scholarly journals Pengembangan “Majeda” Berbasis Dolanan Anak untuk Pengoptimalan Tumbuh Kembang Siswa Taman Kanak-kanak

2017 ◽  
Vol 36 (2) ◽  
Author(s):  
Wawan Sundawan Suherman

This research aims to develop a "model of educative and attractive physical activity" (Majeda) based on children play as a mean for optimize kindergarteners’ growth and development. This research was using research and development of Borg and Gall. The research will be conducted in three stages: developing model, pilotting models, and the operational testing and dissemination of models. First phase of research to develop the model implemented by the following activities: preparing the model design, reviewing aspects of the teaching learning process in kindergarten, characteristics of kindergarterners, and the values and elements of motion in children play, choosing the format of Majeda, and validating the draft of Majeda. The result of analysis showed that the design of Majeda based on children play can be arranged, then validated by experts and practitioners.

2017 ◽  
Vol 1 (1) ◽  
pp. 1-11
Author(s):  
Wawan Sundawan Suherman ◽  
Panggung Sutapa ◽  
Dapan Dapan

This study was aimed at developing Majeda teaching learning model based on children plays in effort to improve the excitement and the activeness of kindergarteners and the guideline of use. The study was research and development of the Borg and Gall model designed in three stages: first, preliminary studies and learning model design; second, small-scale and large-scale pilotage of Majeda; and third, operational try-out of Majeda, the revision of the guideline, and drafting of dissemination plan. The study was conducted in ten kindergartens namely, PKK Widodo, Tunas Muda Kledokan, PKK Temanggal, ABA Klepu, Pedagogia, ABA KKN Pantai Baru, Pembina Galur, ABA Dlaban Pogangan Sentolo, Wonosari 1, and ABA Karangmojo XVII. The finding shows that play-based Majeda is able to increase the excitement and the activeness of the kindergarten students in learning. Therefore, the developed Majeda is accountable to be used in teaching learning processesPENINGKATAN KEGEMBIRAAN DAN KEAKTIFAN SISWA TK DALAM PEMBELAJARAN DENGAN "MAJEDA" BERBASIS DOLANAN ANAKPenelitian ini bertujuan untuk mengembangkan "Model Pembelajaran Majeda Berbasis Dolanan Anak" untuk meningkatkan kegembiraan dan keaktifan siswa TK dan pedoman penggunaannya. Penelitian ini menggunakan pendekatan penelitian dan pengembangan dari Borg dan Gall, dan dirancang dalam tiga tahapan: pertama, studi pendahuluan dan perancangan model pembelajaran; kedua, pengujicobaaan skala kecil dan skala besar Majeda Berbasis Dolanan Anak; dan ketiga, pengujioperasionalan Majeda Berbasis Dolanan Anak, revisi panduan penggunaannya, dan penyusunan rancangan diseminasi Majeda Berbasis Dolanan Anak. Uji lapangan Majeda Berbasis Dolanan Anak diselenggarakan di sepuluh Taman Kanak-Kanak (TK), yaitu TK PKK Widodo, TK Tunas Muda Kledokan, TK PKK Temanggal, TK ABA Klepu, TK Pedagogia, TK ABA KKN Pantai Baru, TKN Pembina Galur, TK ABA Dlaban Pogangan Sentolo, TKN 1 Wonosari, dan TK ABA Karangmojo XVII. Hasil penelitian menunjukkan bahwa Majeda Berbasis Dolanan Anak mampu meningkatkan kegembiraan dan keaktifan siswa TK dalam pembelajaran. Oleh karena itu, Majeda Berbasis Dolanan Anak dianggap tepat digunakan dalam pembelajaran di TK


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Della Indika Juniarni ◽  
Raudhatul Fadhilah ◽  
Rizmahardian Ashari Kurniawan

The students problem in understanding the electron configurations was caused by the ineffective learning media which is used by the teacher didn’t fit the student’s characteristic. Therefore, it is important to develop media of Lego Chemistry games for electron configurations class. The validation of the media is validated in three aspects. They were validity from the results of the game, practicality from the results of the questionnaire, and the effectiveness from the results of the pre and post tests. This study used a Research and Development (R & D) model of Borg and Gall conducted in seven stages. The study showed that media of Lego Chemistry games was suitable for teaching learning process. It can be seen from the results of the material and media aspects by 0,83 and 0,94 which was valid. The results of the practicality of the questionnaires on the small and main tryouts were 92,50% and 90,66% and were considered practical. The results of the effectiveness of the N Gain on the small and main tryouts were 0.74 and 0.92 (high). Therefore, media of Lego Chemistry games was valid and effective. It is suitable to be used as the learning media in Chemistry class.


2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.


2016 ◽  
Vol 5 (1) ◽  
pp. 78-103
Author(s):  
Krisdian Eka Permatasari

Writing is considered as a complicated and difficult skill to be mastered by the students. Several difficulties are found in learning of descriptive writing. Dealing with the case, the research questions are proposed as follows: (1) How is “Put Yourself in the Picture” activity implemented by the teacher in teaching descriptive texts? and (2) How are the results of the students in writing descriptive texts in the aspects of grammar, vocabulary, content and organization through the implementation of “Put Yourself in the Picture” activity? This research is qualitative design in which the researcher acted as the observer to collect information as the evidences in the writing class to find the teacher’s and students’ activities in implementing “Put Yourself in the Picture” activity in the three stages of teaching learning process in writing descriptive texts. The results of the research showed that the teacher and the students implemented “Put Yourself in the Picture” activity in some of the these activities, as follows: (1) introducing the essay topic; (2) listing the words or phrases relating to the topic; (3) Making sentences based on the listed ideas; (4) identifying the generic structures and language features of descriptive text; (5) Writing the descriptive text; (6) Making groups and giving feedbacks of the writing’ results; (7) Editing and re writing the final drafts. Besides, the students’ learning writing progresses are described into five categories. They are (1) very good student’s score category; (2) good student’s score category; (3) fair student’s score category; (4) poor student’s score category; and (5) very poor student’ score category. These criteria are based on the students’ writing results analyzed in the aspects of grammar, vocabulary, content, and organization.


Author(s):  
Zahratur Raodah ◽  
Jannatin ‘Ardhuha ◽  
Muh. Makhrus

Learning is a process of communication between teachers and students. The learning process will be successful if students achieve the expected competencies, because it can describe the ability of students to master a material. A teacher must be able to choose and use appropriate and effective learning methods. This research aims to develop active learning tools with practice rehearsal pairs methods that are suitable for use in learning and can improve students' mastery of physics concepts. This research is a research and development (R&D) with a 4D development model design consisting of 4 stages, namely: define; design; develop; and disseminate. The pandemic condition has made this research only at the develop stage. Based on validation by experts, the development of learning tools in this research is quite valid and reliable. The percentage of validity is 80.83% on the syllabus; 83.33% on the lesson plan implementation; and 79.17% on student worksheets. Meanwhile, the percentage of reliability is 89.40% on the syllabus; 89.70% on the lesson plan implementation; and 91.20% on student worksheets. Based on these results, the development of learning tools in this research is feasible to use with revisions, because it has quite valid criteria.


2020 ◽  
Vol 9 (2) ◽  
pp. 211
Author(s):  
Elly Syahadati ◽  
Desi Sri Astuti ◽  
Ageung Darajat

<p align="center">Tujuan dari penelitian ini adalah untuk menjelaskan pengembangan kosakata Bahasa Inggris dan kualitas penggunaan <em>cartoon strips</em> sebagai media dalam pembelajaran Bahasa Inggris. Penelitian adalah penelitian RnD (Penelitian dan Pengembangan). Sebanyak 37 siswa kelas X SMKN 1 Sanggau sebagai subyek penelitian ini. Penelitian pengembangan ini mengikuti tujuh langkah penelitian, meliputi : 1) penelitian dan pengumpulan data,  2) perencanaan,  3) pengembangan produk awal,  4) uji coba awal,  5) revisi desain,  6) uji coba lapangan, dan  7) revisi dan penyempurnaan produk. Hasil analisis kebutuhan mengungkapkan bahwa subjek membutuhkan media yang nyata dengan warna yang menarik. Temuan lainya menunjukkan bahwa produk media pembelajaran kosakata bahasa Inggris berupa <em>cartoon strips</em> layak digunakan bagi siswa SMK. Dapat disimpulkan bahwa cartoon strips dapat diaplikasikan sebagai media dalam proses pembelajaran kosakata Bahasa Inggris di kelas.</p><br /><p align="center"><strong> </strong></p><p align="center"><em>Abstract</em></p><p><em>The purpose of this research was  to describe the development of English vocabulary and the quality of </em><em>cartoon strips</em><em> for media in English teaching learning process. This research was  a  Research and Development (RnD). The subjects were </em><em>37</em><em> students in the </em><em>X</em><em>  grade state of </em><em>SMKN 1 Sanggau</em><em>. This research development followed seven steps including: 1) researching and collecting data, 2) planning, 3) initial product development,</em><em> </em><em>4) initial trial, 5) revision, 6) field trial, 7) revision and completion of product. Based on need analysis, students need colorfull and interesting media. Therefore,  it could be concluded  that </em><em>cartoon strips</em><em> was applicable as a media in English </em><em>vocabulary </em><em>teaching learning process in the classroom..</em><strong><em></em></strong></p><p><strong><em>Keywords</em></strong><em>: </em><em>Cartoon Strips</em><em>, English Vocabulary, </em><em>SMK</em><em>, Research and Development</em><em></em></p><p> </p>


2017 ◽  
Vol 6 (2) ◽  
pp. 187 ◽  
Author(s):  
Ismu Wahyudi

E-learning gives alternative solution for some educational problems, with the function which can adjust as necessary, as a supplement, complement, and substitution teaching-learning.  The learning process by online used e-learning can make the students learn will independently so that teaching-learning can change the students centered learning. This research was conducted to develop teaching-learning in physics senior high school, based e-learning on technology in Lampung. The research design used to research and development model started with doing need assessment, identification of resources, identification product specification, product development, internally tested to see validation of product, external tested to see the use of the product, and the last stage production. The result of the tested the product showed that had validated by an expert, proper to used and interested (3,25); easy to use (3,24); and useful (3,31). The product was effectively tested to use in teaching learning with percentage 88,82%.E-Learning memberikan solusi alternatif bagi permasalahan pendidikan, dengan fungsi yang dapat disesuaikan dengan kebutuhan, baik sebagai suplemen, komplemen, serta substitusi kegiatan pembelajaran. Proses pembelajaran secara online menggunakan E-Learning dapat melatih peserta didik untuk belajar secara mandiri, sehingga pembelajaran dapat beralih kepada pembelajaran yang berpusat pada siswa. Penelitian ini dilakukan untuk  mengembangkan program pembelajaran fisika SMA berbasis e-learning dengan schoology di Lampung. Desain penelitian  menggunakan model penelitian dan pengembangan, yang dimulai dengan melakukan analisis kebutuhan, identifikasi sumber daya, identifikasi spesifikasi produk, pengembangan produk, uji internal untuk melihat kelayakan produk, uji eksternal untuk melihat kebermanfaatan produk, dan tahap terakhir produksi. Hasil dari uji produk menunjukkan bahwa produk tervalidasi ahli, layak digunakan dan menarik (3,25); mudah digunakan (3,24); dan bermanfaat (3,31). Produk teruji efektif digunakan dalam pembelajaran dengan persentase mencapai 88,82%.


2020 ◽  
Vol 3 (1) ◽  
pp. 14-19
Author(s):  
Mery Sumiati ◽  
Fahmi Rizal ◽  
Muhammad Anwar

in the learning process of basic electricity and electronics subject, students face problems in understanding the material because it is considered as difficult without supported of adequate media. Then, the time allocation for basic electricity and electronics learning in the classroom is only four hours in a week, thus the material delivering is considered as not optimally to students. Therefore, teaching learning process needs to be supported by suitable and adequate media. The purpose of this research is mobile based learning media that is valid, practical and effective for Basic Electricity and Electronics subjects. The method of this research is Research and Development (R&D). This research and development used the Borg and Gall model that consists of several stages. The instrument used in this research is validation questionnaire that was given to material experts and media experts. The results obtained from this development research are a learning media based on mobile learning in the Basic Electricity and Electronics subjects. Based on research developed media are valid media, with the results of media validation of 0.84 and material validation of 0.74. The practical value of the results of the teacher's response of 94% and student responses of 84.24% were categorized very practical. From the posttest scores students get effective results that is 0.00 which is smaller than 0.005 which means that it is significant from the value of the experimental class and the control class.


2020 ◽  
Vol 14 (1) ◽  
pp. 44-54
Author(s):  
Sofia Agustin Adhaningrum

The results of observations conducted on the students of Class VI SDN 2 Kalirejo on 7-9 December 2019, showed the lack of learning activities caused by the limited textbooks, the lack of material on textbooks related to student life and teacher-centered learning. So, based on needs analysis, adequate textbooks are needed in line with the number of students whose material is derived from the daily life of students and the application of relevant learning strategies is a must. Efforts made to overcome this is conducting research and development that aims to produce the contextual-based, valid, interesting, practical and effective textbooks of Social Science (IPS).  The model used in this research and development was 4D model. The 4D model (Thiagarajan, S., Semmel, DS, & Semmel, MI: 1974)) consists of Define, Design, Develop and Disseminate. Teaching-learning process used contextual approach or Contextual Teaching and Learning (CTL). The data were analyzed qualitatively and quantitatively. The data was based on the assessment of material and linguists experts were considered valid. The results of product attractiveness test from the questionnaire given to students and teachers showed very interesting criteria. This material was very practical. This was based on the result of observing teacher activities and student learning activities. The product was also considered to fulfill the effective criteria. Based on the results of the analysis, the contextual textbook for Class VI on social science of Primary School was eligible and could be used in the learning process because it had reached the valid, attractive, practical and effective criteria.


Author(s):  
Gunawan Gunawan ◽  
Ahmad Harjono ◽  
Hairunnisyah Sahidu

<p><strong>Abstract: </strong>The laboratory has an important role in the learning of physics. Tools and materials are limited often used as an excuse for not doing the lab activities. In addition, the characteristics of the most abstract concepts of physics that cause difficulties in teaching it to students. In this research, we have developed several virtual experiments on the concept of optics. Besides as an alternative to the limited laboratory equipment in LPTK, is also intended as a visualization media of concepts to make it easier to understand by students. The purpose of this study was to examine the effectiveness of a virtual laboratory to increase student’s mastery of optics concepts. This research includes research and development, which is divided into three stages: the preliminary study, model design, and testing models phase. The results showed that the virtual laboratory model effectively used in learning of physics. This is indicated by a higher increase in the mastery of the concept of the experimental class than the control class. The highest increase occurred in the concept of geometrical optics by 79.9%.</p><p> </p><p><strong>Keywords:</strong><em>  </em>Virtual Laboratory, Mastery of Concepts, Optics</p><p> </p><p><strong>Abstrak:</strong> Laboratorium memiliki peranan penting dalam pembelajaran fisika. Alat dan bahan yang terbatas sering dijadikan alasan untuk tidak melakukan kegiatan laboratorium. Selain itu, karakteristik sebagian konsep fisika yang abstrak menimbulkan kesulitan tersendiri dalam mengajarkannya kepada mahasiswa. Dalam penelitian ini, kami telah mengembangkan beberapa eksperimen virtual fisika pada konsep optik. Selain sebagai alternatif terbatasnya peralatan laboratorium di LPTK, juga dimaksudkan sebagai media visualisasi konsep agar lebih mudah dipahami mahasiswa. Tujuan penelitian ini adalah menguji efektivitas laboratorium virtual terhadap peningkatan penguasaan konsep optik mahasiswa. Penelitian ini termasuk penelitian pengembangan, yang dibagi menjadi 3 tahap, yaitu: tahap studi pendahuluan, tahap pengembangan desain, dan tahap pengujian model. Hasil penelitian menunjukkan bahwa model laboratorium virtual efektif digunakan dalam pembelajaran fisika. Hal ini ditunjukkan oleh lebih tingginya peningkatan penguasaan konsep kelas eksperimen dibandingkan kelas kontrol. Peningkatan tertinggi terjadi pada konsep optik geometri sebesar 79.9%.</p><p> </p><p><strong>Kata kunci:</strong> Laboratorium Virtual, Penguasaan Konsep, Optik</p>


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