scholarly journals Pengembangan Media Pembelajaran Fisika Mobile Learning berbasis Android

2017 ◽  
Vol 3 (1) ◽  
pp. 57 ◽  
Author(s):  
Irnin Agustina Dwi Astuti ◽  
Ria Asep Sumarni ◽  
Dandan Luhur Saraswati

Abstract Physics topic about pressure sometime feels abstract for students. For solution about abtract problem the students, needed media learning can explain physics topic is with mobile learning with android. Almost all the students have smartphone, it would be nice if the smartphone is used for learning. Android apps in this study shows competence, materials, example problems, learning videos and interactive evaluation questions. The method used is the Research and Development (R&D) with its development process using a model ADDIE (Analysis, Design, Development, Implementation and Evaluation). ADDIE model development research is done only until the Development stage, because of this study was limited to develop and produce a valid instructional media applications to be implemented based on an assessment validator. Data collection instruments consist of expert validation sheet material and sheet media expert validation given to 6 (six) people validator that three media experts and three experts material. This study shows that the validation results are to be obtained percentage scoring average of 85.25% with a valid category. Based on the results of a study and discussion can be concluded that the application of instructional media android-based mobile learning are valid for use in learning of physics. Key words: physics learning media, android, mobile learning. Abstrak Materi fisika mengenai tekanan sering terkesan abstrak bagi siswa. Untuk mengatasi masalah keabstrakan siswa, maka diperlukan media pembelajaran yang dapat menjelaskan konsep fisika yaitu dengan media pembelajaran mobile learning berbasis android. Hampir semua siswa kini memiliki smartphone, sehingga lebih baik jika smartphone digunakan sebagai media belajar. Aplikasi android dalam penelitian ini berisi kompetensi, materi, contoh soal, video pembelajaran dan soal evaluasi interaktif. Metode penelitian yang digunakan adalah metode Research and Development (RnD) dengan proses pengembanganya menggunakan model ADDIE (Analysis, Design, Development, Implementation dan Evaluation). Penelitian pengembangan model ADDIE yang dilakukan hanya sampai tahap Development (pengembangan), karena tujuan penelitian ini hanya sebatas mengembangkan dan menghasilkan suatu aplikasi media pembelajaran yang valid untuk diimplementasikan berdasarkan penilaian validator. Instrumen pengumpulan data terdiri dari lembar validasi ahli materi dan lembar validasi ahli media yang diberikan kepada 6 (enam) orang validator yakni 3 ahli media dan 3 ahli materi. Penelitian ini menunjukkan bahwa hasil validasi yang dilakukan diperoleh persentase rata-rata penilaian sebesar 85,25% dengan kategori valid. Berdasarkan hasil peneltian dan pembahasan dapat disimpulkan bahwa aplikasi media pembelajaran mobile learning berbasis android sudah valid untuk digunakan dalam pembelajaran fisika. Kata kunci: media pembelajaran fisika, android, mobile learning.

2019 ◽  
Vol 17 (2) ◽  
pp. 183
Author(s):  
Ridho Dedy Arief Budiman ◽  
Nurbani Nurbani

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p class="abstrak">Tujuan penelitian untuk mengembangkan media pembelajaran berbasis Android dengan tahapan <em>analysis, design, development, implementation, </em>dan <em>evaluation. </em>Subjek penelitian yaitu mahasiswa semester IV Pendidikan TIK IKIP PGRI Pontianak. Metode penelitian menggunakan <em>research and development</em> dengan pendekatan ADDIE. Instumen penelitian menggunakan angket. Teknik analisis data menggunakan deskriptif kuantitatif. Hasil penelitian yaitu: (1) Media pembelajaran yang dikembangkan dapat diterapkan berdasarkan hasil pada tahapan <em>analysis</em>; (2) Media pembelajaran berhasil dirancang pada tahapan <em>design</em>; (3) Media pembelajaran yang telah divalidasi dilakukan perbaikan sesuai saran dari validator pada tahapan <em>development</em>; (4) Media pembelajaran berhasil diterapkan ke subjek penelitian pada tahapan <em>implementation</em>; dan (5) Subjek penelitian menyatakan “Setuju”  dan “Lebih Efektif” penggunaan media pembelajaran yang dikembangkan dalam proses pembelajaran.</p><p class="abstrak"> </p><p class="abstrak">  </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p class="abstrak"><em>The research objective </em><em>was</em><em> to develop an Android-based learning media with stages of analysis, design, development, implementation, and evaluation. The subjects of the </em><em>research</em><em> were the fourth</em><em>-</em><em>semester students of ICT Education at IKIP PGRI Pontianak. The research method use</em><em>d</em><em> research and development with the ADDIE approach. The research instrument used a questionnaire. Data analysis techniques using descriptive</em><em>-</em><em>quantitative. The results of the </em><em>research</em><em>: (1) The developed learning media can be applied based on the results at the analysis stage; (2) Learning media successfully designed at the design stage; (3) The validated learning media is improved according to the suggestions from the validator</em><em>s</em><em> at the development stage; (4) Learning media successfully applied to respondents at the implementation stage; and (5) Respondents stated "Agree" and "More Effective" </em><em>in </em><em>the use of instructional media developed in the learning process.</em></p><p class="abstrak"> </p>


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2017 ◽  
Vol 6 (3) ◽  
pp. 315 ◽  
Author(s):  
Umi Khoiriyah ◽  
Swaditya Rizki

The objective of this research is to develop teaching materials of mathematical set based on Islamic values that are feasible, practical, and effective. This research type is Research and Development (R&D). The model used in this research is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The instruments of data collection used the questionnaires and evaluation questions. The result of this research is the average of expert validation is 81,48% (very feasible). Then, based on the implementation of the student small group is obtained practicality percentage of 82%. While the result of the field trial in one class is obtained effectiveness percentage of 66,67%. Therefore, this research can be concluded that teaching materials of mathematical set based on Islamic values are feasible, practical, and effective.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


Author(s):  
Ilsya Martini ◽  
Risnita Risnita ◽  
Rayandra Asyhar

Research and this development is resulted interactive module to design materials the Elements of Periodic System to improve students’ understanding by the concept of materials the Elements of Periodic System. Using the result of the development of materials the Elements of Periodic System makes effective learning base on responsiveness and knowledge of students. To test the feasibility this Audio-Visual Modules made on the basis of expert validation and testing of products in Grade Ten Science Class. Research and development of audio-visual modules by using this song technique is adapted from Lee & Owens with grooves Analysis, Design, Development, Implementation, and Evaluation. The result of tests on the large groups, the skill of the students increased from 74.50 to 88.50 equal with 12%. The result of interviews showed that students responded very positively for an increased understanding by using song technique.


Author(s):  
Luh Lina Hartariani ◽  
Luh Putu Eka Damayanthi ◽  
I Made Agus Wirawan ◽  
I Made Gede Sunarya

 AbstrakPenelitian ini bertujuan untuk: (1) mengimplementasikan media pembelajaran animasi 3 dimensi  padamata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja), (2) mengetahui respon siswa terhadap pengembangan media pembelajaran animasi 3 dimensi  pada mata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja).Perancangan media pembelajaran animasi 3 dimensi menggunakan metode pengembangan Research and Development (R&D) dan model pengembangan ADDIE yang terdiri dari 5 tahapan desain pengembangan. Tahapan-tahapan model ADDIE yaitu analysis, design, development, implementation dan evaluation. Implementasi dari pengembangan media pembelajaran 3 dimensi pada mata pelajaran matematika dilakukan melalui evaluasi sumatif dan evaluasi formatif.Evaluasi sumatif terdiri uji ahli isi, uji ahli desain dan uji ahli media untuk mengetahui kevalidan media pembelajaran serta isi dari media pembelajaran apakah sudah sesuai sehingga media pembelajaran dapat diterapkan. Sedangkan evaluasi formatif terdiri dari uji coba perorangan, kelompok kecil dan uji lapangan dilakukan di kelas yang sama yaitu kelas D2 di SLB.C Negeri Singaraja.Rata-rata respon siswa terhadap pengembangan animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita yaitu 90,7%. Pengembangan media pembelajaran animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita untuk siswa kelas D2 di SLB.C Negeri Singaraja mampu menjadi sumber belajar bagi siswa. Media pembelajaran digunakan sebagai panduan belajar siswa, sehingga dapat meningkatkan konsentrasi dan fokus pada anak serta membantu proses belajar siswa di sekolah. Ini dibuktikan dengan hasil respon siswa yaitu 90,7% jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori Sangat Baik. Kata kunci:  Media Pembelajaran, Mata Pelajaran Matematika, Anak Tunagrahita, Animasi 3 Dimensi AbstractThis Research was aimed to: (1) implement a three-dimensional animation instructional media in mathematics for students with mental retardation (Case Study: Student of D2 class / second semester. SLB.C Negeri Singaraja), (2) determine students' response to the development of instructional media animation 3D in mathematics for students with mental retardation (Case Study: student of D2 class / Second semester SLB.C Negeri Singaraja).The design of the 3D animation instructional media used Research and Development (R&D) and the ADDIE development model that consisted of five stages of design development. The stages of ADDIE development model were analysis, design, development, implementation and evaluation. The implementation of the development of three dimensional instructional media in mathematics was done through summative evaluation and formative evaluation.Summative evaluation consisted of content expert test, design expert test and media expert test to determine the validity of the instructional media and the content of the instructional media whether it is suitable so that instructional media can be applied.While formative evaluation consisted of testing an individual, a small group and a field tests which carried out in the same class, namely the D2 class in SLB.C Negeri Singaraja.The average of the students’ response to the development of three-dimensional animation in mathematics for students with mental retardation was 90.7%. The development of three-dimensional animation instructional media in mathematics for students with mental retardation for D2 class in Singaraja State SLB.C Negeri Singarajawas able to be a source of learning for students. Instructional media were used as a student learning guide, so as to improve concentration and focus on the child and help the students’ learning process in the school.This is evidenced by the result of students’ response that was 90.7% if converted into the table the students’ response included in the category of Very Good. Keywords : Learning Media, Mathematics Subject, Sturdent with Mentally Retarded, 3D Animation


2021 ◽  
Vol 9 (4) ◽  
pp. 482-490
Author(s):  
Ari Septian ◽  
Sarah Inayah ◽  
Ihsanu Nasihin

The purpose of this study was to develop teaching materials assisted by Google Classroom in the form of mathematical material about building cubes and blocks, examples of math problems, and practice math problems. Developed as empirical evidence of the effectiveness of Google Classroom-assisted teaching materials on building materials. The method used in this study is research and development (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). These teaching materials were developed through a questionnaire and assessed from several expert validations including media experts and material experts. Based on the results of the media expert validation, the average score percentage was 78.3% and was included in the Eligible category. Meanwhile, based on the results of material expert validation, the average score percentage is 82.6% and is included in the Very Eligible category. Thus, overall Google Classroom-assisted teaching materials on this spatial building material have a percentage of 80.4% and fall into the Very Eligible category. so that it is effective as a Google Classroom-assisted teaching material on building materials and can be used anytime.


2020 ◽  
Vol 5 (2) ◽  
pp. 158
Author(s):  
Diah Ratnasari ◽  
Dewi Oktaviyanti ◽  
Sari Sri Sukmawati ◽  
Eny Setiyawati

Materi usaha dan energi dianggap mudah bagi siswa, tetapi dalam beberapa penelitian menunjukkan bahwa masih banyak siswa yang mengalami kesulitan. Untuk membantu siswa, diperlukan media pembelajaran yang menarik untuk mempelajari materi tersebut yaitu mobile learning berbasis android. Mobile learning ini berisi kompetensi, materi, soal dan pembahasan, video dan latihan interaktif. Metode penelitian yang digunakan adalah metode Research and Development dengan proses pengembanganya menggunakan model ADDIE (Analysis, Design, Development, Implementation dan Evaluation). Penelitian pengembangan model ADDIE yang dilakukan hanya sampai tahap Development karena tujuan penelitian ini hanya sebatas mengembangkan aplikasi yang valid berdasarkan penilaian validator. Instrumen pengumpulan data terdiri dari lembar validasi ahli media dan lembar validasi ahli materi yang diberikan kepada 2 ahli media dan 2 ahli materi. Hasil validasi ahli media sebesar 90 % dan ahli materi sebesar 84%. Kesimpulan penelitian pengemembangan ini adalah mobile learning berbasis android pada materi usaha dan energi sangat layak digunakan dalam pembelajaran fisika


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Luh Lina Hartariani ◽  
Luh Putu Eka Damayanthi ◽  
I Made Agus Wirawan ◽  
I Made Gede Sunarya

 AbstrakPenelitian ini bertujuan untuk: (1) mengimplementasikan media pembelajaran animasi 3 dimensi  padamata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja), (2) mengetahui respon siswa terhadap pengembangan media pembelajaran animasi 3 dimensi  pada mata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja).Perancangan media pembelajaran animasi 3 dimensi menggunakan metode pengembangan Research and Development (R&D) dan model pengembangan ADDIE yang terdiri dari 5 tahapan desain pengembangan. Tahapan-tahapan model ADDIE yaitu analysis, design, development, implementation dan evaluation. Implementasi dari pengembangan media pembelajaran 3 dimensi pada mata pelajaran matematika dilakukan melalui evaluasi sumatif dan evaluasi formatif.Evaluasi sumatif terdiri uji ahli isi, uji ahli desain dan uji ahli media untuk mengetahui kevalidan media pembelajaran serta isi dari media pembelajaran apakah sudah sesuai sehingga media pembelajaran dapat diterapkan. Sedangkan evaluasi formatif terdiri dari uji coba perorangan, kelompok kecil dan uji lapangan dilakukan di kelas yang sama yaitu kelas D2 di SLB.C Negeri Singaraja.Rata-rata respon siswa terhadap pengembangan animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita yaitu 90,7%. Pengembangan media pembelajaran animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita untuk siswa kelas D2 di SLB.C Negeri Singaraja mampu menjadi sumber belajar bagi siswa. Media pembelajaran digunakan sebagai panduan belajar siswa, sehingga dapat meningkatkan konsentrasi dan fokus pada anak serta membantu proses belajar siswa di sekolah. Ini dibuktikan dengan hasil respon siswa yaitu 90,7% jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori Sangat Baik. Kata kunci:  Media Pembelajaran, Mata Pelajaran Matematika, Anak Tunagrahita, Animasi 3 Dimensi AbstractThis Research was aimed to: (1) implement a three-dimensional animation instructional media in mathematics for students with mental retardation (Case Study: Student of D2 class / second semester. SLB.C Negeri Singaraja), (2) determine students' response to the development of instructional media animation 3D in mathematics for students with mental retardation (Case Study: student of D2 class / Second semester SLB.C Negeri Singaraja).The design of the 3D animation instructional media used Research and Development (R&D) and the ADDIE development model that consisted of five stages of design development. The stages of ADDIE development model were analysis, design, development, implementation and evaluation. The implementation of the development of three dimensional instructional media in mathematics was done through summative evaluation and formative evaluation.Summative evaluation consisted of content expert test, design expert test and media expert test to determine the validity of the instructional media and the content of the instructional media whether it is suitable so that instructional media can be applied.While formative evaluation consisted of testing an individual, a small group and a field tests which carried out in the same class, namely the D2 class in SLB.C Negeri Singaraja.The average of the students’ response to the development of three-dimensional animation in mathematics for students with mental retardation was 90.7%. The development of three-dimensional animation instructional media in mathematics for students with mental retardation for D2 class in Singaraja State SLB.C Negeri Singarajawas able to be a source of learning for students. Instructional media were used as a student learning guide, so as to improve concentration and focus on the child and help the students’ learning process in the school.This is evidenced by the result of students’ response that was 90.7% if converted into the table the students’ response included in the category of Very Good. Keywords : Learning Media, Mathematics Subject, Sturdent with Mentally Retarded, 3D Animation


Author(s):  
Risza Andika Arumsarie ◽  
Widya Kusumaningsih ◽  
Sutrisno Sutrisno

Penelitian ini bertujuan untuk mengetahui pengembangan aplikasi mobile learning sebagai media pembelajaran dan capaian serta peningkatan kemampuan berpikir kreatif siswa kelas X. Jenis penelitian yang digunakan adalah penelitian Research and Development. Pada penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementasi, Evaluation). Subjek dari penelitian ini adalah siswa-siswi kelas X SMA Muhammadiyah Purwodadi. Pengumpulan data penelitian dilakukan dengan menggunakan soal pretest dan postest yang berkaitan dengan indikator berpikir kreatif, selain itu diperlukan validasi ahli media, ahli materi serta angket respon siswa. Teknik analisis data dalam penelitian ini adalah uji normalitas, uji homogenitas, uji t pihak kanan dan uji N-gain. Dari data awal nilai pretes untuk mengetahui apakah kedua kelas berdistribusi normal dan mempunyai varians yang sama (homogen). Untuk data akhir dengan menggunakan uji N-gain dan uji t pihak kanan. Dari data nilai postes kelas eksperimen dan kontrol dapat disimpulkan bahwa rata-rata kemampuan berpikir kreatif siswa yang menggunakan aplikasi mobile learning sebagai media pembelajaran lebih baik daripada pembelajaran konvensional. Setelah membandingkan rata-rata nilai N-gain setiap kelas, hasil kemampuan bepikir kreatif siswa kelas eksperimen lebih baik daripada kelas kontrol. Berdasarkan hasil penelitian dapat disimpulkan bahwa pengembangan aplikasi mobile learning sebagai media pembelajaran ini terdapat capaian dan peningkatan kemampuan berpikir kreatif.


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