scholarly journals THE DEVELOPMENT OF INTERACTIVE LEARNING MEDIA WITH MIND MAP CONCEPT IN VIDEO PROCESSING SUBJECT

2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Desy Cobena Manurung

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.

2019 ◽  
Vol 4 (2) ◽  
pp. 97-105
Author(s):  
Basori Basori ◽  
Desy Yanty Cobena

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”. The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


Author(s):  
Desta Lingga Sari ◽  
Missriani Missriani ◽  
Arif Ardiasnyah

This study aims to determine and identify the development of audio-visual media for  news text learning at SMP Negeri 2 Lawang Kidul Tanjung Enim, to find out and identify the results of the validation of audio-visual media for news texts learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim, and to find out and identify the results of news text learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim after the application of audio-visual media. The design of audio-visual media for learning news text for students of SMP Negeri 2 Lawang Kidul Tanjung Enim which has been accepted by the experts is feasible to be tested. This study used research and development methods. The research and development steps consist of 10 stages which includes problem identification, data collection, product design (Initial Draft), expert validation, design improvement, small group trials, product revisions, large group trials, product revisions, and final production The results of the validation of media experts, material experts and language experts on the development of audio-visual media products for learning news texts for students at the State Junior High School 2 Lawang Kidul Tanjung Enim are in the very good category. Applied audio-visual media has increased the criteria for being very effective.


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2021 ◽  
Vol 5 (2) ◽  
pp. 154-166
Author(s):  
Hilyah Ashoumi ◽  
Ika Dewi Mashitoh

The purpose of this study is to answer the pandemic problem in MTsN 9 Jombang.With the help of data packages from the Ministry of Education to students and teachers, regulations related to online learning obligations are helped even though media problems and creative limitations in applying media are still haunting, young teachers who are creative in applying media are the potential of MTsN 9 Jombang.Especially in Arabic subjects that allow teachers to use learning video media to make the learning process easier.This research method uses development research which is usually abbreviated to R&D.This study adopted a model developed by Borg and Gall and the development procedures in this study include several stages (1) of potential and problem analysis, (2) data collection, (3) product design, (4) design validation, (5) design improvement, (6) product trials, (7) product revisions.The study was declared worthy with a percentage of eligibility from material experts of 74.05% and media experts of 77.14% with excellent student response with a percentage of 82.04%.


2019 ◽  
Vol 27 (3) ◽  
pp. 1111
Author(s):  
Bronika Septiani Sianturi ◽  
Jhonas Dongoran

This research is a research and development which is aimed to produce a certain product or develop an existing product including test its effectiveness. The research and development procedures are included in stages such as: Potential and problems; Data collection; Product design; Design validation; Design revisions; Product I trial; Product I revision; Trial usage; Product Revision II; Mass product. The data analysis resulted as follows (1) in the teaching materials that have been developed on the subject matter of additives and addictive substances based on BSNP, (a) the aspects of content worthiness is 3.65 of mean, (b) the aspects of language worthiness is 3.70 of mean, (c) the aspects of the feasibility of serving with is 3.60 of mean, those score are valid and don’t need any revision and it is very decent. (2) It is the students understanding who use the material that has been developed, it obtained an average of 80.21. However the understanding of students who did not use the teaching materials developed just obtained an average of 65.00. This result shows that the understanding of students using the developed teaching materials is higher than without using developed teaching materials.


2020 ◽  
Vol 8 (2) ◽  
pp. 107-115
Author(s):  
Lestari Handayani ◽  
Mujimin Mujimin ◽  
Sucipto Hadi Purnomo

This research aims to develop story books as a means for students to learn Javanese independently. It also can be useful for teachers in instilling character values ​​through stories. This research uses research and development methods, with five stages of research consisting of identification of potential and problems, data collection, product design, design validation, design revision. Data collection using observation techniques, interviews, questionnaires, and expert assessment sheets. The results of the study are story books that were designed using Corel Draw X7, Adobe Illustrator, and Photoshop. This story book contains eight story subtitles that raise issues faced by students at school. The results of the validation showed that there were improvements and suggestions that needed to be done, namely diction, flow, background description, thematic focus and added humor. Scoring of the product also exceeds the minimum limit, so the product can be said to be feasible.


2020 ◽  
Vol 8 (1) ◽  
pp. 41-45
Author(s):  
Nur Izza Fadhliani ◽  
Bambang Indiatmoko ◽  
Agus Yuwono

Objectives of the research are (1) to know the necessity of learning Javanese speech, (2) to know the prototype development of media pepipak video, (3) to know the product validation of media pepipak video for speech learning. This research uses the research and development approach. The development of this media is through five steps, i.e (1) potential problems, (2) data collection, (3) product design, (4) test expert validation, (5) design improvement. The instrument of this research is the nontest instrument in the form questionnaire. Based on the analysis results, the necessity of learning Javanese speech shows the teacher and the students need media pepipak video. The prototype results of media pepipak video have duration 04.18 minutes which consist of: (1) opening of media, (2) content of media, (3) closing of media. The test expert validation of the materials and media are obtained percentage 71.76% and 78,82% which includes a good category with some revisions, that is on the opening of media which is added the identity of the media maker.    


2018 ◽  
Vol 1 (2) ◽  
pp. 237
Author(s):  
Hamidah Nursidik ◽  
Indah Resti Ayuni Suri

This research and development aims to know the prevalence of interactive learning media products assisted software lectora inspire and to know the response of learners to interactive learning media assisted software lectora inspire on material relations and functions that have been developed. The method used in this research is 7 stages from 10 stages of research and development method from Brog and Gall which have been modified by sugiyono. The stages are potential and problems, data collection, product design, validation, design improvement, product testing, and product revision. Instrument data collection used is validation sheet and questionnaire response of learners. Based on the results of the study showed: Interactive learning media assisted software lectora inspire on material relations and class X functions developed with Brog and Gall modified by sugiyono declared feasible to be used by experts materials and media experts with good criteria with assessment of average material experts 4,2 and the media expert 3,5. Student response to interactive learning media assisted software lectora inspire on material relation and function get good criterion with average value 4,0167.


Imaji ◽  
2018 ◽  
Vol 16 (2) ◽  
Author(s):  
A. M. Susilo Pradoko ◽  
Panca Putri Rusdewanti ◽  
Fu'adi Fu'adi

Penelitian ini bertujuan untuk memproduksi seperangkat alat musik angklung yang mampu merancang bangun sehingga teknik memainkan angklung tidak digoyang dengan tangan secara manual namun tinggal menyentuh seperti  tuts piano. Angklung akan digoyang dengan penggerak baling-baling motor dinamo electric. Metode yang digunakan dalam penelitian ini menggunakan metode Research and Development dengan proses disesuaikan dengan karya musik dengan urutan sebagai berikut: pengumpulan data, desain produk, validasi desain, revisi desain, proses penciptaan karya seni, revisi penciptaan karya seni, uji coba pemakaian, pementasan angklung baling-baling motor electric dan publikasi. Rancangan hasil penelitian ini berupa: (1)  menghasilkan satu produk angklung sistem piano dengan penggerak baling-baling motor electric.(2) mengahasilkan produk pengetahuan teknik rancang bangun penggabungan melodi dengan cukup disentuh seperti  keyboard, dapat menghasilkan bunyi melodi dan trinada/akor; (3) Pada penelitian ini ada sebanyak 20 tut model piano yang mampu menggerkkan melodi angklung sebanyak 20 melodi angklung dari nada f’ hingga nada c’’’. Wilayah suara nada-nada melodi sebanyak 20 nada melodi ini mampu menyanyikan lagu-lagu , memberikan isian filler melodi maupun mengiringi akor dengan cara memainan tiga nada sekaligus; (4). Persiapan produk penelitian  angklung sistem tuts piano dengan penggerak motor electric dapat di proses untuk mendapatkan HAKI.Kata kunci: angklung, penggerak motor electric Angklung Piano with Electric Motor Propeller Abstract This research produces a set of angklung musical instruments that is able to construct a design so that the technique of playing angklung is not manually shaken by hand but just touches it like a piano key. Angklung will be shaken using the drive of a dynamo electric motor propeller. The method used in this research was Reseach and Development study that has been adjusted to musical works in the following order: data collection, product design, design validation, artwork creation, artwork revision, artwork testing, Angklung electric motor propeller staging, and publication. The results of this research consist of: (1) producing one Angklung piano system with electrical motor propeller; (2) producing knowledge about designing technique of merging melody with touch like keyboard, can produce melodic and tune/chord sounds; (3) having 20 piano-modelled keys that can play 20 Angklung melodies  from f’ to c”. These 20 melodic sound areas are able to sing some songs, provide filler melody entries or accompany chords by playing three tones at once; (4) processing the intellectual property rights for the Angklung piano system with electric motor propeller.Keywords: Angklung piano system, electrical motor, intellectual property rights.


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