scholarly journals Pengembangan LKPD Kimia Berbasis Science, Environment, Technology, and Society (SETS) Materi Laju Reaksi

2021 ◽  
Vol 11 (1) ◽  
pp. 41-45
Author(s):  
Muhammad Iqbal Pranowo ◽  
Roza Linda ◽  
Sri Haryati

Penelitian ini dirancang menggunakan desain Penelitian dan Pengembangan (Research and Development) dengan model pengembangan ADDIE. Model pengembangan ADDIE memiliki lima tahapan yaitu Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Penelitian ini hanya sampai tahap pengembangan, Tahap Implementation (Implementasi) tidak dilakukan karena tujuan penelitian dibatasi sampai dengan didapatkan produk LKPD yang layak/valid berdasarkan aspek kelayakan isi, karakteristik SETS, kebahasaan, penyajian, dan kegrafisan melalui penilaian oleh validator. Data berupa penilaian dan saran oleh tim validator, responden guru dan peserta didik. Dari hasil penelitian, diperoleh nilai validasi dengan skor 91,19%. Skor respon pengguna oleh guru dan peserta didik masing-masing adalah 90,38% dan 90,1% dengan kriteria sangat baik. Kata kunci:    Lembar Kegiatan Peserta Didik, Science, Environment, Technology and Society (SETS), ADDIE, Laju Reaksi

2020 ◽  
Vol 11 (1) ◽  
pp. 44-57
Author(s):  
Muhammad Khairul Basyar

Education is the process of changing one's behavior through teaching and training so that they become more mature. The lack of application of PAI learning values ​​by students of SMP Insan Cendekia Mandiri Boarding School (ICMBS) Sidoarjo, has made the PAI teachers of SMP ICMBS innovate by developing integrated PAI learning. This is supported by the condition of school which based on the Boarding School. The purpose of this study is to describe how the development of ADDIE PAI learning model conducted by PAI SMP ICMBS teachers. The method used in this research is research and development methods. The results shows that the design of learning in the classroom is with the ADDIE model and with the concept of Building Learning Power (BLP). In addition, Teacher-centered methods sometimes also exist in schools. The development of PAI learning undertaken by SMP ICMBS teachers makes students better at implementing PAI learning values, beside the integrated PAI learning curriculum, as well as an excellent design system.


Author(s):  
Andi Tenrisanna Syam

This research aimed to develop an appropriate module based on the writing needs of the learners. The author took the fourth-semester learners of the English Department at the State Islamic Institute of Palopo in the academic year 2018/2019. The author involved 40 learners as her participants. The method of the research was Research and Development. The author used the ADDIE model. The ADDIE model consisted of five stages, namely analysis, design, develop, implementation and evaluation. The instruments of the research were questionnaires and documents. The data were analyzed quantitatively qualitatively. The results of the content, the design, and the media experts validation showed that the module got good and very good category. The writing I module quality based on the learners’ response in the field try-out showed that 75% of learners very agree and 25% of learners agree with the materials presented in the module. The result of this research hopefully gives a contribution to some parties, especially to the writing I lecturers and to the other researchers.


2021 ◽  
Vol 1 (8) ◽  
pp. 735-745
Author(s):  
Nazilatul Muharrami Nasifa ◽  
Ro’ufah Inayati

Abstract Being in the industrial era 4.0, teachers as educators are required to understand technology more than their students. Teachers need to understand students' needs for technological developments so that classroom learning runs well. The development of learning media is one of the alternative solutions that can be used by teachers to meet the needs of students for technological developments. The purpose of research and development is to produce learning media products based on android applications from Microsoft PowerPoint on material for economic growth and development for class XI. This research and development uses the ADDIE model. The results of the research and development were obtained from the results of the feasibility test through filling out validation questionnaires with validators of material experts (lecturers), media experts (lecturers), learning practitioners (economics teachers), and test results with users (students) through small group trials and large group trial. The average result of the validation and testing as a whole obtained a score of 92.177 percent so that this research and development product is very valid and very feasible to be used as a learning medium. Abstrak Berada pada era industri 4.0 guru sebagai pendidik diharuskan untuk memahami teknologi lebih dari siswanya. Guru perlu memahami kebutuhan siswa atas perkembangan teknologi agar pembelajaran di kelas berjalan dengan baik. Pengembangan media pembelajaran menjadi salah satu solusi alternatif yang bisa digunakan oleh guru untuk memenuhi kebutuhan siswa atas perkembangan teknologi. Tujuan dari penelitian dan pengembangan adalah untuk menghasilkan produk media pembelajaran berbasis aplikasi android dari Microsoft PowerPoint pada materi pertumbuhan dan pembangunan ekonomi kelas XI. Penelitian dan pengembangan ini menggunakan model ADDIE. Hasil dari penelitian dan pengembangan diperoleh dari hasil uji kelayakan melalui pengisian kuisioner validasi bersama validator ahli materi (dosen), ahli media (dosen), praktisi pembelajaran (guru ekonomi), dan hasil uji coba bersama pengguna (siswa) melalui uji coba kelompok kecil dan uji coba kelompok besar. Rata-rata asil validasi dan uji coba secara keseluruhan memperoleh skor sebesar 92,177 persen sehingga produk penelitian dan pengembangan ini sangat valid dan sangat layak untuk digunakan sebagai media pembelajaran.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2020 ◽  
Vol 1 (2) ◽  
pp. 139-158
Author(s):  
Muhammad Ariel ◽  
Sahraini ◽  
Dewi Furwana

This research aims to create a supporting media product in English Grammar learning in semester 2 students majoring in English at IAIN Palopo. based on observations in June 2019, the author found a problem in the scale of student use in smartphone use that is increasingly growing. Therefore, the author is interested in creating an online comic that can be accessed on the phone by using an application called Webtoon. The study design used in this study was Research and Development (R&D) utilized ADDIE Model. It consists of Analyze, Design, Develop, Implement, and Evaluate. The product is used as a supporting medium in English grammar learning which was once being studied by Semester 2 English Student IAIN Palopo. The product was tried out to the Students of Semester 2 of English Students at IAIN Palopo. The instruments were used in this study are Questionnaire for need analysis and observation sheet for 5 Experts and student’s perception. In this study, 5 experts were involved in order to validate the product. The elements of the validation are Display, Content/Materials, Language, and the Application. The result based from the expert’s validation as well as try-out product result, the product of this study was appropriate to be applied for the students of English Department semester 2, as a supporting media in Learning English Grammar


2020 ◽  
Vol 4 (1) ◽  
pp. 91
Author(s):  
Ade Tria Lestari ◽  
Hapidin Hapidin ◽  
Zarina Akbar

Important aspects of social-emotional development developed in early childhood, specifically about prosocial habits. This study aims to develop a book about Palembang's local culture to improve understanding of prosocial behaviour in early childhood. Draw local culture through interesting pictures. The research method used is research and development with the ADDIE model. The technique of collecting data is based on the results of expert validation and trial data through pre-trial one group pretest-posttest design and statistical analysis of data using paired sample t-test. This study involved children aged 4 to 6 years in Musi Banyuasin Regency. The product research and development results show: first, the design of storybook media product is feasible to increase children's understanding of Palembang's cultural and prosocial behaviour; second, collecting media that is seen from the results obtained from the pretest-posttest data of children with a value and significance of 0.00 < 0.05, this shows the value of the pretest-posttest supports the difference; and third, the validity of the media that shows the book can be used for children who understand cultural literacy so that children are rich in cultural insights specifically the local culture of Palembang.


Author(s):  
Ni Putu Ayu Wijayanti ◽  
Luh Putu Eka Damayanthi ◽  
I Made Gede Sunarya ◽  
I Made Putrama

AbstrakTujuan penelitian ini (1) Untuk mengimplementasikan hasil Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja, (2) Untuk mengetahui respon siswa terhadap Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja.Jenis penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan Research and Development (R & D) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Tata Boga 5 SMK Negeri 2 Singaraja tahun ajaran 2015/2016. Untuk mengetahui respon siswa terhadap e-modul yang dikembangkan, diperoleh dengan menggunakan metode kuisioner dengan alat pengumpulan data berupa angket.Hasil analisis respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 60%, persentase siswa yang memberikan respon baik sebesar 40%, dan tidak ada siswa yang memberikan respon cukup, kurang maupun sangat kurang. Berdasarkan hasil penelitian terhadap pengembangan e-modul pada mata pelajaran simulasi digital secara keseluruhan persentase respon siswa menunjukkan angka 90,6 % dapat dikategorikan sangat baik. Kata kunci:  E-Modul, R&D, ADDIE, Respon, Simulasi Digital. AbstractThe purposes of this study were (1) to impelements design of the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja, (2) To know the response of the students toward the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja.The type of this study was using Research and Development (R&D) with applied the method ADDIE model. The subject of this study was class of X Tata Boga 5 SMK Negeri 2 Singaraja in study year 2015/2016. The response of the students toward the e-modul development, was obtained by using questionnaire method.The result of the student’s responses were indicated that the percentages were 60% for the Very Good-response by 40% of the Good-response. Overall on the result of this study, by the percentage of 90% can be categorized as Very Good. Keywords : e-modul, Research and development, ADDIE, response, simulasi digital


2021 ◽  
Vol 2 (1) ◽  
pp. 15-24
Author(s):  
Muhammad Feyzar Rif'at ◽  
Mustika Wati ◽  
Suyidno Suyidno

Scientific responsibility and creativity are part of the main competencies in the era of the industrial revolution 4.0, but they are not trained in schools. Therefore, the purpose of this study is to analyze the effectiveness of Creative Responsibility Based Learning in exploring the responsibility and scientific creativity of students. This research is part of research and development with the ADDIE model, namely at the implementation and evaluation stages. The research trial used one group pre-test and post-test on 27 students of class XI MIPA 2 MAN 2 Banjarmasin. Data collection instruments consist of responsibility observation sheets with indicators of participating, respecting others, cooperation, leading, and expressing opinions; as well as a scientific creativity test which includes indicators of finding problems, imagining scientifically, solving problems creatively, and designing products creatively. The results showed that the responsibility of the students at each meeting was in good criteria. In addition, the scientific creativity N-gain was 0.34 in the medium criteria. Thus, CRBL is effectively used to explore the responsibility and scientific creativity of students.  Kata kunci: creative responsibility based learning, scientific creativity, responsibility AbstrakTanggung jawab dan kreativitas ilmiah merupakan bagian dari kompetensi utama di era revolusi industri 4.0, namun kurang dilatihkan di sekolah. O


2021 ◽  
Vol 12 (1) ◽  
pp. 135-148
Author(s):  
Putri Utami ◽  
Dian Hidayati

The development and advancement of science and technology can provide effectiveness and interactivity in the world of education. The school website is a technology product that must be used by schools. This study aims to develop and determine the feasibility of a website programming module to improve teachers' abilities in managing school websites. This research is a Research and Development (RnD) development research using the ADDIE development method. Data collection techniques using interviews and questionnaires then analysed using qualitative and quantitative data. The subjects of this study were media experts, teachers and operators at SMA Negeri 1 Cepogo. The results of this study indicate that research and development have carried out using the ADDIE model steps, namely (Analysis, Design, Development, Implementation, Evaluation). The average assessment by the score expert validation test obtained was 87.1 included in the "Very Good" category, the response of the phase 1 field test teacher and stage 2 field test obtained an average value of 81.8 in the "Very Good" category. The quantitative data analysis took the average results of the assessment of expert validation tests and user trials. The score is 84.45 with the category "Very Good" and shows that the website programming module is suitable for use by teachers in managing school websites.


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