Virtual laboratory of Andaliman tissue culture integrated with islamic values

Biosfer ◽  
2021 ◽  
Vol 14 (2) ◽  
pp. 285-305
Author(s):  
Adi Hartono ◽  
Indayana Febriani Tanjung ◽  
Irwan Syahputra

Nowadays, the world is being hit by a Corona virus outbreak which has an impact on every line of life including the field of Education which encourages students to take online learning. This study aims to develop a Virtual Laboratory of Andaliman Network Culture integrated with Islamic values as an interactive learning media to overcome problem obstructions in practicum activities as well as to strengthen the internalization of Islamic values and insights into the local potential of students in The State Senior High School 11 Medan, North Sumatera, Indonesia. This research was conducted using Research and Development (R & D) with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation). The results showed that the percentage of media validity by Material Expert validators was 98.61%, Islamic Values Material Expert validators were 90.62%, Virtual Laboratory Expert validators were 93.96%, and Field Practitioner Expert validators (Biology Teachers) were 93.75% with the category of evaluation of all validators as very good. Meanwhile, the percentage of student responses to the media reached 63.88% in the good category. Thus, it is highly recommended to use the Virtual Laboratory which was developed because it has tested validly to increase understanding about mechanism Plant Tissue Culture with Islamic Values and Local Potential. 

2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2019 ◽  
Vol 17 (2) ◽  
pp. 27-37
Author(s):  
Pratiwi Apriniya ◽  
Mimin Nur Aisyah

This research aimed to develop interactive learning media with Lectora Inspire for the students of grade X AKL SMK Negeri 1 Tempel on Basic Banking subjects with the competence of saving. The research used the Research Development with ADDIE (analysis, design, development, implementation, evaluation) model. The media was assessed by material expert, media expert, and teacher. The results show that the feasibility of interactive learning media by material expert in strongly feasible category (average score of 4, 26), by media experts in strongly feasible category (average score of 4, 36), by teacher in strongly feasible (average score of 4, 33), and by students in feasible category (average score of 4, 07). The interactive learning media developed is strongly feasible to be used as learning media for students. The student’s learning interest before and after the use of interactive learning media has increased by 8% from 64% to 72%. Paired sample t-test obtained tcount  -5.213 with sig 0.000 showed significant learning interest’s improvement. Therefore, it can be concluded that interactive learning media is able to improve student’s learning interest. Keywords: Interactive Learning Media, Lectora Inspire, Student’s Learning Interest.


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


2017 ◽  
Vol 3 (01) ◽  
pp. 69-80
Author(s):  
Puri Sulistiyawati ◽  
Dwi Puji Prabowo ◽  
Dimas Irawan Ihya' Ulumuddin

Abstrak Tipografi merupakan salah satu mata kuliah pada bidang desain komunikasi visual yang mengutamakan aspek visual. Namun berdasarkan hasil observasi diketahui bahwa media pembelajaran yang selama ini digunakan kurang efektif karena kurangnya pemanfaatan teknologi informasi, sehingga mahasiswa kurang maksimal dalam memahami materi kuliah yang disampaikan oleh pengajar. Perkembangan teknologi informasi saat ini banyak memberikan dampak positif bagi kemajuan bidang pendidikan diantaranya dapat digunakan untuk mendukung media dalam proses pembelajaran. Tujuan penelitian ini adalah merancang media pembelajaran untuk mata kuliah tipografi dengan memanfaatkan teknologi informasi yaitu media audio visual. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan pendekatan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Dengan diciptakannya media pembelajaran audio visual ini diharapkan proses pembelajaran mata kuliah Tipografi dapat lebih efektif dan materi kuliah lebih mudah dipahami oleh mahasiswa.  Kata Kunci : audio visual, media pembelajaran, tipografi AbstractTypography is one of the subjects in the field of visual communication design that prioritizes the visual aspect. However, based on the observation note that the media has been used less effective because the lack of use information technology, so students can't understand the course material that explained by lecturers. Today, the development of information technology is being positive impact for the advancement of education which can be used to support the media in the learning process. The purpose of this research is to design learning media for the course of typography by utilizing information technology, called audio-visual media.  The method that used in this research is Research and Development with ADDIE model (Analysis, Design, Development, Implementation, Evaluation). With the creation of audio-visual learning media is expected Typography learning courses can be more effective and the course material more easily understood by students. Keyword : audio visual, instructional media, typography


2016 ◽  
Vol 2 (2) ◽  
pp. 96
Author(s):  
Frida Unsiah ◽  
Putu Dian Danayanti Degeng ◽  
Irene Nany Kusumawardani

AbstractStudents of English Language Education Program in Faculty of Cultural Studies Universitas Brawijaya ideally master Grammar before taking the degree of Sarjana Pendidikan. However, the fact shows that they are still weak in Grammar especially tenses. Therefore, the researchers initiate to develop a video as a media to teach tenses. Objectively, by using video, students get better understanding on tenses so that they can communicate using English accurately and contextually. To develop the video, the researchers used ADDIE model (Analysis, Design, Development, Implementation, Evaluation). First, the researchers analyzed the students’ learning need to determine the product that would be developed, in this case was a movie about English tenses. Then, the researchers developed a video as the product. The product then was validated by media expert who validated attractiveness, typography, audio, image, and usefulness and content expert and validated by a content expert who validated the language aspects and tenses of English used by the actors in the video dealing with the grammar content, pronunciation, and fluency performed by the actors. The result of validation shows that the video developed was considered good. Theoretically, it is appropriate to be used English Grammar classes. However, the media expert suggests that it still needs some improvement for the next development especially dealing with the synchronization between lips movement and sound on the scenes while the content expert suggests that the Grammar content of the video should focus on one tense only to provide more detailed concept of the tense.


2020 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Muchlas Muchlas ◽  
Pramudita Budiastuti

The availability of modules to support basic electronic practices based on virtual laboratories has not yet met the needs. The purpose of this development research is to produce basic electronic practice learning devices based on the PSPICE application program. The development procedure uses ADDIE (analysis, design, development, implementation, evaluation). ADDIE is used to direct the design process as specified. Product performance was tested using ongoing formative evaluation. The product feasibility test uses a comparative analysis of the results of the PSPICE experiment against the theory. The results show that all modules developed can display the same characteristics as their theoretical character. The results show that the modules have very good performance. Modules are suitable for use as a medium for basic electronic practice using PSPICE-based virtual laboratories. The products are in the form of electronic circuits with 31 schematic PSPICE formats. Product results to support basic electronic practices covering topics: capacitor filling and discharging, RC circuits, diode characteristics, wave forming circuits, rectifier circuits, voltage clamp, voltage circuits, transistor characteristics, and amplifier transistor.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Siti Kholifah ◽  
Zaenal Mustofa ◽  
Paulus Hartanto

Abstract— This study aims to study the development process, the level of practicality, the level of validity, and the effectiveness of interactive multimedia with constructivist learning models to improve students' problem abilities. The research method used is R&D research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation. The research subjects are STEKOM Semarang students. The results of the validation of media experts, material, media design, student responses and teacher responses are good criteria, namely for media experts 93.33%, 80.88% learning media design experts, 87.3% material experts, 87.5% used, and 87.5% lecturer responses, and 87.05% student responses.This media is practical to use. From the calculation of the N-Gain Test for the experimental and control class which has a different average NGain score of 0.419 and 0.132. One-party t-test was obtained and where, then Ho was rejected interactively with a constructivist learning model better than the problem solving abilities of students who using conventional learning.


Teknodika ◽  
2018 ◽  
Vol 16 (1) ◽  
pp. 53
Author(s):  
Rizqi Abdillah ◽  
Sunardi Sunardi ◽  
Deny Tri Ardianto

The purpose of this research is to describe the needs of students to the application of CD tutotial as learning media at the course based on practice, its developing and the students’ responds towards the media used in the instructional process.  The program of Educational Technology is famous of its students who have a high capability in multimedia field of study as some of the courses relate to technology-based learning. Unfortunatelly, there are some obstacles coming up as the practice-based course has less optimum on its real class. It makes the researcher trying to develop an application of learning media in term of CD Tutorial to be applied at the class by the practice-based course. This research uses ADDIE developing model (Analysis, Design, Development, Implementation, Evaluation). The result of this research and development will be in term of media product which is later on will be done some evaluation tests from the expert teams, and at last filed test to know its effectiveness of its media on the instructional process.


2019 ◽  
Author(s):  
Dewi Nuur Rohmasari

Abstrak: This research aims at developing interactive multimedia-based mathematical learning and revealing how the students’ respond toward the media are. The development steps of that interactive mathematical learning media using computer were carried out by development model of ADDIE (Analysis, Design, Development, Implementation, Evaluation). The instrument used to collect the data was media evaluation questionnaires. The data analysis technique was conducted both qualitatively and quantitatively. Based on the research findings that the interactive multimedia-based probability learning revealed no revision and well-received by the students. Although there is difficulty for the students at the initial use of it, due to abstract learning habit, but it can be overcome well.


Alotrop ◽  
2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Cici Romayanti ◽  
Agus Sundaryono ◽  
Dewi Handayani

The aim of this research is to determining level of feasibility and response of students from the development of e-modules in chemistry course based on creative thinking ability using the Kvisoft Flipbook Maker on material electrolyte and non-electrolyte solution in SMA Negeri 9 Kota Bengkulu. The type of research used is R & D (Research & Development), which uses the ADDIE development model (analysis, design, development, implementation, evaluation) with the limitation of stage until implementation. The results of this research show that the chemistry-based E-Module based on creative very feasible and feasible to use with the validation results from media experts was 97.7%, material expert validation was 90.2%, readability the small group trials conducted by 9 students in class X MIPA 2 was 97.04% and student responses in the large group trial conducted by 25 students in class X MIPA 1 was 86.4% (very feasible category). This shows that e-modules in chemistry course based on the ability to think creatively by using the kvisoft flipbook maker are very suitable to be used in the learning process


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