  
pp. 277
Author(s):  
Andi Kristanto ◽  
. Sulistiowati ◽  
Hirnanda Dimas Pradana

The learning model is a collection of activities that occur during the teaching and learning process with the objective of achieving the set goals. The brain-based online learning model developed is a solution to the students' learning problems. The majority of students struggle to interpret all of the learning materials they receive. This resulted in students' dissatisfaction with the learning materials. The purpose of this research is to develop a brain-based online learning process design based on the aforementioned problems. The Lee & Owens model of development was used in this development research. The stages of the Lee & Owens development model are analysis, design, development, implementation, and evaluation. The development research findings are as follows: (1) the media experts' assessment, which resulted in an 89.35% score with a valid category. (2) The assessment of the developed learning materials by material experts resulted in a score of 91.23% with a valid category. (3) expert evaluation, with an overall score of 86.35% for having a valid category. (4) The results of individual trials produced a percentage score of 88.5% with a valid category. (5) The results of small group trials indicated an overall percentage score of 81.60% of valid categories. (6) Field trials are classified as valid when they receive a percentage of 79.89%. The results of the development indicate that the brain-based online learning design is feasible for use.   Received: 11 August 2021 / Accepted: 27 October 2021 / Published: 5 November 2021


2021 ◽  
Vol 4 (2) ◽  
pp. 153
Author(s):  
Trisna Muliawan ◽  
Pince Salempa ◽  
Sugiarti Sugiarti

This is a development research that aims to evolve a learning instruments discovery learning model  based on the SKKNI on volumetric analysis subject that are valid, practical, and effective. The development model used in this study refers to the 4D, which consists of the defining, design, development, and dissemination. The learning instruments developed are RPP, LKPD, Student Learning Materials, and THB. The SKKNI-based discovery learning model volumetric learning device that was developed was then validated by two experts. After validation, a learning device trial is then conducted at the SMK-SMAK Makassar in class XI E with a total of 35 students. The results of the study indicate that the SKKNI-based discovery learning model developed after being validated was very accurate (V = 3.75). The learning device is stated to be practical because the practicality test related to: (1) the implementation of the learning device is in the fully implemented category (M = 1.86) included in the category (1.5 ≤ M ≤ 2.0), (2) the teacher gave a very positive response with a percentage of 93.49%, and (3) the students gave a very positive response with a percentage of 91.93%. This learning device also meets the effectiveness criteria, which are reviewed through learning outcomes with a classical percentage of completeness 94.00%. Therefore, the results of the study indicate that the developed learning device products meet valid, practical, and effective criteria.


2021 ◽  
Vol 13 (2) ◽  
pp. 223-235
Author(s):  
Rezka Arina Rahma ◽  
Sucipto Sucipto ◽  
Yessi Affriyenni ◽  
Monica Widyaswari

This research was aimed to test the effectiveness of AR-based digital learning materials in improving the learning of the students. The development method used in this research is the ADDIE (Analysis, Design, Development or Production, Implementation or Delivery, and Evaluation) model. The subjects in this developmental research are the lecturers of the educational technology department as media experts, the lecturers of the nonformal education department as the subject expert, and the students of the nonformal education department of the academic year 2018 as the users. The specification of the innovative product to be developed is augmented reality as a digital media in learning the family education subject. The result of the research that AR-based digital learning materials have gained excellent results as it has proven to help students in learning effectively. The average score in the experimental group after participating in learning with Augmented Reality media, the average score was improved to 92,55. Whilst in the control group, the average learning with the old/conventional paradigm, the average score recorded at 86,75.   Keywords: Cybergogy, Teaching Media, Augmented Reality


2021 ◽  
Vol 13 (2) ◽  
pp. 511-517
Author(s):  
Hafn iati ◽  
Risnovita Sari ◽  
Ahmad Bengar Harahap

This research aims to develop German learning application, namely Deutschlernen which can be downloaded on Playstore. In addition, this research also aims to know the validity, practicality, and effectiveness of German Language Learning Media based on Android’s Deutschlernen. The research method used in this application is a research and developing method ADDIE Model with 5 Steps like analysis, design, development, implementation and Evaluation to improve the language ability to guess an available answer through pictures, vocabulary, expressions, dialogue, grammar, practice questions, quizzes and puzzles that use German. All German learning materials for beginners will be packaged in an application (Deutschlernen) which can be accessed and downloaded by using Playstore in a smartphone, so that this research can be used not only for German language students, but also for the general public who wants to learn German. Through the educational game Deutschlernen, German learners will be enabled to improve their vocabularies, to memorize some useful expressions, to understand the rule of German grammar by mastering German language learning material at level A1 help the students to improve their German language skills quickly and easily. Based on the result of the research, it can be known that the Deutschlernen Android application contains level A1 German learning materials, featuring grammar, vocabulary (Wortschatz) and useful phrases (Redemittel) and is a very flexible learning medium because it can be accessed anywhere via the Playstore.


Author(s):  
Sukoco Sukoco

ABSTRACTThe aims of this research is to produce a learning materials that uses a scientific approach to training thinking skills and concepts understanding. This research is a Research and Development using 4-D design. Design of implementation using one group pretest-posttest design. Development of learning materials that include lesson plans, textbook, worksheets, and evaluation sheets, all of them has been validated by two validators. The result of the learning materials validation is categorized valid and feasible to implemented in learning. The implementation result showed that: 1) adherence to learning that includes introduction, core activities, and the closure has a very good category. 2) The observation of student activities showed that the most dominant students activity is working on worksheets/experiment. 3) The results of concepts understanding test showed that the percentage of completeness students in concept understanding is 90%. 4) The results of thinking skills test showed that there are increase students thinking skills after learning with the scientific approach 5) Obstacles encountered during the learning process is time effectiveness that not good because the method used is new for the students so need to habituation. 6) The response of students to the learning materials developed indicate a positive response. The conclusions of this research is that learning materials based scientific approach developed is valid, practical, and effectively implemented to training students thinking skills and concepts understanding on the subject matter properties of light on fifth grade of elementary school. Keywords: Learning Materials, Scientific Approach, Thinking Skills, Concepts Understanding. ABSTRAK                                                                                          Penelitian ini bertujuan untuk menghasilkan perangkat pembelajaran yang menggunakan pendekatan saintifik untuk melatihkan keterampilan berpikir dan pemahaman konsep. Penelitian ini merupakan penelitian pengembangan menggunakan model pengembangan 4-D. Desain uji coba menggunakan one group pretest-posttest design. Pengembangan perangkat pembelajaran yang meliputi rencana pelaksanaan pembelajaran, buku ajar siswa, lembar kerja siswa, dan tes hasil belajar, semuanya telah divalidasi oleh dua orang validator. Hasil dari validasi perangkat pembelajaran berkategori valid dan layak digunakan dalam pembelajaran. Hasil uji coba menunjukkan bahwa: 1) keterlaksanaan pembelajaran yang mencakup pendahuluan, kegiatan inti, dan penutup memiliki kategori sangat baik. 2) Pengamatan aktivitas siswa menunjukkan bahwa aktivitas siswa yang paling dominan adalah mengerjakan lembar kerja siswa/melakukan eksperimen. 3) Hasil tes pemahaman konsep menunjukkan bahwa persentase ketuntasan siswa dalam pemahaman konsep sebesar 90%. 4) Hasil tes keterampilan berpikir menunjukkan bahwa terjadi peningkatan keterampilan berpikir setelah pembelajaran dengan pendekatan saintifik. 5) Hambatan yang dihadapi selama proses pembelajaran adalah efektivitas waktu yang kurang baik karena metode pembelajaran yang digunakan dianggap baru oleh siswa sehingga perlu pembiasaan. 6) Respon siswa terhadap perangkat pembelajaran yang dikembangkan menunjukkan respon positif. Simpulan yang bisa diambil pada penelitian ini adalah bahwa perangkat pembelajaran berbasis pendekatan saintifik yang dikembangkan valid, praktis, dan efektif diimplementasikan untuk melatihkan keterampilan berpikir dan pemahaman konsep siswa pada materi sifat cahaya kelas V SD. Kata-kata Kunci: Perangkat Pembelajaran, Pendekatan Saintifik, Keterampilan Berpikir, Pemahaman Konsep.


Author(s):  
Sry Apfani

This research is motivated by the importance of developing learning materials that can improve students' reading skill. Based on the above, developed learning materials oriented learning model of cooperative type CIRC. The purpose of developing this instructional material is to produce a valid, practical, and effective reading material. Type of research is research development . The development model is a 4-D model consisting of definitions, design, development, and disseminate. The result of validity test was valid with average value 3.35. The result of observation of the implementation of RPP states that the teaching material is practical with an average value of 90.90. In the effectiveness test stage, the average result obtained 92.33 and as many as 19 students from 20 people total reach Minimum Criteria completeness (KKM). Based on these results, it can be concluded that the reading material oriented cooperative learning model type CIRC in class IV Primary School that has been produced can be declared valid, practical, and effectiveKeywords: Development of Learning Materials, Reading, CIRC


2018 ◽  
Vol 2 (1) ◽  
pp. 9
Author(s):  
Desrianti Sahida

Based on the low value of learners' learning outcomes, one of the reasons is the teachers have not been able to compose learning materials in accordance with the demands of the curriculum. Learning model by teachers have not been able to guide the students in learning. Therefore, it is necessary to develop learning materials by PBL. This study was aimed to develop learning materials the from Student Worksheet by PBL assisted comics to linear motion subjects with valid, practical, and effective. Methodology of this study was research and development. The development model used was 4-D model consist of define, design, development, and disseminate. In the define phase, it was done curriculum, student, and material analysis.The result of the study in the define phase about curriculum analysis was obtained Core Competence and Basic Competence 3.3 and 4.3. The analysis of students was obtained that level of creative thinking skill of students of class X IPA 2 MAN Sebukar are in the low category. The analysis of material was obtained linear motion. In the design phase, it was obtained initial draft of Student Worksheet by PBL assisted comics that consist of Lesson Plan, Student Worksheet, and assessment. In the development phase, it was obtained Student Worksheet by PBL assisted comicswhich has valid criteria (0,86), practically criteria (94%), and effective for cognitive aspects (76%), effective in improving creative thinking skills (79%) are in the category of very creative, the category character becomes a habit (86%), and skill was (87%). In the disseminate phase, it was obtained effective for kognitive aspects (76,9%), effective in improving creative thinking skills (78,4%) are in the category of very creative, the category character becomes a habit (84%), and skill was (81,9%).


2020 ◽  
Vol 3 (2) ◽  
pp. 90
Author(s):  
Enny Zarvianti ◽  
Desrianti Sahida

The development of learning materials from handout by Problem Based Learning (PBL) assisted comics to straight motion of creative thinking skills with valid, practical, and effective has been done. The research and development method is implemented in this work. The 4-D development model was used consist of define, design, development, and disseminate. In the define phase, it was done curriculum, student, and material analysis. In the design phase, it was done by designing learning materials the from handout assisted comics by PBL comprise  learning instructional such as lesson plan (RPP), handout, and assessment. In the development phase, test of validity, practicality, and the effectivity of handout were done. Then in the disseminate phase, test of practicalities and effectiveness were done. The result of the study in the define phase about students was obtained that level of creative thinking skills of students of class X IPA 2 are in the low category. The analysis of material was obtained straight motion. In the design phase, it was obtained initial draft of handout by PBL assisted comics that consist of RPP, handout, and assessment. In the development phase, it was obtained handout by PBL assisted comics which has valid criteria (0,86), practically criteria (94%), and effective for cognitive creative thinking skills aspect (76%), effective in improving creative thinking skills (79%) are in the category of very creative, the category character becomes a habit (86%), and skill was (87%). In the disseminate phase, it was obtained   effective for cognitive creative thinking skills aspect (76,9%), effective in improving creative thinking skills (78,4%) are in the category of very creative, the category character becomes a habit (84%), and skill was (81,9%).


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