ANDROID BASED E-MODULE DEVELOPMENT ON COMPUTER LEARNING AND BASIC NETWORKS CLASS X TKJ SMK AR-ROUDHOH

Author(s):  
Diah Kusumayanti ◽  
Cindy Cahyaning Astuti

The existence of new subjects that are included in the 2013 curriculum in the computer and network engineering department makes teachers have to find teaching materials that can be used. Teachers still use modules in hardfile form which are less attractive so that they affect the teaching and learning process. The purpose of this study was to determine the development of android-based e-modules on computer and basic network subjects for class X TKJ SMK Ar-Roudhoh and the feasibility of developing android-based e-modules on computer and basic network subjects for class X TKJ SMK Ar-Roudhoh. The method used is the Research and Development method using the ADDIE development model. Data collection techniques are carried out by means of observation, questionnaires or questionnaires and instruments. The media validation test was carried out by a media expert lecturer from a PTI lecturer and one material expert teacher from a computer and basic network subject teacher. The instrument for assessing the feasibility of learning media in the form of a questionnaire was carried out by class XI TKJ students at SMK Ar-Roudhoh. The android-based interactive e-module has met the validity criteria by obtaining an average score from all aspects of the assessment, the media expert validator is 81.25% which is in the category worthy of use with revision, and 80% material expert validator in the category worthy of use with revision so that based on the judgment of the experts it is appropriate and suitable to be used as teaching material in Basic Computer and Networking subjects

2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


2020 ◽  
Vol 8 (2) ◽  
pp. 70-74
Author(s):  
M. Agphin Ramadhan ◽  
R. Eka Murtinugraha

The purpose of this research is to develop an e-module for the Statistics subject in the Building Engineering Education study program, Jakarta State University. E-module development using Adobe InDesign software. This research is included in development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, dan Evaluation). Two experts, who are material experts and media experts, validate the product. The product is an e-module which consists of 6 modules. Based on the validation, the average score of the material expert's assessment of modules 1 - 6 was 84% in the very feasible category. The average score of the media expert's assessment of modules 1 - 6 is 88.67% in the very feasible category. Based on the results of the validation, the Statistics E-Module is very feasible to use.


2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Ketut Alit Adi Untara ◽  
Gustina Gustina ◽  
Ielda Paramita

This study aims to develop learning media in the form of gas steam stoves fueled by oil and describe the validity and effectiveness of the products being developed. This development and research are summarized in a study entitled the development of learning media in a gas-fired gas stove to increase students' curiosity in applied physics subjects. This study uses a media development research method known as Research and Development (R&D). From the research carried out, the following data were obtained: the results of media validation obtained very good categories, and validation test by media experts found very good category. In the curiosity test, which was initially limited to active students, the scores were very good. The results of the initial average curiosity test for the field test were obtained in the low category, and after the use of the media was tested again, and the average score was obtained in the very good category.  It can be concluded that the use of an oil-fired gas steam stove in the form of a Pertamax stove as a learning medium can increase students' curiosity about learning applied physics material.


2018 ◽  
Vol 6 (3) ◽  
pp. 135
Author(s):  
IDA BAGUS KETUT KARISMA PRIMAYUDI ◽  
Luh Joni Erawati Dewi ◽  
Kadek Rihendra Dantes

Latar belakang penelitian ini yaitu guru pada jurusan teknik kendaraan ringan otomotif kelas XI masih kurang dalam pemanfaatan media pembelajaran sehingga pada proses kegiatan belajar mengajar siswa mudah bosan dan menyebabkan nilai siswa masih di bawah kriteria ketuntasan minimal khususnya pada materi sistem kemudi dan power steering. Penelitian ini bertujuan 1) untuk mengetahui pengembangan media, 2) untuk mengetahui tingkat kelayakan media berdasarkan penilaian dari ahli materi dan media, 3) untuk mengetahui tanggapan dari siswa dalam uji kelompok kecil dan besar. Penelitian ini menggunakan rancangan Research and Development. Sedangkan untuk model yang digunakan yaitu menggunakan model Decide, Design, Development, Evaluate. Hasil validasi yaitu 1) ahli materi 90% dengan kualifikasi sangat layak, 2) ahli media 90,67% dengan kualifikasi sangat layak serta hasil tanggapan siswa 1) uji kelompok kecil 84,53% dengan kualifikasi sangat layak, 2) uji kelompok besar 90,67% dengan kualifikasi sangat layak. Berdasarkan hasil pembahasan dari penelitian dan pengembangan menggunakan autoplay media studio, sangat layak dari segi materi dan media serta mendapat tanggapan sangat layak dari siswa sehingga autoplay media studio sangat layak digunakan sebagai media pembelajaran. Kata Kunci : Media Pembelajaran, Autoplay Media Studio, Sistem Kemudi Dan Power Steering The background of this study is that teachers in the automotive engineering department in class XI are still lacking in the use of instructional media so that the process of teaching and learning activities is easily bored and causes student grades to be below the minimum completeness criteria, especially in steering system and power steering. This study aims at 1) to find out the development of media, 2) to determine the level of media feasibility based on the assessment of material experts and the media, 3) to find out responses from students in small and large group tests. This research uses the design of Research and Development. As for the models used are using the Decide model, Design, Development, Evaluate. Validation results are 1) material experts 90% with very feasible qualifications, 2) media experts 90.67% with very decent qualifications and results of student responses 1) small group test 84.53% with very feasible qualifications, 2) test large groups 90 , 67% with very decent qualifications. Based on the results of the discussion of research and development using autoplay media studio, it is very feasible in terms of material and media and gets very decent responses from students so that the autoplay media studio is very feasible to use as a learning media. keyword : Learning Media, Autoplay Media Studio, Steering System And Power Steering


2020 ◽  
Vol 3 (3) ◽  
pp. 247-254
Author(s):  
Rina Puspitasari ◽  
Dedy Hamdani ◽  
Eko Risdianto

ABSTRAK Penelitian ini bertujuan untuk mengetahui karakteristik dan kelayakan modul yang dikembangkan  berbasis HOTS berbantuan Flipbook Marker sebagai bahan ajar alternatif siswa sekolah menengah atas.. Penelitian ini dilakukan dengan desain 4-D yang memiliki empat tahap yaitu tahap Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan, dan Desseminate (Penyebaran), namun pada penelitian ini hanya dilaksanakan sampai tahap Develop. Instrumen penilaian yang digunakan dalam penelitian ini adalah lembar validasi ahli yang berisi aspek materi, aspek bahasa dan aspek media. Berdasarkan hasil uji validasi produk oleh ahli diperoleh presentase skor 84,7% untuk aspek materi, 81,0% untuk aspek bahasa, dan 81,2% untuk aspek media, sehingga total rata-rata skor adalah 82,3% termasuk ke dalam kategori sangat valid. Dengan demikian modul elektronik (e-modul) berbasis HOTS berbantuan Flipbook Marker menjadi produk jadi yang layak digunakan. Kata kunci: e-modul, HOTS, Flipbook Marker ABSTRACT This research aimed to determine the characteristics and the feasibility of the module developed based on HOTS aided by Flipbook Marker as an alternative teaching material for high school students.This research was carried out with a 4-D design that had four stages, namely the Define, Design, Develop and Desseminate stages, but in this study it was only carried out until the Develop stage. This is an expert validation sheet that contains material aspects, language aspects and media aspects Based on the results of the product validation test by the expert, a percentage score of 84.7% for the material aspect, 81.0% for the language aspect, and 81.2% for the media aspect , so that the total average score is 82.3% included in the very valid category, so the electronic module (e-module) based on HOTS aided by Flipbook Marker becomes a finished product that is suitable for use. Keywords: e-module, HOTS, Flipbook Marker


Author(s):  
Fitria Nur Hasanah ◽  
Serla Utami

This study aims to determine the development and feasibility of moodle-based e-learning in the basic subjects of graphic design class X Multimedia at SMK PGRI 2 Sidoarjo. This research was conducted at SMK PGRI 2 Sidoarjo with research subjects in class X Multimedia who received Basic Graphic Design subjects. In this study, the research method used was R&D (Research and Development) using a 4-D model consisting of 4 stages, namely: (1) Define; (2) Design; (3) Develop; (4) Disseminate. However, this study only applies three stages, namely the Define, Design and Develop stages, while the Disseminate stage is not carried out due to limited research time and the impact of the Covid-19 outbreak. Moodle-based e-learning has met the validity criteria by obtaining an average score from all aspects of the assessment, the media expert validator is 80% who are in the fit for use category with revisions, and 83% material expert validator is in the feasible category without any revisions so that based on the assessment of experts is appropriate and suitable for use as a learning medium in Basic Graphic Design subjects.


2020 ◽  
Vol 2 (3) ◽  
pp. 218-223
Author(s):  
Evi Rusmiaty ◽  
Helmia Tasti Adri ◽  
Annisa Mawardini

Abstract: This study aims to develop MONSAINS (Monopoly Science) learning media that is suitable for science learning materials for the fifth grade human digestive system. . The objectives of this study are: (1) To explain the steps for developing the Monopoly Science (MONSAINS) media on the material of the fifth grade human digestive system, (2) to determine the feasibility of developing the Monopolymedia Science (MONSAINS) on the material of the human digestive system in class V SD 3) Adding innovation in the development of learning media. This research is a type of research and development Research and Development (R n D) which is adevelopment model Borg and Gall with 7 stages taken. The media development stages carried out are: (1) potential and problems, (2) data collection, (3) product design, (4) design validation, (5) design revision, (6) product testing, (7) product revision . The test subjects were class V MI Pondok Leungsir in the 2020/2021 school year. The instrument used in this study was a validation questionnaire for material experts, media experts, teachers and students. The data analysis used was technical descriptive quantitative analysis. The number of subject trials is limited to only 5 students. The results of the validation that have been carried out obtain a very good category assessment from a scale of 5, the total score is obtained from an average score of 4.0 from material / content experts, an average score of 4.6 by design / media experts, an average score of 4.9 by a class V teacher at MI Pondok Leungsir. In addition, this product also obtained a very good score from an average score of 4.6 on a scale of 5, so it is considered the media to be very interesting and suitable for use by students in the teaching and learning process.  


2021 ◽  
Vol 1 (3) ◽  
pp. 421-432
Author(s):  
Septiyana Kurnia Hartatin ◽  
Arjudin Arjudin ◽  
Nani Kurniati ◽  
Amrullah Amrullah

The purpose of this research is to produce a learning audiovisual media that is suitable for the material of build a flat side room in SMP Negeri 6 Mataram. The method used in this research is according to Luther, is multimedia development life cycle (MDLC). MDLC have 6 steps, there are concept, design, material collecting, assembly, testing, and distribution. Field testing was used in this research are validation test, practical test, and test for the learning media’s effectiveness. In validation test, the result of this research is validated by some experts. The practical test was carried out by 2 practitioners and the test for effectiveness was based on the results of the questionnaire which were filled in by 74 students (37 students of class VIII and 37 students of grade IX). Instrumen indicators are based on the feasibility of the media according to Thorn. The results of the validation test showed an average score of 3.14, with a very good category. Meanwhile, the results of the practical test with an average score are 3.39 in the very good category, and the results of the effectiveness test with an average score of 2.86 in the good category. So it can be concluded that the audiovisual learning media that have been developed are suitable for use in learning mathematics.


2019 ◽  
Vol 10 (2) ◽  
pp. 184-197
Author(s):  
Pahmi ◽  
Wandi Syahfutra

To master English, students must learn many things, including about grammar in order to use English properly and correctly. There are a number of ways lecturers can do to support teaching and learning process, one of which is by making use of technology to develop learning media. Using media is expected to make learning process about grammar enjoyable. This research aims to develop learning media using VideoScribe for the subject of Present Continuous Tense which is one of the materials studied by odd semester students at Universitas Muhammadiyah Riau. This research further designs, implements and tests the feasibility of the learning media. This research is a research and development (R&D) model with ADDIE which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. The subjects of this study were undergraduate students majoring in non-English Department which consisted of 35 students in odd semester. The results of alpha testing, expert material assessment showed that the media that were designed was in a very good category with an average score of 4.26. Meanwhile, for trials with students, the video animation media using VideoScribe was in a very good category with an average score of 4.25. Therefore, it can be concluded that the instructional media designed is suitable to be used to support teaching and learning activities.


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