scholarly journals Pengembangan Multimedia Interaktif Mata Pelajaran Bahasa Arab Materi Profesi Bagi Siswa Kelas VIII SMP IT Al-Huda Wonogiri

2018 ◽  
Vol 20 (3) ◽  
pp. 249-263
Author(s):  
Muhammad Luqman Hakim ◽  
Asrowi Asrowi ◽  
Akhyar Akhyar

This research is a Recearch and Development (R&D) by using ASSURE  model. The purpose of this research is 1) produce interactive multimedia, which are appropriate with the students’ need 2) to enhance students’ vocabulary of Arabic language. The data were collected by observation, interview, questionnaire, and document. The result of this research is 1) test of media expert showed the product is considered very good, the result is 4.60, 2) expert of the material showed that multimedia interactive is considered good, with result 3,97 3) the test of  one to one showed the  average  score  of 4,26 means the product is considered very good, the test of small group evaluation showed the avarage score of 4,38 is considered very good, and the test of field evaluation showed the average score of 4,42 means the product is very good, the conclusion is product can be appliying in learning.

2020 ◽  
Vol 6 (1) ◽  
pp. 19
Author(s):  
Ria Elviana ◽  
Rita Inderawati ◽  
Soni Mirizon

The purpose of this study was to find out the validity, practicality, and potential effect of the developed interactive multimedia for teaching descriptive texts based on Palembang local culture. With Research and Development (R&D) study, this research procedure was adapted from ADDIE model consisted of five phases, i.e. analysis, design, development, implementation, and evaluation. In evaluation phase, formative evaluation which consisted of self-evaluation, expert review, one to one evaluation, small group evaluation, and field test. Formative evaluation was conducted to see the validity, practicality, and potential effect of the product. Validity was evaluated in expert review phase for its content, construct, and media. Based on experts review the result showed that the average score of all aspects of the developed product was 3.58 which can be categorized as very highly valid. The practicality was evaluated in one to one evaluation and small group evaluation. The result showed that the product was very highly practical since the average score in both phases were 3.69 and 3.74 respectively. The potential effect was evaluated in the field test. The product also had very high potential effect after being tried out in the field test as 100 % of the students achieved the minimum mastery criterion which was 75. In conclusion, the developed product was potentially effective to be applied for the tenth grade students.Keywords: development research; interactive multimedia; descriptive texts; Palembang local culture


2021 ◽  
Vol 4 (1) ◽  
pp. 65-72
Author(s):  
Tamim Muhtarom

Penelitian ini ditujukan untuk mengetahui efektivitas media travel game sebagai bahan ajar materi perkalian dan pembagian bagi siswa kelas V di SD Negeri Krejengan, Kecamatan Krejengan, Kabupaten Probolinggo. Travel game merupakan suatu media pembelajaran berupa permainan edukatif yang disajikan sebagai suatu permainan dalam kegiatan belajar. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4-D, yaitu define, design, develop, dan disseminate. Subjek penelitian adalah siswa kelas V SD Negeri Krejengan, Kecamatan Krejengan, Kabupaten Probolinggo pada semester 1 tahun pelajaran 2020/2021. Hasil penelitian menunjukkan bahwa efektivitas media travel game berdasarkan validasi para ahli berada dalam kategori baik. Efektivitas media travel game menurut siswa pada tahap one to one evaluation juga dalam kategori baik, sedangkan pada tahap small group evaluation dan field evaluation berada dalam kategori baik sekali.


2019 ◽  
Vol 6 (1) ◽  
pp. 49-58
Author(s):  
Ela Paramita ◽  
Hasmalena Hasmalena ◽  
Syafdaningsih Syafar

This research aims to produce a fairy tale in a form of animated video. Development of this fairy tale in a form of animated video uses a combination of ADDIE development model and Tessmer evaluation. The ADDIE development model consists of five phases namely the analysis phase, the design phase, the development phase, the implementation phase and the evaluation phase. At the evaluation phase, the formative is proposed by Tessmer consisting of four stages namely self-evaluation stage, expert review stage, one-to-one evaluation and small group evaluation. The data is collected by using an observation technique. The result of the expert review with the suggestion given by the experts in the story content has been appropriate for the children aged 5-6 years as well as the theme and the language with a good average assesment score with a valid average result of 3.75 (very valid category) and any suggestions given by the experts are the cover of that animation, interesting design, a very good music for the video and the illustration of the story in that aninated video is giving a good time for the children, and it is not borung at all which the average score of 4,00% (very valid catagory). An average for the experts validation for the development of a fairy tale in a form of animated video is 3,87% (very valid category). At the stage of one to one evaluation using a 3 child samples viewing a tale in form of animated video with an average of 91.7% (very practical category). The small group evaluation stage of this fairy tale in form of animated video obtained an average yield of 88.3% in average (very practical category). From all stages that have been done can be concluded that the fairy tale in a form of animated video is valid and practical for children.


2013 ◽  
Vol 1 (2) ◽  
pp. 135-146
Author(s):  
Delia Indrawati ◽  
Siti Partini Suardiman

Penelitian ini bertujuan untuk mengembangkan media travel game sehingga diketahui: (1) kelayakan media travel game untuk pembelajaran matematika kelas V SD materi perkalian dan pembagian bilangan pecahan, (2) keefektivan penerapan media travel game untuk pembelajaran matematika kelas V SD materi perkalian dan pembagian bilangan pecahan. Penelitian ini merupakan penelitian pengembangan Research and Development (R&D) adaptasi Dick and Carey. Subjek pada penelitian ini adalah siswa kelas V SD N Lempuyangan I Yogyakarta. Pengumpulan data dilakukan dengan lembar validasi ahli, lembar komentar siswa, lembar observasi guru, dan tes. Data dari instrumen dianalisis menggunakan analisis deskriptif skala lima dan analisis Uji T. Hasil penelitian menunjukkan bahwa media travel game layak digunakan untuk pembelajaran matematika kelas V SD materi perkalian dan pembagian bilangan pecahan. Hasil kelayakan media travel game oleh ahli materi, media dan praktisi mendapatkan penilaian “baik”. Hasil kelayakan media travel game oleh siswa dalam tahap one to one evaluation mendapatkan penilaian “baik”, tahap small group evaluation mendapatkan penilaian “baik”, dan tahap field evaluation mendapatkan penilaian “baik sekali”. Media travel game efektif digunakan untuk pembelajaran matematika kelas V SD materi perkalian dan pembagian bilangan pecahan dengan perolehan hasil t hitung = -9,764. Kata kunci: pengembangan, media travel game, matematika


2020 ◽  
Vol 2 (2) ◽  
pp. 100
Author(s):  
Widiya Rahimah ◽  
Muhammad Zaini ◽  
Bunda Halang

One of the demands in 21st-century education is critical thinking skills that are considered still lacking. The 2013 curriculum learning process includes three domains, namely affective (attitude), cognitive (knowledge), and psychomotor (skills). One of the learning tools that need to be improved to achieve the 2013 curriculum goals is LKPD. This study aims to develop a student worksheet that is valid, practical, and effective. The research method used is the Tessmer design includes expert review, one-to-one, and small group evaluation. The validation subjects were three experts, the individual test subjects were three students of class XI SMAN 6 Banjarmasin, and the smalls group test subjects were six students of class XI SMAN 6 Banjarmasin. The results showed that LKPD obtained an average score of 3.25 (valid), the practicality of the content has an average score of 3.82 (good), the practicality of expectations obtained an average score of 90.48% (very good), and the effectiveness of the expectations has a very good category and good category. The score of interpersonal skills 86.17% (very good), and scores of intrapersonal skills 84.33% (very good).AbstrakSalah satu tuntutan dalam pendidikan abad ke-21 ialah  keterampilan berpikir kritis yang dianggap masih kurang. Proses pembelajaran kurikulum 2013 mencakup tiga ranah, yaitu afektif (sikap), kognitif (pengetahuan) dan psikomotorik (keterampilan). Salah satu perangkat pembelajaran yang perlu diperbaiki agar tercapai tujuan kurikulum 2013 ialah LKPD. Penelitian ini bertujuan untuk mengembangkan LKPD yang valid, praktis, dan efektif. Metode penelitian yang digunakan yaitu desain Tessmer meliputi expert review, one-to-one, dan small group evaluation. Subjek validasi adalah 3 orang ahli, subjek uji perorangan adalah 3 orang peserta didik kelas XI SMAN 6 Banjarmasin, dan subjek uji kelompok kecil adalah 6 orang peserta didik kelas XI SMAN 6 Banjarmasin. Hasil penelitian menunjukkan LKPD memperoleh skor rata-rata 3,25 (valid), kepraktisan isi memperoleh skor rata-rata 3,82 (baik), kepraktisan harapan memperoleh skor rata-rata 90,48% (sangat baik), dan keefektifan harapan memperoleh kategori sangat baik dan kategori baik. Skor keterampilan interpersonal 86,17% (sangat baik), dan skor keterampilan intrapersonal 84,33% (sangat baik).


2021 ◽  
Vol 4 (2) ◽  
pp. 137-146
Author(s):  
Sindi Permata Sari ◽  
Patricia H M Lubis ◽  
Sugiarti Sugiarti

ABSTRAK Penelitian ini bertujuan untuk mengembangkan LKPD berbasis discovery learning berbantuan software tracker yang valid, praktis, dan memiliki efek potensial untuk meningkatkan pemahaman konsep peserta didik. Jenis penelitian ini adalah penelitian pengembangan (Research and Development) dengan menggunakan tahap pengembangan model Rowntree yang memuat tahap perencanaan, tahap pengembangan, dan tahap evaluasi, yang menggunakan evaluasi formatif Tessmer (1998) meliputi expert review, one to one evaluation, small group evaluation, dan field test. Subjek penelitian ini yaitu kelas X IPA SMA Shailendra Palembang. Berdasarkan tahap expert rewiew tingkat kevalidan produk LKPD melalui aspek materi, aspek desain, dan aspek bahasa pembelajaran diperoleh nilai rata-rata sebesar 87,08% dengan katagori sangat valid. Tahap one to one memperoleh nilai rata-rata sebesar 81,31%  dengan katagori sangat praktis. Tahap small group memperoleh nilai rata-rata sebesar 90,6% dengan katagori sangat praktis dan berdasarkan nilai hasil pretest-postest peserta didik diperoleh nilai rata-rata N-gain sebesar 0,66 dengan katagori sedang. Maka dapat disimpulkan bahwa LKPD berbasis discovery learning berbantuan software tracker sangat valid, sangat praktis, serta memilki efek potensial bagi peserta didik yaitu dengan bukti meningkatnya pemahaman konsep Fisika peserta didik. Kata kunci: LKPD, Discovery Learning, Software Tracker, Pemahaman Konsep. ABSTRACT This study aims to develop discovery learning-based worksheets with the help of tracker software that are valid, practical, and have potential effects to improve students' conceptual understanding. This type of research is research and development using the Rowntree model development stage which includes the planning stage, development stage, and evaluation stage, which uses Tessmer's (1998) formative evaluation including expert review, one to one evaluation, small group evaluation, and field tests. The subject of this research is class X IPA SMA Shailendra Palembang. Based on the expert review stage, the level of LKPD product validity through material aspects, design aspects, and learning language aspects obtained an average value of 87.08% with a very valid category. The one to one stage obtained an average score of 81.31% in the very practical category. The small group stage obtained an average score of 90.6% in the very practical category and based on the students' pretest-posttest scores, an average N-gain value of 0.66 was obtained in the medium category. So it can be concluded that discovery learning-based worksheets with the help of tracker software are very valid, very practical, and have potential effects for students, namely with evidence of increasing students' understanding of physics concepts. Keywords: LKPD, Discovery Learning, Software Tracker, Concept Understanding.


2021 ◽  
Vol 5 (2) ◽  
pp. 258
Author(s):  
Irwansyah Irwansyah

Penelitian ini bertujuan untuk memproduksi e-book berupa Panduan Komposisi Dasar Tari Kreasi berbasis Flip HTML5 terintegrasi platform video online yang valid dan praktis pada pembelajaran seni budaya di SMA. Penelitian ini menggunakan metode penelitian pengembangan (development of research) dengan model Rowntree yang terdiri dari 3 tahapan, yaitu perencanaan,pengembangan,dan tahap evaluasi.Untuk tahap evaluasi penelitian ini mengadopsi model evaluasi Tessmer yang terdiri dari 4 tahapan, yaitu: (1) expert review; (2) one to one; (3) small group evaluation; dan (4) field trial. Pengumpulan data menggunakan lembar review ahli dan angket tanggapan siswa. Hasil penelitian mengindikasikan bahwa uji kelayakan produk rata-rata memperoleh nilai 86,92%  dan hasil uji coba kepraktisan produk memperoleh nilai 87,75%. Berdasarkan hasil penelitian dapat disimpulkan bahwa e-book berupa Panduan Komposisi Dasar Tari Kreasi berbasis Flip HTML5 terintegrasi platform video online sangat layak dan praktis digunakan dalam pembelajaran Seni Budaya di SMA.


2019 ◽  
Vol 1 (2) ◽  
pp. 129-141
Author(s):  
Gustiana Yuantini ◽  
Hasmalena Hasmalena ◽  
Syafdaningsih Syafdaningsih

This research aims to develop valid and practical student worksheet. Subjects in this research were B2 and B3 groups in state kindergarten of Pembina 2 Palembang. The model developed in this development was Rowntree consisting of One to one evaluation and small group evaluation. It was aimed to see the practicality and it used the Tessmer evaluation stage which consisted of self evaluation, expert review. Data collection techniques used in this research were interview, walkthrough and observation methods. According to the results of the research, it showed that the validity of the material and design obtained an average value of 3.77 in very valid categories. Student worksheet practicality test in terms of observations with a mean value of 95% in very practical category. The small group evaluation stage obtained an average score of 92% in the very practical category. Questionnaire result was 97% in valid category. From the result, it can be concluded that student worksheet theme of my homeland and sub-theme of Palembang city for group B children is valid and practical. It is also worth to use as learning student worksheet with Theme of my homeland


Author(s):  
Marwan Pulungan ◽  
Toybah Toybah ◽  
Vina Amilia Suganda

This study aims to develop a HOTS-based 2013 curriculum assessment instrument in the form of questions. The research subjects were fifth-grade students of the elementary school in Palembang. This research activity is development research using the ADDIE development model and the Tessmer evaluation method. The development stages include analysis, design, development, implementation, and evaluation. The prototype evaluation was carried out in stages: self-evaluation, expert reviews, one-to-one evaluation, small group evaluation, and field test evaluation. The results showed that the HOTS-based 2013 curriculum assessment instrument developed was declared valid, with a percentage of 89.5%. The trial results in the one to one and small group stages showed that the assessment instrument (HOTS questions) had a very good level of practicality, namely 84.3% for the one to one stage, and 83.2% for the small group stage. The effectiveness of the HOTS-based 2013 curriculum assessment instrument is at a low level, with an average score of 50. This means that the HOTS questions developed are still not effective in helping students think at higher levels, in this case, the ability to analyze, evaluate and create. This is as a note for researchers to review by carrying out further research.


2019 ◽  
Vol 7 (2) ◽  
pp. 176-189
Author(s):  
Ani Widiastuti ◽  
Yetty Rahelly ◽  
Sayfdaningsih Sayfdaningsih

Penelitian ini bertujuan untuk mengembangkan bahan ajar berupa buku. Pengembangan bahan ajar bentuk-bentuk geometri berbasis cerita menggunakan kombinasi model pengembangan Rowntree dan evaluasi Tessmer. Model pengembangan Rowntree terdiri dari tiga tahap yaitu tahap perencanaan, tahap pengembangan dan tahap evaluasi. Di tahap evaluasi menggunakan Tesmmerr kegiatan yang dilakukan terdiri dari 4 tahap yaitu self evaluation, expert review, one-to-one evaluation dan small group evaluation karena hanya menguji kevalidan dan melihat kepraktisan produk. Teknik pengumpulan data  menggunakan wawancara, walkthrough dan observasi. Hasil expert review nilai rata-rata yang diperoleh dari validasi materi dan desain sebesar 3,65 yang dikategorikan sangat valid. Kategori valid disini berarti sudah dikembangkan dengan teori yang memadai, difokuskan pada aspek isi, format perangkat pembelajaran memadai memadai pada desain tampilan, kemasan, penggunaan font dan komponen produk antara satu dengan yang lainnya berhubungan secara konsisten. Selanjutnya tahap one to one evaluation didapatkan rata-rata hasil observasi anak sebesar 88,86% dengan kategori sangat praktis dan tahap small group evaluation didapatkan hasil rata-rata observasi sebesar 91,66% kategori sangat praktis. Kategori paktis disini berarti bahan ajar yang dikembangkan mudah digunakan oleh pengguna baik guru maupun anak, mudah pengadministrasiannya seperti mudah dalam pelaksanaan pemberian penilaian dengan petunjuk yang jelas. Berdasarkan semua tahap yang telah dilakukan maka dapat disimpulkan bahwa bahan ajar bentuk-bentuk geometri berbasis cerita dinyatakan valid dan praktis. Kata Kunci: pengembangan bahan ajar, bentuk-bentuk geometri berbasis cerit, anak usia 5-6 tahun


Sign in / Sign up

Export Citation Format

Share Document