scholarly journals Development of Video Stop Motion Graphic Animation Oriented STEAM (Science, Technology, Engineering, Arts, And Mathematics) on Global Warming Materials in Junior High School

2021 ◽  
Vol 4 (2) ◽  
pp. 198
Author(s):  
Ika Puspita ◽  
Sulasfiana Alfi Raida

<p>This study aims to design and produce a stop motion graphic animation video oriented to STEAM global warming material that is used as a learning medium and to determine the response of students at MTs Manbaul Huda Ngaluran Karanganyar Demak to stop motion graphic animation video oriented STEAM global warming material. The research method used is Research and Development (R&amp;D) which refers to the Borg and Gall development procedure. This research includes 7 stages. The trial was carried out after going through a validity test by media experts and material experts. The trial was carried out at MTs Manbaul Huda Ngaluran Karanganyar Demak involving 28 students of class VII. meanwhile, the data analysis technique uses qualitative data from quantitative data for the development of STEAM-oriented video stop motion graphic animation products for global warming material in order to determine the feasibility of the developed media. The results showed that the media was feasible to use based on the percentage of media experts of 92% and material experts of 84.8%, the response of students to stop motion videos was very satisfied based on the results of small-scale trials getting an average score percentage of 96.95% and the test Field trials get an average score percentage of 85.7% which means that the stop motion graphic animation video media oriented to STEAM global warming material can be accepted by students.</p>

2019 ◽  
Vol 2 (2) ◽  
pp. 217-226
Author(s):  
Fira Amanta ◽  
Indra Gunawan ◽  
Wan Jamaluddin

Abstract: This study aims to produce products through the development of Frezi-based physics learning media on business materials and energy at the VIII grade of junior high school level, knowing the feasibility of the media according to the validators and knowing the responses of students to the media. This research is R & D research. The types of data produced are quantitative and qualitative data which are analyzed by the guideline of assessment criteria to determine product feasibility. This study resulted in Frezi-based learning media products on business materials and energy at the junior high school class VIII the final product produced had shown to be very feasible with an average score of material expert assessment 81%, media experts with an average score of 80%. learning media obtained in small group trials are very good with an average score of 87%. In the field trials obtained very good criteria with an average score of 88.33%. This frezi-based physics learning media has been qualified to use as a learning mediaAbstrak: Penelitian ini bertujuan untuk menghasilkan produk melalui pengembangan media pembelajaran fisika berbasis Frezi pada materi usaha dan energi tingkat SMP kelasVIII, mengetahui kelayakan media menurut para validator dan mengetahui respon peserta didik terhadap media. Penelitian ini merupakan penelitianR&D. Jenis data yang dihasilkan adalah data kuantitatif dan kualitatif yang dianalisis dengan pedoman kriteria penilain untuk menentukan kelayakan produk. Penelitian ini menghasilkan produk media pembelajaran berbasis Frezi pada materi usaha dan energi tingkat SMP kelas VIII produk akhir yang dihasilkan telah menunjukan sangat layak dengan skor rata-rata dari penilaian ahli materi 81%, ahli media dengan skor rata-rata 80% Respon peserta didik terhadap media pembelajaran yang diperoleh pada uji coba kelompok kecil yaitu sangat baik dengan skor rata-rata 87%. Pada uji coba lapangan diperoleh kriteria sangat baik dengan skor rata-rata sebesar 88,33%. Media pembelajaran fisika berbasis Frezi ini sudah terkualifikasi digunakan sebagai media pembelajaran.


2020 ◽  
Vol 4 (2) ◽  
pp. 97
Author(s):  
Komarudin Komarudin ◽  
Suherman Suherman ◽  
Laila Puspita ◽  
Indy Alda Savitri

The purpose of this study was to develop a teaching material in the form of an electronic magazine in mathematics learning. This study uses research and development methods. The development procedure used is the ADDIE (Annalyze, Design, Development, Implementation, Evaluation) development model procedure. Data collection techniques used were observation, questionnaires and tests. The sample used was class VII SMP (Junior High School). The data analysis technique used is the t test. Based on the results of the validation carried out the media developed obtained very appropriate criteria by experts (media experts and material experts). Judging from the attractiveness of the results obtained from 2 large-scale trials and small-scale electronic magazines that were obtained obstained very interesting criteria. Based on the results of the t-test it was found that the learning outcomes of students using electronic electronic magazines were better than the learning outcomes of students who did not use mathematical electronic magazines. Based on this, it can be concluded that electrochemical magazines in mathematics learning developed can be used as mathematical learning aids.


2021 ◽  
Vol 11 (8) ◽  
pp. 397-404
Author(s):  
Adnan Riyanto ◽  
Widiyanto Widiyanto

The purpose of this study is to produce a modification of the basketball-based game. This research is a research and development (Research and Development). The stages of research on the development of the Borg & Gall model that have been adopted into seven stages, namely: needs analysis, planning, developing initial products in the form of making initial products which are validated by material experts, media experts, and practitioners. Furthermore, the product is tested on students through small group trials, revisions, field trials and final product revisions. The subjects of this study were the upper grade students of SD Negeri Bakalan, SD Negeri Ledoknongko and SD Negeri Jongkang totaling 30 students in total, with 10 students in each elementary school. The data collection instrument used a questionnaire and an evaluation sheet. The quantitative data analysis technique in this study used descriptive statistical analysis. The results of the study were in the form of TGfU-based basketball game material in the form of a book consisting of six games as a learning tool. The material expert's assessment is included in the criteria of "very good" with an average of 4.9, then media experts indicate the criteria of "very good" with an average of 4.7, and practitioners include the criteria of "very good" with an average of 4.9, while the material field trials The TGfU-based basketball game that was tested on students showed the criteria of "very good" with an average score of 4.37. It can be concluded that the development of TGfU-based basketball game material is feasible to be used as a means of learning big ball games in physical education lessons in elementary schools.


2020 ◽  
Vol 10 (4) ◽  
pp. 323-332
Author(s):  
Bronika Septiani Sianturi ◽  
◽  
Jhonas Dongoran ◽  

This research was conducted to develop an integrated science practicum guide with the theme of inquiry-based photosynthesis for junior high school students with student learning outcomes and activities. This research is a Research and Development research with small-scale trials in class VIII A and large scale at VIIIB. The results showed that the practical guide was valid and feasible to use by obtaining an average score of> 3.2 from each expert. After calculating the n gain formula, the classical gain n value is 0.56 (moderate), with the classical completeness percentage is 100%. The results of the analysis of students' understanding using practicum guides have been developed with an average of 83.84. Meanwhile, the understanding of students who did not use the practicum guide that had been developed obtained an average of 62.20. This shows that the understanding of students using the practicum guide that was developed is higher than without using the practicum guide that has been developed. The results of student activity increased after the second meeting with an average of 85.47% of students belonging to the "active" and "very active" categories. So it can be concluded that the integrated science practicum guide for inquiry-based photosynthesis for junior high school students has proven valid and suitable for use in learning. Keywords: Research and Development (R & D), Inquiry, Practicum Guide


2019 ◽  
Vol 4 (2) ◽  
pp. 61
Author(s):  
Mawarni Rezki ◽  
Siska Alicia Farma ◽  
Sa'diatul Fuadiyah ◽  
Lufri Lufri

This research aims to find out the effect of Student Facilitator and Explaining  model towards students' learning competencies, which still below from the average and  there have no learning process that pursue the students  to be active and creative until the students can increase their learning competencies; both cognitive and affective rather for students psikimotor  in learning process. The research was quasi-experimental reserach with randomize control  group post-test only design. The sample was taken by purposive sampling technique which grade VII.3 as the experimental group and garde VII.4 as the control group. The population of this research was VII grade students that devided into seven classes at SMPN 4 Koto XI Tarusan in academic year 2018/2019. The result of this research showed  the average score for grade VII.3 was (77,15) for experimental group and  (68,52) for control group in students' learning competency. Then for  behavioural competence the  average score in experimental group was (84,08) and the control group reached (78,96) which the data was distributed normally and variant homogeneously. In hyphotesis testing was found by the formula tcount> ttable, learning competency (2,73 > 1,68), behavioural competency (2,77 > 1,68).  Based on the result of the study, it can be concluded that the Student Facilitator and Explaining model give positive effect for the students' learning competency in global warming material at SMPN 4 Koto XI Tarusan.


Author(s):  
Rahmatullah Rahmatullah ◽  
Inanna Inanna ◽  
Muhammad Rakib ◽  
Mustari Mustari ◽  
Rabania Rabania

This study aims to develop a character economy comic for early childhood. This research is a type of research development (Research and Development) includes 5 stages, namely needs analysis; Identify the material to be developed; Development; Production; as well as the Trial stage. After the product has been designed, a material expert will assess the feasibility of the material content developed in a comic character design, as well as a design expert to assess the feasibility of the design side, both in the structure and appearance of the images as outlined in designing thematic economic comics. The data analysis technique used qualitative descriptive analysis and quantitative descriptive analysis. The results showed that thematic economic comics were feasible to be developed and tested on users based on the results of due diligence by experts. The average value of the results of the material expert trial was 4.7, while the results of the design expert's assessment obtained an average score of 4.5. The two results of the assessment are in the very feasible category for use in the field trial phase. After conducting field trials on elementary school level students, an average score of 4.7 was obtained and was in the very feasible category. Thus, it can be understood that the character economy comics that are developed can be a supplement in learning, especially in fostering children's economic character from an early age


2018 ◽  
Vol 3 (2) ◽  
pp. 114-131
Author(s):  
Desya Rossa Deviana ◽  
Erlina Prihatnani

This study aims to develop Monopoly Mathematics Media (Monomath) to learning mathematical probability exercises at junior high school. Using the ADDIE model consist of five phases - Analyze, Design, Development, Implementation, and Evaluation to develop this Monomath Media. This Monomath has gone through validity, practicability, and effectiveness test. The result of this research showed that the Monomath obtained a total average score for all aspect were 78.1% of validity matter expert and 80.8% of validity media expert, which means the media is valid. In the feasibility, the study result obtained a total average score for all aspect was 82.5%, which means the media has met practical criteria. The field trials result were obtained an average score of 95.46 for the posttest. It is higher than pretest average score was 54.83. The result of the student questionnaire showed that an average score of 90% which means the student give a positive response to the Monomath they used. Thus, the result of Monomath to learning mathematical probability is valid, practical, and effective.


2021 ◽  
Vol 2126 (1) ◽  
pp. 012005
Author(s):  
Nurmiati ◽  
N Safira ◽  
S Saehana ◽  
U Wahyono

Abstract This study aims to develop a simple prop of resonance topic using audacity software. The research was conducted based on the model from Borg and Gall, which involved only five main steps: analyzing the developed product, developing the initial product, expert validation and revision, small-scale field trials and revisions, and large-scale trials and final products. The small-scale and large-scale feasibility tests were given to 29 students of SMAN 5 Palu Class XI IPA6. The product quality data obtained were analyzed using a descriptive analysis from quantitative data into qualitative, then the average quality score was processed using category criteria. In the analysis results, the overall average score of media experts is 2.97, categorized as “Good”. The overall average score from material experts was 3.33, categorized as “Very Good”. While the average analysis result of the overall small-scale trials was 3.35, categorized as “Very Good”, and the result of the overall large-scale trials was 3.39, categorized as “Very Good”. The overall average score obtained in the transformation in table 2 shows that the simple teaching aid on resonance topic using the Audacity software developed by the researcher was feasible to be used as a medium for learning physics in the classroom.


2018 ◽  
Vol 16 (2) ◽  
pp. 186-203
Author(s):  
Hilda Handayani ◽  
Fredi Ganda Putra ◽  
Yetri Yetri

This study aims to develop the learning media through Macromedia Flash program software on building materials to test the feasibility of media developed through media experts, material experts, language experts and the response of learners to the learning media. This research type is research and development by using the procedure from the ADDIE method which stands for Analysis, Design, Development or Production, Implementation or Delivery, and Evaluations. The results obtained are Macromedia Flash-based learning media, as well as the results of the assessment of the media of learning based on the questionnaire. Media experts, material experts, and language linguists developed with two validation stages. The final validation of the Expert material reached an average score of 3.5 Experts 3.3 media and the linguist reached an average score of 4 it can be concluded that developed media valid and fit for use as a medium of learning. After that field experiment, based on the results of the questionnaire responses of learners on a small scale test scored 3.68 and on field trials scored 3.51, it can be concluded that the interest level of the media is on the category of very interesting. Based on all this, it can be concluded that the media is feasible and can be used as a medium of learning.


Author(s):  
A.Zaky Al-Ghozali ◽  
Dwi Yulianti ◽  
Undang Rosidin

This study aims to develop and determine the feasibility of interactive flash media in Newton law learning using a research and development model with ADDIE (Alaysis, Design, Development, Implementation, and Evaluation) development methods. Interactive flash media in learning Newton's laws is validated by material experts and media experts, and trialled in small group trials and field trials. Data collection techniques using observation and questionnaires. The research instrument used was a structured questionnaire using a Likert scale. Data analysis technique is descriptive. The results of this research and development of interactive flash media are categorized as appropriate to be used as learning media in learning Newton's laws of natural science subjects. This can be seen from the results of the assessment of material experts worth 3.75 feasible categories, media experts worth 4.12 feasible categories, small group trials worth 3.01 feasible categories, and field trials worth 3.27 very decent categories. So get a total average score of 3.54 which is included in the feasible category


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