scholarly journals Pengembangan Media Pembelajaran Multimedia Interaktif Menggunakan Microsoft PowerPoint pada Materi Peluang Kelas XII

2021 ◽  
Vol 4 (2) ◽  
pp. 227
Author(s):  
Adam Yunus Al Hilal ◽  
Nanang Nabhar Aulia

<p class="06IsiAbstrak">Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran multimedia interaktif menggunakan <em>Microsoft PowerPoint</em> pada materi peluang kelas XII. Jenis penelitian ini adalah penelitian <em>research and development</em>. Langkah pengembangan penelitian ini mengacu pada model Borg and Gall. Penelitian dan pengembangan ini mengacu pada model pengembangan Borg dan Gall, yang menggunakan 10 tahap. Namun, dalam penelitian ini peneliti menyederhanakan menjadi 7 tahap. Penelitian ini merupakan penelitian dalam skala kecil yang terhalang oleh keterbatasan biaya, waktu, dan kesamaan tahap. Berdasarkan hasil penelitian, maka dapat disimpulkan bahwa media pembelajaran multimedia interaktif menggunakan <em>Microsoft PowerPoint</em> materi peluang dikembangkan telah layak digunakan dalam pembelajaran. Kelayakan ini didasarkan pada uji kelayakan ahli materi yang mendapatkan skor 38,5 artinya memiliki kategori sangat layak. Uji kelayakan ahli media yang mendapatkan skor 81,5 memiliki kategori sangat layak. Uji kelayakan dari pengguna pada uji coba awal yang mendapatkan skor 66,4 memiliki kategori sangat layak. Uji kelayakan pada uji lapangan produk utama yang mendapatkan skor 69 memiliki kategori sangat layak. Temuan ini menjadikan media pembelajaran ini dapat dijadikan alternatif media pembelajaran matematika oleh guru maupun siswa.</p><p class="06IsiAbstrak"> </p><p class="07KatakunciKeywords">This study aims to determine the feasibility of interactive multimedia learning media using Microsoft PowerPoint in class XII opportunity material. This type of research is research and development research. This research development step refers to the Borg and Gall model. This research and development refer to the Borg and Gall development model, which uses 10 stages. However, in this study the researcher simplified it into 7 stages. This research is research on a small scale which is hindered by the limitations of cost, time, and the similarity of stages. Based on the results of the study, it can be concluded that interactive multimedia learning media using Microsoft PowerPoint material opportunities developed has been feasible to use in learning. This feasibility is based on a material expert's feasibility test who gets a score of 38.5 which means it has a very decent category. The feasibility test of media experts who get a score of 81.5 has a very decent category. The feasibility test of users in the initial trial who got a score of 66.4 has a very decent category. The feasibility test on the main product field test which gets a score of 69 has a very feasible category. These findings make this learning media can be used as an alternative media for learning mathematics by teachers and students.</p>

2019 ◽  
Vol 5 (1) ◽  
pp. 1-18
Author(s):  
Rahmah Khaerotin

The problem of students who feel difficulties in writing learning is caused by the absence of learning media thereby reducing student creativity. For this reason, it is necessary to develop educational media as a medium that can motivate students to learn Arabic. This study aims to find out how the results of the analysis of the needs of teachers and students towards 3D Aurora-based interactive multimedia learning media Presentation is carried out by collecting data through the questionnaire needs. This study uses Research and Development (R & D) Design. The research data was obtained by interview, observation, and documentation techniques. The results of this study are that teachers and students want the development of 3D interactive multimedia-based learning media Aurora Presentation for Arabic writing skills in class V MI. We can know that the value of the overall aspects of media feasibility is 91.5, which means that the overall value of the aspect of media feasibility is in the range of scores of 86-100 reaching a scale of 4 with a very decent category (very suitable). Thus it can be concluded that the 3D Aurora Presentation-based interactive multimedia that the researchers developed is very feasible to be used by fifth-grade students. Abstrak Permasalahan siswa yang merasa kesulitan dalam pembelajaran menulis yang disebabkan oleh tidak adanya media pembelajaran sehingga mengurangi kreatifitas siswa. Untuk itu perlu dikembangkan sebuah media edukasi sebagai media yang dapat memotivasi siswa dalam belajar bahasa Arab.  Penelitian ini bertujuan untuk mengetahui bagaimana hasil analisis kebutuhan guru dan siswa terhadap media pembelajaran berbasis multimedia interaktif 3D Aurora Presentation yang dilakukan dengan mengumpulkan data melalui angket kebutuhan. Penelitian ini menggunakan Desain Research and Development (R&D). Data penelitian diperoleh dengan teknik wawancara, observasi, dan dokumentasi. Hasil penelitian ini adalah guru dan siswa menghendaki adanya pengembangan media pembelajaran berbasis multimedia interaktif 3D Aurora Presentation untuk keterampilan menulis bahasa Arab kelas V MI. Dapat kita ketahui bahwa nilai dari keseluruhan aspek kelayakan media adalah 91,5 yang mana itu berarti nilai keseluruhan aspek kelayakan media berada pada rentangan skor 86-100 mencapai skala 4 dengan kategori sangat layak (sangat sesuai). Dengan demikian dapat disimpulkan bahwa multimedia interaktif berbasis 3D Aurora Presntation yang peneliti kembangkan sangat layak digunakan oleh siswa kelas V. Kata kunci: Multimedia Interaktif, 3D Aurora Presentation, Keterampilan Menulis


2019 ◽  
Vol 1 (3) ◽  
pp. 120-126
Author(s):  
Rina Sepriana ◽  
Rini Sefriani ◽  
Indra Wijaya ◽  
Pipit Lestari

This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.


2021 ◽  
Vol 3 (2) ◽  
pp. 55
Author(s):  
Elfrida Rif’atul Chusniah ◽  
Rini Setianingsih

Penelitian ini adalah penelitian yang bertujuan untuk mengembangkan komik matematika berbasis kontekstual untuk materi lingkaran yang berkualitas baik berdasarkan tiga kriteria, yaitu valid, praktis, dan efektif. Rancangan penelitian ini adalah Research and Development (R&D). Prosedur-prosedur pengembangan yang digunakan meliputi empat langkah: (1) melakukan perencanaan produk yang akandikembangkan, (2) mengembangkan produk awal, (3) validasi dan revisi produk, (4) uji coba lapangan skala kecil dan revisi. Uji coba komik dilakukan secara terbatas oleh 10 siswa kelas VIII SMP. Teknik pengumpulan data yang diterapkan dalam penelitian ini adalah angket, sedangkan instrumen penelitian yangdigunakan meliputi lembar validasi, angket penggunaan media, dan angket respon siswa. Data penelitian dianalisis dengan deskriptif kualitatif. Hasil penelitian ini menunjukkan bahwa komik matematika dinyatakan valid dengan skor kevalidan 4 oleh ahli media dan 3,9 oleh ahli materi dari skor maksimum 5 sehingga dikategorikan valid, komik matematika dinyatakan praktis dengan hasil analisis persentase kepraktisan 76,28 % dan komik matematika dinyatakan efektif degan hasil analisis persentase keefektifan 79,4%, sehingga dikategorikan efektif. Berdasarkan hasil tersebut maka media komik ini memiliki kualitas yang baik sehingga dapat dimanfaatkan sebagai satu upaya atau alternatif media dalam proses pembelajaran sebagai upaya peningkatan kualitas pendidikan dan menciptakan suasana yang menyenangkan bagi siswa.Kata Kunci: media pembelajaran, komik matematika, lingkaranThis research is a research that aims to develop contextual based mathematical comics for good quality circle material based on three criteria, namely valid, practical, and effective. The design of this research is Research and Development (R&D). The development procedures used include four steps: (1) conducting product planning to be developed, (2) developing initial products, (3) product validation and revision, (4) small-scale field trials and revisions. Comic trials are limited to 10 students in grade VIII SMP. Data collection techniques applied in this study were questionnaires, while the research instruments used included validation sheets, media use questionnaires, and student response questionnaires. The research data were analyzed by descriptive qualitative. The results of this study indicate that mathematics comics are declared valid with a validity score of 4 by media experts and 3.9 by material experts from a maximum score of 5 so that they are categorized valid, mathematical comics are declared practical with the results of a practicality percentage analysis of 76.28% and mathematical comics are declared effective with the result of the analysis of the effectiveness percentage is 79.4%, so it is categorized as effective. Based on these results, this comic media has good quality so that it can be used as an alternative media used by teachers in the teaching and learning process in an effort to improve the quality of education and create a pleasant atmosphere for students.Keywords: learning media, mathematical comics, circles


2019 ◽  
Vol 4 (12) ◽  
pp. 1715
Author(s):  
Fridolin Vrosansen Borolla ◽  
Lia Yuliati ◽  
I Made Suardana

<p><strong>Abstract:</strong> This study aims to describe the results of the effectiveness and interest in reading the nonfiction enrichment book in elementary school. The research method used is research and development data analysis techniques namely quantitative and qualitative descriptive. The test results for the level of material, language, and design validation in the teacher's books were 88.23% and 87.7% of the students' books. Then the feasibility test results are 88,75% and the withdrawal test is 93%. The results of the effectiveness test before using the product are 59,23 %%, and then using the product that is 85%. Meanwhile students' reading interest depends on the lowest percentage value of 92% and the highest percentage of 98%.</p><strong>Abstrak:<em> </em></strong>Penelitian ini bertujuan untuk memaparkan hasil uji efektivitas dan minat baca terhadap buku pengayaan nonfiksi di SD. Metode penelitian yang digunakan yaitu <em>research and development</em> dengan teknik analisis data yaitu kuanitatif dan deskriptif kualitatif. Hasil uji tingkat validasi aspek materi, bahasa, dan desain pada buku guru yaitu 88,23% dan buku siswa 87,7%. Hasil uji kelayakan 88,75% dan uji kemenarikan 93%. Hasil uji efektivitas sebelum menggunakan produk yaitu 59,23%% dan sesudah menggunakan produk yaitu 85%%. Sementara itu, minat baca siswa berada pada rentangan persentase nilai terendah yaitu 92% dan persentase nilai tertinggi 98%.


2019 ◽  
Vol 12 (2) ◽  
pp. 52-58 ◽  
Author(s):  
Murni Astuti ◽  
Rahmiati Rahmiati ◽  
Sri Zulfia Novita ◽  
Rahmi Oktarina

Learning Skin Care is one of the compulsory subjects in the Department of Beauty And Cosmetology FPP UNP. The problems encountered in learning Facial Skin Care are students having difficulty in understanding massage tehnic and problematic facial care techniques with technology. This causes student learning outcomes are relatively low. The purpose of this research is to develop interactive multimedia learning media on Facial Skin Care courses that are practical, valid and effective. This research was conducted in the cosmetology and beauty department of FPP UNP. This research uses the Research and Development (R&D) research method. Interactive multimedia validation of Facial Skin Care courses conducted by material validators and media and language display an average of 3.68% with the category "very valid" Whereas the practicality of interactive multimedia seen from the response of lecturers who get an average of 3.60% and students 3.79%. This shows the interactive multimedia Facial Skin Care, including the category "very practical”    


Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


2020 ◽  
Vol 4 (1) ◽  
pp. 63
Author(s):  
Ferry Kurniawan ◽  
Moh. Mahfud Effendi ◽  
Siti Khoiruli Ummah

The purpose of this research is to develop smart binoculars learning media for trigonometry material in Vocational Schools so that it can help and facilitate mathematics teachers in explaining one of the concepts of trigonometry material. The type of research used in this research is Research and Development (R&D) while the development of instructional media refers to the modified Borg and Gall model, namely research and collection, planning, product draft development, expert validation, small-scale trials. The development has three criteria, namely valid, practical and effective. The results showed that obtained from filling out the validation sheet by the material expert and media expert validators were in the valid category. Furthermore, the practicality of smart binoculars learning media based on student response questionnaire the average student is satisfied with the learning experience using learning media and for the effectiveness of smart binoculars learning media get positive things because the evaluation of ten samples of students gets grades above minimal completeness criteria.


2020 ◽  
Vol 11 (1) ◽  
Author(s):  
Lesy Luzyawati ◽  
Lissa Lissa

The textbooks used so far have not utilized learning resources to the fullest, such as the utilization of existing potential in the surrounding environment, planting values, and environmental awareness.Biodiversity textbook based on ethnobiology studies of the Suku Dayak Losarang is a product of the development of textbooks that can be used in biology learning on the concept of biodiversity.This study aims to look at the feasibility of biodiversity textbooks based on the ethnobiology study of the Suku Dayak Losarang Tribe and see the effectiveness of the textbook in biology learning in class X senior high school. This type of research is Research and Development (R&D) with eight stages of development models. Product Textbooks are validated by experts and practitioners using validation sheets. The validation results show that the book is suitable for use because it is good in terms of content worthiness, linguistics, and presentation. The textbook was tested on a small scale test and continued with a large scale test. The results of the effectiveness test using the different test showed that the biodiversity textbook based on the Suku Dayak Losarang was effectively used in biologylearning. Student responses to textbooks also scored high on all indicators.AbstrakBuku ajar yang digunakan selama ini belum memanfaatkan sumber belajar secara maksimal, seperti pemanfaatan potensi yang ada di lingkungan sekitar, penanaman nilai, dan kesadaran lingkungan hidup. Buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang merupakan produk pengembangan buku ajar yang dapat digunakan dalam pembelajaran biologi pada konsep keanekaragaman hayati. Penelitian ini bertujuan untuk melihat kelayakan buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang dan melihat efektivitas buku ajar tersebut dalam pembelajaran biologi di kelas X. Jenis penelitian ini ialah Research and Development (R&D) dengan 10 tahapan model pengembangan. Produk Buku ajar divalidasi oleh para ahli dan praktisi dengan menggunakan lembar validasi. Hasil validasi menunjukkan buku layak digunakan karena sudah baik dalam hal kelayakan isi, kebahasaan, dan penyajian. Saran dari validator dijadikan acuan dalam merevisi buku ajar biodiversitas Suku Dayak Losarang. Buku ajar hasil revisi diujicobakan pada uji skala kecil (satu sekolah) dan dilanjutkan uji skala besar (tiga sekolah). Hasil uji efektivitas menggunakan uji t menunjukkan bahwa buku ajar biodiversitas berbasis Suku Dayak Losarang efektif digunakan dalam pembelajaran biologi. Respon siswa terhadap buku ajar juga mendapat nilai tinggi pada semua indikator. Artinya buku ajar biodiversitas berbasis kajian Suku Dayak Losarang dapat digunakan pada pembelajaran keanekaragaman hayati di kelas X SMA dan dapat disebarluaskan khususnya di Kabupaten Indramayu. Kata kunci: Keanekaragaman hayati, Buku ajar, Suku Dayak Losarang, Etnobiologi, Pembelajaran Biologi


2021 ◽  
Vol 5 (2) ◽  
pp. 308
Author(s):  
Tunjung Sekarwangi ◽  
Kus Eddy Sartono ◽  
Ali Mustadi ◽  
Abdulah Abdulah

Learning activities carried out online have several drawbacks. In online learning activities, teachers experience problems carrying out learning activities. These obstacles include the lack of appropriate media to be used in learning activities. The problems that occur indicate that in learning activities students have difficulty in understanding learning materials and learning motivation is still low. Therefore, in learning activities, teachers must prepare quality learning. One of the efforts that can be done to overcome these problems is through the use of appropriate learning media. So that it can improve the process and better learning outcomes. This study uses a research and development (R&D) approach. The purpose of this research is to develop learning technology in the form of interactive multimedia based on problem-based learning. The steps used in this research and development is the ADDIE development model. The research data was obtained through a media validation sheet instrument by an expert. Data analysis was carried out quantitatively descriptively. The results of the media feasibility test based on the validation results obtained a value of 80%. Based on the results of the research that has been done, it can be concluded that interactive multimedia based on problem-based learning is feasible to be used in learning activities. The results of this study imply that the use of interactive multimedia based on problem-based learning plays an important role in the effectiveness of learning activities.


2020 ◽  
Vol 8 (2) ◽  
pp. 95-102
Author(s):  
PUJI RAHAYU ◽  
BASA T RUMAHORBO ◽  
IRFAN WAHYUDI

This research  is a research and development that aims to know to create an integrated IPA module, the feasibility of integrated IPA module, the improvement of the activity, science process skill, and student’s learning result by using integrated IPA module, the advantage and disadvantages using integrated IPA module based on discovery learning on vibration, waves, and sounds materials. The research method is research and development. This research conducted in class VIII C of SMP YPK 2 Manokwari with 30 students. The result shows that :  1) The feasibility of integrated IPA module based on discovery learning on vibration, waves, and sounds materials from validator 91,49% with very decent category, IPA teachers got 90,83% with very good category, and the result of  try out in small scale got 87,75% 2) The  integrated IPA module based on discovery learning on vibration, waves, and sounds can improved the science process skills  with skilled categories (63,15%)  3) 


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