scholarly journals THE LEARNING MEDIA DEVELOPMENT MODULE OF TECHNICAL IMAGES BASED ON CYCLE 5E LEARNING APPROACH

Author(s):  
Indriana Yuni Astuti ◽  
Indah Widiastuti ◽  
Basori Basori

<p><em>This research analysist engineering drawing module that developed based on Learning Cycle 5E approach includes engagement, exploration, elaboration, evaluation and adapted to the Competency Standards and Basic Competencies of Curriculum 2013. Learning Cycle 5E was chosen as a development model because it is considered in line with the Curriculum 2013. The objective of this research are : (1) Developing a learning media Drawing Technique in the form of module based on learning cycle approach 5E as supporting technical drawings subjects in SMK. (2) Doing fesibility analysis developing a learning media drawings technique in the form of module based on learning cycle approach 5E as supporting technical drawings subjects in SMK based on material assesment, media, and teacher's subjects.</em></p><p><em>Developing a learning media module drawing technique based on learning cycle approach 5E refer to developing 4D thiagarajan model. Developing 4D model consists of 4 main steps: define, design, development, and disseminate. Because there are some reason, this developing research is limited to development steps. While for the disseminate is doing with the questionnaire of teacher responses.</em></p><p><em>The results of this research are: (1) A Learning Cycle 5E Engineering Drawing Module developed on the basic competence of the size tags and layout of image size, sign recognition and the location of the cut image, the introduction and application of the cut image type. (2) Feasibility study engineering drawings Module media-based Learning Cycle 5E Approach derived from the results of the expert assessment of the material and media experts. The result of the expert assessment of the material obtain an average percentage 87.5% it is included on the criterion of "very good". The results of the assessment of the experts the media earn the average percentage of 88.006% and included on the criterion of "very good", and now from the responses the teacher obtained the mean percentage of 91.67%, it is included in the criteria of "very good".</em></p><p> </p>

2021 ◽  
Vol 12 (1) ◽  
pp. 8
Author(s):  
Sri Haerina Lailatul Janah ◽  
I Dewa Ayu Made Budhyani ◽  
I Gede Sudirtha

Penelitian ini bertujuan untuk mengetahui penilaian media moodboard berbantuan aplikasi pengolah gambar pada pembelajaran desain busana melalui uji ahli media, uji ahli isi, dan uji subjek sasaran. Jenis penilitian ini merupakan penelitian dan pengembangan (research and development) adapun model yang digunakan dalam penelitian ini yaitu model ADDIE yang terdiri dari analyze, design, development, implemenation, dan evaluation. Teknik analisis data dalam pengambilan data pada penelitian ini yaitu angket. Hasil penelitian menunjukkan penilaian media moodboard berbantuan aplikasi pengolah gambar berdasarkan uji ahli materi memperoleh rerata presentase 99 % termasuk kategori sangat baik, ahli media memperoleh rerata presentase 92% (sangat baik), dan subjek sasaran memperoleh rerata persentase 94% (sangat baik). Kata Kunci : Media, Moodboard, aplikasi pengolah gambar, Desain Busana This study aims to determine the assessment of moodboard media assisted by image processing applications in clothing design learning through the media expert test, content expert test, and target subject test. This type of research is research and development. The model used in this study is the ADDIE model which consists of analyze, design, development, implementation, and evaluation. The data analysis technique in collecting data in this study is a questionnaire. The results showed that the assessment of moodboard media assisted by image processing applications based on the test of material experts obtained an average percentage of 99% including the very good category, media experts obtained an average percentage of 92% (very good), and the target subject received an average percentage of 94% (very good). DAFTAR RUJUKANKeywords: Media, Moodboard, image processing application, Fashion DesignAnggrini, Anggi.2020. “ Alternatif Model Penyusunan Moodboard sebagai Metode Berfikir Kreatif dalam Pengembangan Konsep Visual” Vol 1 Juli 2020Ayu, Anggra Rucitra.2020. “ Merumuskan Konsep Dasar Interior“ Volume 5 No.1Bestari, Afif. 2016. “Pengaruh Penggunaan Media Moodboard Terhadap Pengetahuan Desain Busana Pada Mahasiswa Pendidikan Teknik Busana” Volume 3 No.2.Haryati, Siti. 2015. “Pengembangan Media pembelajaran Fliipbook Fisika Untuk Meningkattkan Hasil Belajar Peserta Didik”. Volume 4 Oktober 2015.Tegeh, Made I. Pengembangan Bahan Ajar Metode Penelitian Pendiidikan dengan Model ADDIE.SE Nomor 4 Tahun 2020 Tentang Kebijakan Pendidikan Dalam Masa Darurat Penyebaran covid-19, kementerian pendidikan IndonesiaSuciati. 2008. Moodboard. Prodi Pendidikan Tata Busana. Bandung: Universitas Pendidikan IndonesiaSugiyono. 2006. Metode Penelitian Bisnis. Bandung: Alfabeta.Sugiyono. 2019. Metode Penelitian dan Pengembangan. Bandung: Alfabeta.


2020 ◽  
Vol 30 (2) ◽  
pp. 99-108
Author(s):  
Rendy Putra Pratama ◽  
Rochmawati Rochmawati

Learning media is believed to be one of the important parts of the learning process, especially computer-based media. This study aims to develop a computer game-based media Make a Match and to analyze its feasibility as a media enrichment. This study provided a type of educational Research and Development (RD) by referring to the model of development ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The result of validations by material experts, linguists, and media experts showed thatthe average worthiness of assessment was 86,27%. The average percentage revealed the number of 90,1% in the material aspect, 81,4% in the linguistics aspect, and 86,7% in the media aspect. Therefore, this computer based-game is very decent to be used as amedia enrichment for students. 


2022 ◽  
Vol 6 (1) ◽  
Author(s):  
Windi Yuliani

 DEVELOPMENT OF PICTURE STORY BOOKS AS LEARNING MEDIA Windi [email protected] UniversityABSTRACTThe background of this research is that the level of the education unit which is considered the basis for the cultivation of knowledge is at the elemntary school. Education pursued in basic education will be the foundation for the next education process. This study aims to develop a picture book of “Batu Belah Batu Betangkup” and to find out the feasbility of the picture story book. This picture book product is made using the cup studio paint application. The research method used is the 4D model consisting of four stages, namely difine, design, development, and dessiminate. Data collection was carried out using a questionnaire, the research instrument used had gone through a validation process with a validator. The type of data generated is quantitative data which is analyzed using the assessment criteria guidelines to determine the quantity of the product. Validation results from experts state that the pictorial story book product “Batu Belah Batu Betangkup” developed by the researher is very suitable for use. Expert assessment of product design with an average percentage pf 88,91% with a very feasible category, assessment of linguists with an average percentage of 95,8% with a very decent category, and field users based on the product with an average percentage of 95,83% and language assessment with an average percentage of 95,5% in the very feasible category and the student response product frial obtained 91,5% with the very good category.


2018 ◽  
Vol 1 (3) ◽  
pp. 329-335
Author(s):  
Yosi Marenda Wirawan ◽  
Rizki Wahyu Yunian Putra

The purpose of this study is to know whether the development of teaching materials gamification for seventh-grade students is feasible and interesting for use in junior high school. The subjects of the experiment were seventh-grade students at SMP Bandar Lampung. This research method is Research and Development (R&D), which a using Borg and Gall development model. The results of the assessment are: the expert assessment of the material giving a scored with an average percentage of 76% is categorized as highly feasible, the media or design experts scored with an average percentage of 71% categorized as feasible and the linguist gave a score with an average percentage of 69% categorized as feasible. In small group trials, an average of 3,6 was obtained with very attractive and feasible categories. In the field trial, it was found that the average of 3,4 was obtained with very attractive and feasible categories and the teacher's response to the materials gamifikasi, it was found that the average of 3,3 was obtained with very attractive and feasible categorized. So it can be concluded that the gamification teaching materials on the are categorized very attractive and feasible for use in mathematics learning in junior high school.


Jurnal PenSil ◽  
2021 ◽  
Vol 10 (2) ◽  
pp. 106-113
Author(s):  
Thia Haerunnisa ◽  
Rosmawita Saleh ◽  
Arris Maulana

Abstrak Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis web pada mata kuliah Gambar Teknik II. Penelitian ini termasuk metode penelitian Research and Development (R&D) dengan model penelitian pengembangan ADDIE yang dilakukan dalam lima tahap, yaitu analisis, perancangan, implementasi dan evaluasi. Penelitian pengembangan ini menggunakan instrumen non tes berupa angket. Angket digunakan untuk validasi produk yang dilakukan oleh ahli desain pembelajaran, ahli materi dan ahli media juga menambah penilaian mahasiswa yang telah mengikuti Gambar Teknik II. Hasil kelayakan produk berupa web pembelajaran dengan hasil validasi yaitu ahli desain pembelajaran memperoleh persentase sebesar 62% dengan kategori layak, ahli media mendapatkan persentase sebesar 88% dengan kategori sangat layak dan ahli materi mendapatkan persentase sebesar 90% dengan kategori sangat layak. Untuk hasil belajar siswa, penilaian yang diperoleh yaitu 80% dengan kategori layak dan dari hasil keefektifan produk diperoleh hasil pretest 54,66 dan hasil posttest 82,73. Dapat disimpulkan bahwa web pembelajaran mata kuliah Gambar Teknik II sudah layak dan layak digunakan. Kata kunci: Web, Gambar Teknik II, Moodle, ADDIE Abstract This study aims to develop learning media web-based on the Engineering Drawing II course. This research includes research methods Research and Development (R&D) with a research model ADDIE development is carried out in five stages, namely analysis, design, development, implementation, and evaluation. This development research using a non-test instrument in the form of a questionnaire. Questionnaires are used for validation products carried out by instructional design experts, material experts and media experts also add to the assessments of students who have taken courses Engineering Drawing II. The product feasibility results are in the form of a learning web with the results of expert validation, namely instructional design experts obtained a percentage of 62% with the "feasible" category, media experts get a percentage of 88% with category "very feasible" and material experts get a percentage of 90% with category "very decent". For the results of the student, assessment obtained an average percentage score of 80% with the "feasible" category and from the results of the effectiveness of the product obtained 54.66 pretest results and 82.73 posttest results. It can be concluded that the learning web for the Engineering Drawing II course is appropriate and feasible used. Keywords: Web, Engineering Drawing II, Moodle, ADDIE


Author(s):  
Hafsah ◽  
Edi Saputra ◽  
Suryaniar

This researcher discusses the development of interactive educational media to improve emotional intelligence of young children in Ra As-Syafiiyah. This research aims to produce test instruments to measure the ability to increase emotional intelligence of young children in Ra As-Syafiiyah. Valid, practical and effective. The type of research used is research and development (R&D), namely the development of interactive educational media. This interactive educational media development model was developed based on the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. The test subjects in this study were students of class A and class B at the Ra As-Syafiiyah School. The output of this interactive education media is in the form of apk files that can be installed easily, making it easier for students in the learning process. Based on the results of limited trials conducted, the data obtained from the expert validation results with an average of 3.5 are in the category of very valid, because 3 ≤ M ≤ 4 so that the material on the media is said to be very valid, while the results of media expert validation with an average an average of 3.3 is in the very valid category, because 3 ≤ M ≤ 4 so interactive education media is said to be very valid. While the validation results of linguists with an average of 3 are in the very valid category, because 3 ≤ M ≤ 4 so interactive education media are said to be very valid. Effective because interactive education media is rated by students with positive responses with an average percentage of positive responses of students at 89.25% and average responses of 4.42 and teacher responses with an average response of 4.1 said to be effective because the percentage of student responses and teacher more than 50%. Practical because the results obtained from the learning media implementation of 89.28% are said to be practical because the percentage of interactive educational media implementation is greater than 70%.


2020 ◽  
Vol 11 (2) ◽  
pp. 227-246
Author(s):  
Sulasri Suddin ◽  
Yohanis Ndapa Deda

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.


2021 ◽  
Vol 4 (1) ◽  
pp. 29-36
Author(s):  
Azizah Azizah ◽  
Zuhri D ◽  
Maimunah Maimunah

This study aims to describe the practicality of the 7e learning cycle LKS model with a scientific approach to facilitate students' mathematical connection abilities. The research and development with the ADDIE model consist of the stages of analysis, design, development, implementation and evaluation. The practicality test of the LKS was carried out for small group trials of 9 students at the implementation stage. The method used is descriptive statistics to get the average value and percentage. Learning tools are said to be practical if their minimum level of practicality is practical. Based on the analysis of the results of student response questionnaires, the average percentage of student response questionnaires was 91.59% and was categorized as very practical. This means that this LKS is easy to use and useful for students.


2020 ◽  
Vol 5 (2) ◽  
pp. 145-153
Author(s):  
Ervin Priambodo ◽  
Apri Nuryanto

This study aims to determine the process of developing Edmodo-assisted teaching materials and determine the level of eligibility in learning Manufacturing Engineering Drawings subject. The research type is Research and Development methods (R&D), using the 4D model, which consists of four steps, namely defining, design, development, and disseminating. The subjects of this study were 30 students of SMK N 2 Yogyakarta majoring in Machining. Data collection techniques are done by observation, interviews, and questionnaires. The initial analysis was done descriptively, while the feasibility data analysis was carried out quantitatively.  The quantitative data were subsequently converted into qualitative data. These development results are (1) Edmondo-assisted teaching material products in Manufacturing Engineering Drawing (GTM) subjects with the flip builder application's help. The learning material is divided into five learning activities: drawing 2D sketches, making 3D drawings, editing 3D models, assembling 3D models (assembly), and making working drawings. (2) The feasibility of teaching materials and the media used is determined from the experts' validation results, with the results of the validation of the material experts 82% and 83.65% media experts, which are in the very feasible criteria. The revised product is then tested on students through online trials, with 83.105% results are in the very feasible category. In conclusion, the Edmodo-assisted teaching materials on Manufacturing Engineering Drawing subjects for Vocational Schools are very suitable for use in learning.Penelitian ini bertujuan untuk mengetahui proses pengembangan materi ajar berbantuan Edmodo dan mengetahui tingkat kelayakannya untuk diterapkan dalam pembelajaran Gambar Teknik Manufaktur (GTM). Jenis penelitian ini mengunakan metode penelitian dan pengembangan (Research & Development) dengan menggunakan model 4D yang terdiri dari empat langkah yaitu pendefinisian (define), perancangan (design), pengembangan (development), dan penyebarluasan (disseminate). Subjek penelitian ini adalah siswa SMK N 2 Yogyakarta jurusan Pemesinan kelas XII yang berjumlah 30 siswa. Teknik pengumpulan data dilakukan dengan observasi, wawancara, dan angket. Analisis awal dilakukan secara deskriptif, sedangkan analisis data kelayakan dilakaukan secara kuantitatif yang dikonversi ke dalam data kualitatif. Hasil pengembangan ini disampaikan sebagai berikut. (1) Produk materi ajar berbantuan Edmodo pada mata pelajaran GTM dengan bantuan aplikasi flip builder terbagi dalam 5 kegiatan pembelajaran, yaitu: menggambar sketch 2D, membuat gambar 3D, mengedit model 3D, merakit model 3D (assembly), dan membuat gambar kerja. (2) Kelayakan materi ajar dan media berdasarkan hasil validasi ahli materi 82% dan ahli media 83,65% sehingga termasuk pada kriteria sangat layak. Produk yang telah direvisi kemudian diujikan kepada siswa melalui uji coba secara online dengan hasil 83,105% yang termasuk dalam kategori sangat layak. Dengan demikian, ateri ajar berbatuan Edmodo pada mata pelajaran Gambar Teknik Manufaktur untuk SMK sangat layak digunakan dalam pembelajaran.


2020 ◽  
Vol 8 (01) ◽  
pp. 55-66
Author(s):  
Feri Tiona Pasaribu ◽  
Yelli Ramalisa

The focus of this research is to design geometry learning mediain junior high schools based on RME and integrated with Science, Technology, Engineering and Mathematics (STEM) using 3D Pageflip Proffesional,and to explain quality of the learning media. In the process of design and development of this media used is the ADDIE development model which begins with the stages analysis, design, development, and  carried out an evaluation in each stages. Implementation stages will be continued in the following years research. This research resulted in a product in the form of geometry learning media in junior high schools especially eight grade according to purpose. Based on the validity test and practicality test the results obtained from the validation by material experts and media design experts were 4.09 namely 81.8% and 4.21 or 84.2%.Based on the criteria for the validity of the instrument, the criteria for "very valid" were obtained. And the practicality results, namely the results of teacher response questionnaire obtained an average of 4.26 or 85.19%, and the results of student questionnaire responses were 4.07 or 81.4%. Then based on the percentage criteria of practicality of the instrument, it is found that the criteria are very practical and the media can be implemented with minor revisions.


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