scholarly journals Development of Contextual-Based Teaching Materials in The Course of Magnetic Electricity

2020 ◽  
Vol 3 (1) ◽  
pp. 59
Author(s):  
Yaspin Yolanda

The purpose of this study is (1). To find out the characteristics of magnetic electric teaching materials that fit the needs of STKIP PGRI Lubuklinggau City. (2). To find out the feasibility of teaching materials. The research and development model used by the Borg and Gall model, because it is very suitable for developing and validating educational products. The study was conducted at Physics Student STKIP PGRI Lubuklinggau who took the Electric Magnet course. Teaching Materials are validated by experts namely material, language, and graphic design experts. Teaching Materials are also measured practicality levels with one-to-one trials (Revision-1), small group trials (Revision-2), and Final tests (Revision-3). Based on the results of the study show (1) Magnetic electric teaching materials that fit students' needs are contextual based magnetic electric teaching materials and (2) Based on evaluations following the suggestions and responses from experts. shows the quality of contextual-based physics teaching materials with the overall percentage of these components is very feasible. So that magnetic teaching materials are valid and practical.

Author(s):  
Monalisa Frince S ◽  
Marlina A Tambunan

This study aims to determine: (1) the development of teaching materials based on local wisdom on prose appreciation materials, (2) the appropriateness of teaching materials based on local wisdom on prose appreciation materials. This type of research is research and development based on the Borg and Gall development model. The trial subjects consisted of material experts, design experts, Indonesian language education lecturers, and Indonesian language education students. Data about the quality of this product were collected through questionnaires and tests to appreciate prose by writing short stories. The results of this study indicate that: (1) material validation includes content eligibility with an average of 93.75% on very good criteria, presentation feasibility with an average of 91.34% on very good criteria, language eligibility with an average of 95, 19% on very good criteria, (2) validation of design experts with an average of 92.08% on very good criteria, (3) individual trials with an average of 82.50% with very good criteria, (4) small group trials with an average of 90 , 27% with very good criteria, and (5) limited field group test with an average of 94.02% with very good criteria. Thus, the module based on local wisdom on prose appreciation material that has been developed is suitable for use as a learning resource.


Author(s):  
Yayan Sudrajat

Abstract The purpose of this article is to develop a learning module for the Evaluation of Teaching Indonesian at the Indraprasta University PGRI Jakarta using the Dick and Carey development model. The implementation of this instruction includes how a prospective teacher is good at evaluating teaching materials so that the lecturer feels the need to develop teaching materials to improve the quality of teaching materials using formative evaluation consisting of One-to-one evaluation by experts, One-to-one evaluation by Learners, Small Group Evaluation, and Field Trial by making a blue print of each formative evaluation activity. Keywords: Dick and Carey Development Model, Formative Evaluation, Blue Print, Summative evaluation


BIODIK ◽  
2019 ◽  
Vol 5 (1) ◽  
pp. 81-95
Author(s):  
Linda Pramita ◽  
Yetty Hastiana ◽  
Rusdy A Siroj

This study aims to produce teaching materials in the form of Interactive PowerPoints of biodiversity material. This research method is the development of Research and Development (R & D) using Tessmer development model with the stages of Self Evaluation, Exspert Reviews, One to One, Small Group and Field Test. Data collection were in the form of interviews and questionnaires. Subjects in this study were 11th grade of SMA Nurul Yaqin. The analysis of the results of the validation sheet and student questionnaire in this study was using quantitative and qualitative analysis techniques. Validation results are categorized as very feasible, the feasibility of Interactive Powerpoint teaching materials is drawn from media experts, 46 values ​​show X> 45 including very feasible categories, material experts obtained 37 which shows X> 36 categorical very feasible, language validation obtained a value of 33 indicating X> 33 which is in the very decent category. The practice of interactive powerpoint teaching materials is categorized as very practical in the learning process, this can be seen through trying One to one and Small groups by obtaining an X value greater than 42 with a very practical category. The results of the potential effects on the ability to understand student concepts in the learning process are seen as an average value of 39.31% of the learning outcomes in the medium category. For the high category, the average N-Gain calculation is 63. 60% includes a very good category. Keywords: Teaching materials, biodiversity, interactive powerpoints   Abstrak. Penelitian ini bertujuan untuk menghasilkan bahan ajar berupa Powerpoint Interaktif materi kenakaragaman hayati. Metode penelitian inipengembangan Research and Development (R&D) dengan mengunakan model pengembangan Tessmer dengan tahapan Self Evaluation, Exspert Reviews, One to One, Small Group dan Field Test. Pengumpulan data berupa lembar angket, wawancara dan Kuisioner. Subjek dalam penelitian ini siswa kelas XI SMA Nurul Yaqin. Analisis hasil lembar validasi dan angket siswa pada penelitian ini adalah menggunakan teknik analisis kuantitatif  dan kualitatif. Hasil penelitian validasi dikategorikan sangat layak, kelayakan bahan ajar Powerpoint Interaktif tergambar dari ahli media diperoleh nilai 46 yang menunjukan nilai X > 45  termasuk kategori sangat  layak, ahli materi diperoleh 37 yang menunjukan X > 36 kategorik sangat layak, validasi bahasa diperoleh nilai 33 yang menunjukan  X>33 yang termasuk kategori sangat layak.Kepraktisan bahan ajar powerpoint interaktif dikategorikan sangat praktis digunakan dalam proses pembelajaran, hal ini dapat dilihat melaluiui coba One to one dan Small group dengan memperoleh nilai X lebih besar dari pada nilai 42 dengan kategori sangat praktis. Hasil efek potensial terhadap kemampuan pemahaman konsep siswa dalam proses pembelajaran dilihat nilai rata-rata   39.31% hasil belajar dengan kategori sedang. Untuk kategori tinggi rata-rata perhitungan N-Gain 63. 60%  termasuk kategori sangat baik. Kata Kunci: Bahan ajar, keanekaragaman hayati, powerpoint interaktif


2019 ◽  
Vol 2 (1) ◽  
pp. 36-45 ◽  
Author(s):  
Sri Latifah ◽  
Ardini Utami

Abstract:This study aims:(1) to find out the feasibility of interactive physics teaching materials based on schoology social media, (2) to find out theresponse of students to the attractivenessinteractive physics teaching materials based on schoology social media that has been developed. This study is a Research andDevelopment (R & D) using Borg and Gall’s procedure. This research was carried out at SMAYP UnilaBandar Lampung, SMA N1 Bukit Kemuning, andSMA N 7 Bandar Lampung with research objects were students of class XI. The results of the validation from material experts, media experts and technology experts showed very decent results with the presentations reaching 83.25%. Then the teaching materials were tested through 2 steps, namely small trials and field trials. The average results obtained were 84,93% for small group trials and 81.29% for field trials at SMA YP Unila Bandar Lampung, SMA N 1 Bukit Kemuning andSMA N 7 Bandar Lampung, so interactive physics teaching materials based on social media schoology from the three schools has very interesting criteria.Abstrak:Penelitian ini bertujuan untuk:(1) mengetahui kelayakan bahan ajar fisika interaktif berbasis media sosial schoology,(2) mengetahui respon peserta didik terhadap kemenarikan bahan ajar fisika interaktif berbasis media sosial schoology yang telah dikembangkan.Penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) dengan menggunakan prosedur Borg and Gall. Penelitian ini dilaksanakan di SMA YP Unila Bandar Lampung, SMA N 1 Bukit Kemuning, danSMA N 7 Bandar Lampung dengan objek penelitian adalah peserta didik kelas XI.  Hasil validasi dari ahli materi, ahli media dan ahli teknologi menunjukkan hasil sangat layak dengan presentasi mencapai 83,25%.Kemudian bahan ajar di uji coba melalui 2 tahap yaitu uji coba kecil dan uji coba lapangan. Hasil rata-rata yang diperoleh yaitu 84,93% untuk uji coba kelompok kecil dan 81,29% untuk uji coba lapangan di SMA YP Unila Bandar Lampung, SMA N 1 Bukit Kemuning dan SMA N 7 Bandar Lampung, sehingga bahan ajar fisika interaktif berbasis media sosial schoology dari ketiga sekolah tersebut memiliki kriteria sangat menarik.


2020 ◽  
Vol 26 (2) ◽  
pp. 229
Author(s):  
Ridwan Santoso ◽  
Wuri Wuryandani

ABSTRACT This study aimed to produced Civic Education teaching materials based on local wisdom that were appropriate for enhancing the resilience of culture through increasing of the conceptual understanding of the cultural diversity.This type of study was research and development following ADDIE procedures. The research data were obtained from the needs analysis, expert validation, product implementation in the first field trial (one-to-one trial) and the second field trial (small-group trial) at SMP Negeri 1 Yogyakarta, SMP Negeri 1 Depok, and SMP Muhammadiyah Pakem. This research was carried out until the development stage with research subjects consisting of 3 teachers of Civic Education and 12 students. The research subjects were determined using a purposive technique with consideration from the Civic Education teacher at school.The results of data analysis proved that Civic Education teaching materials based on local wisdom were very feasible to be used in the learning process in the classroom. The results of this research and development could  be the basis of further research and development to developed innovative teaching materials that were appropriate to be used to increased the success of the learning process.ABSTRAK Penelitian ini bertujuan menghasilkan bahan ajar PPKn berbasis kearifan lokal yang layak untuk meningkatkan ketahanan budaya melalui peningkatan pemahaman konsep keberagaman budaya.Jenis penelitian ini merupakan penelitian dan pengembangan dengan mengikuti prosedur research and development ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Data penelitian diperoleh dari hasil analisis kebutuhan, validasi ahli, implementasi produk pada uji coba lapangan pertama (one-to-one trial) dan uji coba lapangan kedua (small-group trial) di SMP Negeri 1 Yogyakarta, SMP Negeri 1 Depok, dan SMP Muhammadiyah Pakem. Penelitian ini dilakukan sampai tahap development dengan subjek penelitian terdiri dari 3 guru mata pelajaran PPKn dan 12 peserta didik. Subjek penelitian ditentukan menggunakan teknik purposive dengan pertimbangan dari guru PPKn di sekolah.Hasil analisis data membuktikan produk bahan ajar PPKn berbasis kearifan lokal sangat layak untuk digunakan dalam proses pembelajaran di kelas. Hasil penelitian dan pengembangan ini dapat menjadi dasar penelitian dan pengembangan selanjutnya untuk mengembangkan bahan ajar inovatif yang layak digunakan untuk meningkatkan keberhasilan proses pembelajaran


2021 ◽  
Vol 5 (5) ◽  
pp. 4093-4100
Author(s):  
Ditania Oktariyanti ◽  
Aren Frima ◽  
Riduan Febriandi

Penelitian ini bertujuan untuk mengembangkan dan mendesain Media Pembelajaran Online Berbasis Game Edukasi Wordwall Tema Indahnya Kebersamaan Pada Siswa Kelas IV SD Negeri 58 Lubuklinggau yang valid dan praktis. Jenis yang penulis gunakan adalah Research and Development (Pengembangan) dengan model ADDIE. Hasil dari validasi ahli bahasa, ahli media, dan ahli materi dengan interprestasi cukup tinggi. Secara keseluruhan hasil validasi ahli masuk dalam kategori baik yaitu (cukup tinggi). Sedangkan untuk uji coba kepraktisan one to one, small group dan uji kepraktisan respon guru dikategorikan sangat praktis. Disimpulkan bahwa Media Pembelajaran Online Berbasis Game Edukasi Wordwall Tema Indahnya Kebersamaan Pada Siswa Kelas IV SDNegeri 58 Lubuklinggau valid dan praktis untuk digunakan


2018 ◽  
Vol 6 (2) ◽  
pp. 93
Author(s):  
Lia Angela ◽  
Riko Aprianto

<p>Modul adalah salah satu bahan ajar yang dapat digunakan peserta didik dalam proses pembelajaran. Untuk meningkatkan hasil belajarnya, peserta didik membutuhkan modul pembelajaran biologi yang berbasis <em>contextual Taeching Learning</em> (CTL). Tujuan penelitian ini adalah untuk menghasilkan modul yang valid dan praktis. Penelitian ini merupakan penelitian <em>Research and development </em>(R&amp;D) dengan menggunakan model pengembanan 4-D (<em>four D</em>) terdiri dari tahap define, design dan develop, sedangkan tahap dessiminate tidak dilakukan. Hasil penelitian ini menunjukkan modul yang dikembangkan memiliki nilai rata-rata kevalidan yaitu 3,51 dengan kriteria sangat valid. Nilai rata-rata kepraktisan modul oleh peserta didik yaitu 3,49 dengan kategori praktis.</p><p> </p><p>Modules are one of the teaching materials that students can use in the learning process. Students need a biology learning module based on contextual learning (CTL) to increase their learning achievement. The purpose of this study was to produce a valid and practical module. This research was a Research and development (R&amp;D) study using the 4-D (four-D) development model consisting of define, design and development stages, while the disseminate stage was not carried out. The results of this study indicate that the module developed has an average value of validity 3.51 or on very valid criteria. The average value of the practicality of the module was 3.49 or on the practical category</p>


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.


2015 ◽  
Vol 1 (1) ◽  
pp. 46 ◽  
Author(s):  
Artina Diniaty ◽  
Sri Atun

This study aims for developing students’ worksheet of entrepreneurship-oriented small-scale chemical industry, and investigating the quality of entrepreneurship-oriented small-scale chemical industry that is appropriate to be implemented in learning. This study is classified to research and development which refers to Borg & Gall development model. This research consists of four steps: which are introduction, planning, developing, and product evaluation. The product evaluation was conducted by peers, material and media experts, and chemistry teachers. The data collection instruments used validation sheet of the products. The results show that the developed products are in the form of students’ worksheet of entrepreneurship-oriented small-scale chemical industry, and the result of the assessment by chemistry teachers shows the average assessment is a good category so that this  worksheet is feasible to be used in learning.


2019 ◽  
Vol 7 (3) ◽  
pp. 99
Author(s):  
I G Adi Aryana ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Penelitian ini bertujuan untuk: 1) Mengetahui pengembangan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar. 2) Mengetahui kelayakan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar kelas X TBSM di SMK Negeri 3 Singaraja. Penelitian ini menggunakan jenis penelitian (R&D) Research and Development, dengan model pengembangan 4D (Four D models), yang terdiri dari 4 tahap yaitu tahap pendefinisian (define) tahap perancangan (design) tahap pengembangan (development) dan penyebaran (deseminate). Pada penelitian ini baru dilakukan 3 tahap, Hasil validitas dari 1) Ahli materi yaitu sangat layak dengan persentase 85.33%, 2) Ahli media memberikan hasil dengan persentase sebesar 90% sehingga kriteria dari segi media sangat layak, 3) Uji coba kelompok kecil memperoleh persentase sebesar 86.5%, sehingga dapat dinyatakan dalam kriteria sangat layak, 4) Uji coba kelompok besar mendapatkan kriteria sangat layak dengan persentase sebesar 89.2%. Berdasarkan hasil pembahasan dari penelitian dan pengembangan ini dapat dinyatakan sangat layak dari segi materi, dan media serta tanggapan dari siswa, sehingga media ini dapat dinyatakan sangat layak digunakan untuk pembelajaran. Kata Kunci: Media Pembelajaran, Video Animasi, Solidworks 2014, Adobe Flash CS3, Motor Bakar.This study aims to: 1) determine the development of instructional media Based on Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine. 2) determine the feasibility of learning media based On Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine for Class X TBSM in SMK Negeri 3 Singaraja. This study uses a type of research (R&D) Research and Development, with a 4-D development model (Four D model), which consists of 4 stages, namely the stage of defining, the design phase of development and the development of deseminate). In this research, only 3 stages have been carried out. The results of the validity of 1) Theory experts are very decent with a percentage of 85.33%, 2) Media experts give results with a percentage of 90% so that the criteria in terms of the media are very feasible, 3) Small group trials get a percentage of 86.5%, so that it can be stated in very feasible criteria, 4) Large group trials get a very feasible criterion with a percentage of 89.2%. Based on the results of the discussion of this research and development can be declared very feasible in terms of material, and the media and responses from students, so that this media can be declared very feasible to use for learning. Keywords: Learning Media, Animation Video, Solidworks 2014, Adobe Flash CS3, Combustion Engine.


Sign in / Sign up

Export Citation Format

Share Document