scholarly journals Pengembangan multimedia pembelajaran Hukum Agraria pada Program Studi Pendidikan Kewarganegaraan Universitas Negeri Yogyakarta

2016 ◽  
Vol 13 (1) ◽  
Author(s):  
Suripno Suripno

This study was aimed at: 1) producing an appropriate learning multimedia for agrarian laws in terms of the material and presentation aspects student responses, and 2) investigate the effectiveness of the developed multimedia to develop student learning outcomes. This was a research and development study. The results of the study were as follows. 1) Regarding the developed learning multimedia product: a) it had good quality in terms of the material aspect with a mean score of 4.10; b) it had good quality in terms of the presentation aspect with a mean score of 4.07; and c) the students’ responses to the media attractiveness showed that the multimedia was attractive with a mean score of 3.82. 2) The effectiveness of the use of the developed learning multimedia to improve learning outcomes was indicated by the fact that: a) there was a score improvement (30.16%) from a mean score of 51.50 in the pre-test to 73.75 in the post-test; and b) there was an improvement in mastery by 60% among 20 students, from five students (25%) attaining mastery in the pretest to 17 students (85%) attaining mastery in the posttest. Therefore, the multimedia for Agrarian Laws learning is appropriate to apply.

Author(s):  
Siti Namiroh

The purpose of this study is to produce multimedia product that is useful for use in the learning process and can improve student learning outcomes. This study uses the Dick and Carey research and development methodology. The research instruments used in this study were interviews, questionnaires, and observations. The product feasibility is carried out by media experts, material experts and students. The results obtained from experts and students showed that the media developed showed feasibility as a learning medium.


2018 ◽  
Vol 1 (1) ◽  
pp. 10-17
Author(s):  
Tiurida Intika

Media booklet dapat dijadikan sumber belajar karena bentuknya sederhana serta menyediakan data akurat yang dapat membantu siswa memahami konsep materi. Tujuan pengembangan adalah untuk mengetahui pentingnya cara pengembangan serta efektivitasnya. Penelitian ini merupakan penelitian Research and Development (RD) yang dilakukan mengacu pada teori Borg dan Gall. Data yang diambil adalah kebutuhan pengembangan booklet, kelayakan booklet, tanggapan siswa mengenai kelayakan booklet dan hasil belajar siswa melalui media booklet. Hasil penelitian menunjukkan bahwa guru dan siswa memberikan tanggapan positif terhadap penggunaan booklet. Terlihat pada penilaian validasi produk booklet dari pakar materi dan media yang memperoleh skor rata-rata 3,28 dengan kriteria sangat baik atau layak digunakan. Siswa memberikan tanggapan dan respon positif sangat baik dengan memperoleh skor rata-rata sebesar 9,26%. Sedangkan ketuntasan hasil belajar siswa dengan ≥75 pada uji coba pemakaian 84,5%. Berdasarkan hasil penelitian dapat disimpulkan bahwa media booklet science for kids booklet efektif dan layak digunakan untuk meningkatkan hasil belajar siswa dan dikembangkan berdasarakan kebutuhan guru dan siswa.  Media booklet can be used as a source of learning because it is simple and provides accurate data that can help students understand the concept of the material. The purpose of development is to know the importance of development and its effectiveness. This research is a Research and Development (R D) research which is done referring to Borg and Gall theory. The data taken is the need of booklet development, booklet feasibility, student responses about booklet feasibility and student learning outcomes through booklet media. The results showed that teachers and students responded positively to the use of booklets. Seen on the validation assessment of product booklets from material and media experts who scored an average of 3.28 with criteria very good or feasible to use. Students responded positively very well with an average score of 9.26%. While the completeness of student learning outcomes with ≥75 on the trial use 84.5%. Based on the results of the study can be concluded that the media booklet science for kids booklet effective and worthy used to improve student learning outcomes and developed based on the needs of teachers and students. Media booklet can be used as a source of learning because it is simple and provides accurate data that can help students understand the concept of the material. The purpose of development is to know the importance of development and its effectiveness. This research is a Research and Development (R D) research which is done referring to Borg and Gall theory. The data taken is the need of booklet development, booklet feasibility, student responses about booklet feasibility and student learning outcomes through booklet media. The results showed that teachers and students responded positively to the use of booklets. Seen on the validation assessment of product booklets from material and media experts who scored an average of 3.28 with criteria very good or feasible to use. Students responded positively very well with an average score of 9.26%. While the completeness of student learning outcomes with ≥75 on the trial use 84.5%. Based on the results of the study can be concluded that the media booklet science for kids booklet effective and worthy used to improve student learning outcomes and developed based on the needs of teachers and students.


2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2017 ◽  
Vol 2 (2) ◽  
pp. 74
Author(s):  
Rohmah Indahwati ◽  
Hasan Basri

This study aims to determine (1) the influence of social usage of Facebook on student learning outcomes, (2) student response in solving problems using Facebook and (3) obstacles and suggestions in implementing learning using social networking site Facebook. This finding is useful for educators to make Facebook as one of the media that can be used in teaching. This study is a combined study between quantitative and qualitative research. Quantitative research methods with the use of quasi-experimental, while the qualitative data obtained from the observation data and questionnaire responses of students about learning using Facebook media. Based on the results of pre test and post test analysis, concluded that the pre test and post test data are normally distributed so that t-test can be performed. Based on the calculation obtained and , because  concluded there is influence of the use of Facebook as a medium of learning on student learning outcomes, student responses to learning through the media Facebook can be quite good enough indikasinya is the number of comments from students related to questions posted, as many as 13 students or 76% expressed happy with learning using Facebook,  10 students or 59% who stated more freely in convey opinions, 11 students or 65% who claimed to understand the material using Facebook, 14 students or 82% who expressed interested in solving the problem through Facebook, and 12 students or 71% who said can understand the strategies in solving problems using Facebook. While the obstacles faced by most students are poor networks, limited quota and difficulty in expressing opinions through writing


2020 ◽  
Vol 1 (1) ◽  
pp. 8-17
Author(s):  
Rina Rusdiana ◽  
Udjang Pairin M. Basir ◽  
Muhammad Nuruddin

The study was backed by teachers who did not use the learning media while learning to teach and students felt difficulties in remembering and understanding fractional matter so that many students gained value under the embassy. Based on the background, the research aims to describe the influence of the use of media puzzles on student learning outcomes. This method of research is Pre-Experimental Design with One Group Of Pre-Test Post-Test which only involve one class. The purpose of this research is to learn the students ' learning outcomes before and after using the media puzzle in grade III students at SDN Pucangsimo 1. The samples in this study were grade III students numbering 49 children. This study was conducted for two meetings with a 1-week time interval. The results showed that in pretests activities (without using media) There are 30 students in the category of incomplete, there are 10 students who are in the category completed or reach the value of the KKM and there are 9 students who value above the KKM. As for the average student learning results when Pretests reaches 68 in the classical has not fulfilled the KKM, while in post-test activities There are 35 students who obtained a value above the KKM with an average of 83. The influence of learning the fractional material mathematics of grade III students at SDN Pucangsimo 1 shows that there is a significance difference of 0.00 smaller than the significance of 0.05 (0.000 < 0.05), then the hypothesis (H1) in this study was declared acceptable. This means that the variable use of media puzzles affects students ' learning outcomes before and after using the media puzzle in the learning process.


2019 ◽  
Vol 7 (2) ◽  
pp. 197-211
Author(s):  
Fathiah Alatas

The development of simple teaching aids in static fluid material is needed so that students better understand the concepts in the material. The concept that was initially considered abstract by students would be more concrete with the presence of teaching aids in the material, and the appropriate worksheets needed to be used as practical instructions. This study aims to determine: (1) the validity of the props developed; (2) practicality of props; (3) the effectiveness of teaching aids developed on student learning outcomes. The method used is the Research and Development (R D) method using the ADDIE model design. The trial subjects used 30 students of class XI MIA 1 MAN 3 Bogor. The results of the study show: (1) the validity of props is included in the valid category; (2) the practicality of props in terms of student responses shows very practical categories; (3) the effectiveness of teaching aids from student learning outcomes shows very effective categories with N-Gain values in the high category. These results indicate that the props developed have been used properly in the learning process.Keywords: teaching aids, learning media, static fluid.Pengembangan alat peraga sederhana pada materi fluida statis diperlukan agar siswa lebih memahami konsep pada materi tersebut. Konsep yang awalnya dianggap abstrak oleh siswa akan menjadi lebih kongkret dengan adanya alat peraga pada materi tersebut, serta LKPD yang tepat dibutuhkan untuk dijadikan sebagai petunjuk praktikum. Penelitian ini bertujuan untuk mengetahui: (1) validitas alat peraga yang dikembangkan; (2) kepraktisan alat peraga; (3) keefektifan alat peraga yang dikembangkan terhadap hasil belajar siswa. Metode yang digunakan adalah metode Research and Development (RD) dengan menggunakan desain model ADDIE. Sampel uji coba menggunakan 30 siswa kelas XI MIA 1 MAN 3 Bogor. Hasil penelitian menunjukkan: (1) validitas alat peraga termasuk dalam kategori valid; (2) kepraktisan alat peraga ditinjau dari respon siswa menunjukkan kategori sangat praktis; (3) efektivitas alat peraga dari hasil belajar siswa menunjukkan kategori sangat efektif dengan nilai N-Gain berada pada kategori tinggi. Hasil tersebut menunjukkan bahwa alat peraga yang dikembangkan telah layak digunakan dalam proses pembelajaran.Kata kunci: alat peraga, media pembelajaran, fluida statis.


2018 ◽  
Vol 10 (2) ◽  
pp. 164
Author(s):  
Mona Adria Wirda ◽  
Rosni Rosni ◽  
Nurmala Berutu ◽  
Riki Rahmad

Tujuan penelitian ini adalah mengembangkan Lembar Kerja Mahasiswa (LKM) berbasis project pada matakuliah Evaluasi Hasil Belajar Geografi dengan menggunakan model ADDIE. Selain itu, juga bertujuan untuk: (1) meningkatkan hasil belajar mahasiswa pada matakuliah evaluasi hasil belajar geografi TA 2017/2018, dan (2) mendeskripsikan respon mahasiswa TA 2017/2018 terhadap LKM yang telah dikembangkan. Pengumpulan data dilakukan dengan angket, tes dan lembar v­alidasi. Angket digunakan untuk mengumpulkan data respon mahasiswa terhadap penggunaan LKM di kelas A Reguler TA 2016/2017, tes digunakan untuk menilai hasil belajar mahasiswa melalui penggunaan LKS berbasis project, dan lembar validasi untuk mengukur kelayakan LKM yang dikembangkan. Validasi LKM dilakukan oleh 2 orang validator materi dan media. Indikator penilaian kelayakan LKM berupa kelayakan isi atau materi, kebahasaan, kegrafisan dan penyajian. Analisis data dilakukan secara deskriptif kualitatif. Hasil penelitian menunjukkan bahwa (1) LKM berbasis project sangat layak digunakan (2) hasil belajar mahasiswa kelas A Reguler TA 2017/2018 mengalami peningkatan jika dibandingkan dari ketiga nilai pre-test, mid semester dan post-test, namun hasil belajar secara keseluruhan masih perlu ditingkatkan dimana dari 26 mahasiswa, hanya 15 mahasiswa yang mendapat nilai di atas KKM, (3) respon mahasiswa terhadap LKM berbasis project cukup baik. Kata kunci : Pengembangan, LKM, ADDIE, Project The purpose of this study was to develop student worksheets (MFIs) in order to evaluate project-based Geography Learning using the ADDIE development model in the academic year 2017/2018. In addition, it also aims to: (1) improve student learning outcomes in the course of evaluating geography learning outcomes in Regular Class A 2017/2018 school year, and (2) describe students' responses to the developed student worksheets. Data collection was carried out with questionnaires, tests and validation sheets. The questionnaire is used to assess the student responses to the use of the worksheet, the test is used to assess student learning outcomes through the use of project-based worksheets, and validation sheets for feasibility of project-based student worksheets. Assessment of the feasibility of student worksheets is carried out by 2 material and media validators. Indicators evaluate the appropriateness of student worksheets in the form of content or material feasibility, linguistics, graphics and presentations. Data analysis was carried out in a qualitative descriptive manner. The results showed that (1) project-based student worksheets were very feasible to use %, (2) the learning outcomes of Regular Class A students in the academic year 2017/2018 had increased compared to the pre-test, semester semesters and post-test , but still not significant, where out of 26 students, only 15 students scored more than 80 Minimum Completeness Criteria - KKM, (3) student responses to project-based student worksheets were good.Key words: Development, LKM, ADDIE, Project


2017 ◽  
Vol 1 (3) ◽  
pp. 206
Author(s):  
Shendi Kharisma Widiastuti

This study aimed to produce a product namely learning media in the form of flashcardon the theme of "Tempat Tinggalku" for elementary school students grade IV which suit for use and in accordance with the needs of students and to improve student learning outcomes. This type of research was research development (research and development). The initial product that has been created through the validation process is done by the learning media experts and subject matter experts. Furthermore, this product was tested to students through two stages namely, limited trials and extensive trials. The limited trial subjects consisted of 10 fourth graders of elementary school, and 36 students in extensive trials. Other data collected in this study was the response of teachers, students’ response and students’ learning outcomes after using flashcard media. The average result of students' written test on pretest was 51.86 while the post test was 87.28. This proves that there is significant increase of learning outcomes that was equal to 35,42. These results come from written tests before students used the media and after using the learning media. The average result of student learning outcomes increased after they participated in the learning activity by using flashcard media.


2020 ◽  
Vol 5 (8) ◽  
pp. 1105
Author(s):  
Yuke Rindayu Sintya ◽  
Eddy Sutadji ◽  
Ery Tri Djatmika

<p><strong>Abstract:</strong><strong> </strong>The purpose of the research and development that is producing a eligible interactive multimedia products with valid criteria, practical, interesting, and effective. This research and development using model Lee &amp; Owens. The results showed that the products were very valid with an average percentage of 89.9%, very practical with an average percentage of 94.5%, very interesting with an average of 96%. Product effectiveness shows that products improve student learning outcomes. This is evidenced by the significant difference between the value of the post-test experimental class and the control class with an average difference of 11.87.</p><strong>Abstrak:</strong> Tujuan penelitian dan pengembangan yaitu menghasilkan produk multimedia interaktif yang layak dengan memenuhi kriteria kevalidan, kepraktisan, kemenarikan, dan keefektifan. Penelitian dan pengembangan ini menggunakan model Lee &amp; Owens. Hasil penelitian didapatkan bahwa produk sangat valid dengan rata-rata presentase 89,9%, sangat praktis dengan rata-rata presentase 94,5%, sangat menarik dengan rata-rata 96%. Keefektifan produk menunjukkan bahwa produk dapat meningkatkan hasil belajar siswa. Hal itu dibuktikan dengan adanya perbedaan yang signifikan antara nilai post-test kelas eksperimen dan kelas kontrol dengan perbedaan rata-rata 11,87.


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