scholarly journals Pengembangan E-Modul Interaktif untuk Discovery Learning pada Pembelajaran Mekanika Teknik dan Elemen Mesin

2019 ◽  
Vol 4 (1) ◽  
pp. 1-8
Author(s):  
Marko Ayaki Lumbantobing ◽  
Sudji Munadi ◽  
Bernardus Sentot Wijanarka

The purpose of this research is to find out the feasibility of e-module for discovery learning users' responses to the use of the e-module. This development research follows the development stages of the ADDIE model. Likert scale with four variations of answers was used. Research data were analyzed using a quantitative-descriptive analysis. The result shows that the use of an e-module for discovery learning has met the criteria of feasibility within the "very good" category, in terms of content material, learning media, and users’ responses. The research findings shows the following results: the assessment of the e-module by the content material experts was in the category of "very good" with a 95 feasibility percentage; the assessment by the media experts was in the category of "very good" with an 82.86 feasibility percentage; teachers’ and students’ responses to the e-module were in the category of “very good” with 84.38 and 81.67 feasibility percentages, respectively.Tujuan penelitian secara umum adalah mengembangkan e-modul untuk discovery learning pada materi tegangan dan poros, dan tujuan khususnya adalah untuk mengetahui kelayakan e-modul untuk discovery learning dan respon penggunanya. Penelitian pengembangan ini mengikuti model ADDIE. Skala Likert dengan empat variasi jawaban digunakan dalam penelitian ini. Data penelitian dianalisis dengan deskriptif kuantitatif. Hasil penelitian menunjukkan produk e-modul untuk discovery learning pada materi tegangan dan poros telah memenuhi kriteria kelayakan dari segi materi, media maupun dari respon pengguna dengan kategori “sangat baik”. Data penelitian menunjukkan bahwa ahli materi diperoleh penilaian e-modul dengan kategori “sangat baik” dengan persentase kelayakan sebesar 95%, dari ahli media diperoleh penilaian dengan kategori “sangat baik “dengan persentase kelayakan sebesar 82,86%. Di samping itu, respon pengguna terhadap e-modul dalam hal ini guru dan siswa diperoleh kategori “sangat baik” dengan persentase kelayakan masing-masing adalah 84,38% dan 81,67% 

2021 ◽  
Vol 5 (2) ◽  
pp. 215
Author(s):  
Simon Hadiwinata ◽  
I Made Citra Wibawa

This research is motivated by the ineffectiveness and innovation of the teacher to create instructional video media during the pandemic era that uses an online learning model. This study aims to produce demonstration-based learning videos that have been tested for their validity on the topic of single substances and mixed substances in fifth-grade elementary schools. This research is development research carried out using the 4D model with the following stages: define, design, develop, disseminate. The subjects of this study were two material experts, two media experts, and two practitioner experts. At the same time, the object of this research is the development of demonstration-based learning videos on the topic of single substances and mixed substances for fifth-grade elementary school students. This development research using qualitative and quantitative descriptive analysis methods. The data obtained were then analyzed to determine the validity score of demonstration-based learning videos. The average value of demonstration-based learning videos from material experts was 97.5% in the very good category, from the media experts by 95% with the very good category, and from the practitioners by 87% with the good category. Based on this analysis, it can be said that demonstration-based learning videos developed on the topic of single substances and mixed substances are declared valid and can be used in learning in fifth-grade elementary schools.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Agni Kusuma Wardani ◽  
Lia Mareza ◽  
Dedy Irawan

Abstract. This research is motivated by the low student storytelling skills. This study aims to describe storytelling skills using discovery learning and pop up book media models. This research technique uses classroom action research (CAR), which was carried out in two cycles and used the research design of Kemmis & McTaggart. Data collection techniques used are observation, tests, and documentation. The collected data was analyzed using qualitative and quantitative descriptive analysis techniques. The results of research conducted at Purbadana 2 Elementary School showed that learning using discovery learning assisted with pop up book media went well. The results of the knowledge skills in the first cycle reached an average of 3.1 with a percentage of completeness of 46%, meaning that students' storytelling skills were still included in the sufficient category. In the second cycle, the average was 3.9 with a percentage of completeness of 84%, meaning that students' storytelling skills were included in the criteria of good. Based on the results of the study, the application of the discovery learning learning model assisted by pop up book media can improve the skills of the fourth grade students in Purbadana 2 Elementary School. 


2019 ◽  
Vol 5 (1) ◽  
pp. 16
Author(s):  
Destriani Destriani ◽  
Destriana Destriana ◽  
Endang Switri ◽  
Herri Yusfi

This study aimed to produce the development of proper volleyball games learning for students. The research method used in this study was Research and Development. The development steps were done by using Analysis, Design, Development, Implementation and Evaluation which were often referred to the ADDIE model. The subjects in this study were the students of Physical and Health Education Study Program of Teacher Training and Education Faculty of Sriwijaya University. The results of this study indicated that overall the development of volleyball games learning is feasible to be used. The data analysis technique used was quantitative descriptive analysis. The results of this study included the development of facilities, infrastructure, and rules of volleyball games. In the facilities aspect was by changing the height of the net to 2.15 meters. In the infrastructure aspect modified the size of the field to be 16x9 meters. While in the rules of the game aspect combined female and male students. The feasibility of the development was obtained from the results of the assessment of material experts which were obtained an average of 80.67% included in the good category while the effectiveness was obtained from the learning outcomes of the implementation phase of students with the outcome on the psychomotor aspect was 77.08% included in the sufficient category. The implementation of this development research was that the educators could use as an alternative in teaching and could improve the students’ learning outcomes on psychomotor aspect.


2021 ◽  
Vol 18 (2) ◽  
pp. 142
Author(s):  
Mely Tri Octavina ◽  
Susanti Susanti

Perkembangan IPTEKS di era revolusi industri 4.0 serta berlakunya sistem kurikulum 2013 dalam pembelajaran, guru diharapkan dapat menyesuaikan perkembangan zaman yang ada. Salah satu cara untuk memanfaatkan teknologi yang ada adalah dengan mengembangkan media interaktif dengan memanfaatkan smartphone android. Dengan memanfaatkan smartphone android berbantu aplikasi yang menarik peserta didik dapat belajar kapanpun dan dimanapun sehingga pembelajaran berlangsung dengan baik.Terdapat beberapa aplikasi yang beragam untuk mendukung media interaktif salah satunya yakni Lectora Inspire. Tujuan dari penelitian ini ialah untuk mengembangkan media interaktif program Lectora Inspire berbasis android pada materi jurnal penyesuaian perusahaan jasa. Penelitian ini adalah jenis penelitian pengembangan yang mengadaptasi model pengembangan 4D yang dikembangkan oleh Thiagarajan meliputi tahap pendefinisian, perancangan, pengembangan dan penyebarluasan. Namun dengan keterbatasan waktu yang dimiliki penelitian ini hanya sampai pada tahap pengembangan. Subjek uji coba penelitian adalah ahli materi, ahli media dan 20 peserta didik kelas XI Akuntansi dan Keuangan Lembaga 4 SMK Negeri 10 Surabaya. Menggunakan angket sebagai instrumen penelitian, serta menggunakan analisis deskriptif kuantitatif sebagai teknik analisis data. Untuk mengetahui tingkat kelayakan media interaktif dilakukan beberapa langkah yakni telaah media, revisi, validasi, dan uji coba yang dilakukan secara terbatas. Hasil validasi yang diperoleh dari ahli materi menunjukkan rata-rata sebesar 81,30%, ahli media 84%, dan respon peserta didik sebesar 93,33%. Sehingga dapat disimpulkan bahwa Media Interaktif Program Lectora Inspire berbasis android sangat layak dijadikan sebagai media pembelajaran Akuntansi.The development of science and technology in the era of the industrial revolution 4.0 and the implementation of the 2013 curriculum system in learning, teachers were expected to be able to adapt to the existing developments. One way to take advantage of existing technology was to developed interactive media using an android smartphone. By utilizing an android smartphone with an attractive application, students could learn anytime and anywhere. Therefore the learning process went well. Several different applications supported interactive media, one of it which was Lectora Inspire. The purpose of this study was to developed interactive media for the Android-based Lectora Inspire program on service company adjustment journal material.This research was a type of development research that adapted the 4D development model developed by Thiagarajan which includes the stages of definition, design, development, and dissemination. However, due to the limited time, this research had, it only reached the development stage. The subjects of the research trial were material experts, media experts, and 20 students of class XI Accounting and Financial Institutions 4 SMK Negeri 10 Surabaya. Using a questionnaire as a research instrument, and using quantitative descriptive analysis as a data analysis technique. To determine the feasibility level of interactive media, several steps were taken, they are media review, revision, validation, and limited trials. The validation results obtained from material experts showed an average of 81.30%, media experts 84%, and the response of students was 93.33%.From the result above it can be concluded that the Interactive Media of the Android-based Lectora Inspire Program is very worthy of being used as a medium for learning Accounting.


2021 ◽  
Vol 4 (1) ◽  
pp. 54
Author(s):  
Ni Made Adelia Sari ◽  
Ida Bagus Surya Manuaba

Currently, conventional teaching materials and learning media have not met the learning demands in the 4.0 evolutionary era. It results in many students who do not understand the subject matter, so that the learning objectives have not been achieved optimally. This study aims to produce an inquiry-based interactive electronic module to support learning. This type of research is development research using the ADDIE model, which includes the analysis, design, development, implementation, and evaluation stages. The techniques used in collecting data are observation, interviews, and questionnaires. The instrument used to collect data is a questionnaire. The analysis used is qualitative descriptive analysis technique and quantitative descriptive analysis. The research results review subject matter experts who get very good qualifications (100%). The results of the learning design expert review are very good (90%). The results of the learning media expert review are good (86.7%). The individual test results are very good (97,3%). The small group test results are very good (95.7%). It can be concluded that the inquiry-based interactive e-module is very valid and feasible to use in learning. This research implies that teachers can use the developed media to help students learn.


Author(s):  
Murni Murni Murni

AbstractThe blandes learning model has not yet been implemented so that it needed for new innovations in learning. Hydrocarbon and Crude Oil Lessons were abstract and compact lessons, so it needed time to finish it.   This research aimed at producing Edmodo based blended learning media on Hydrocarbon and Crude Oil lessons and knowing the validity level of the produced media. It was Research and Development (R&D) with Borg & Gall model.  The subjects of this research were Chemistry lecturers and teachers. Techniques of collecting the data were interview, validity test questionnaire, practicality test, and documentation. Analyzing the data was done by using qualitative and quantitative descriptive analysis techniques. The research findings showed that it was obtained 84.6% (very valid) for validity level of learning implementation plan, 84.4% (very valid) for validity level of student workbook, and 80.4% (valid), 83.4%( very practice) for practicality level of learning implementation plan, and 82.9% (very practice) for practicality level of student workbook, and 80.4% (practice) for practicality level of Edmodo e-learning media. Based on this research, it could be concluded that Edmodo based blended learning media on Hydrocarbon and Crude Oil lessons could be tested. Keywords: Learning Media, Edmodo, Hydrocarbon and Crude Oil 


2020 ◽  
Vol 9 (1) ◽  
pp. 142
Author(s):  
Putu Gede Parma ◽  
Desak Komang Ira Pratiwi ◽  
Gede Wira Bayu

Bengkala Village is a village where 2% or around 48 people were born with hearing and speaking impairment. They still have an artistic spirit by forming a kolok janger group. To support the development of education, in 2007, the local government established SDN 2 Bengkala as an inclusive school. At present, this school does not yet have specific teaching material in learning science that is deaf-friendly. This study aimed to explore Balinese culture in development of friendly teaching materials in inclusive schools using development research methods. In this study, exploration was carried out by students using the ADDIE model. The instruments used to measure the quality of teaching materials were an assessment sheet of teaching materials from experts for the validity aspects, learning achievement tests, as well as teacher response questionnaires and student response questionnaires to assess teaching materials applied. Validity analysis was done with the formula of content validity ratio according to Lawshe and the effectiveness test analysis was done through quantitative descriptive analysis. The results of this study were some products in the form of teaching materials for Natural Sciences which are equipped with RPP/lesson plan and LKPD/worksheets with the development of insightful Balinese culture. This product have been validated by natural science experts, learning design experts, Balinese cultural experts, as well as evaluation and education experts. The results obtained with a CVR and CVI score was 1.00 which can be categorized as "valid" and worth testing. These products have been tested limited in fourth grade. Conclusions of this study were the product can improve learning outcomes of hearing and speaking impairment in inclusive schools.


2021 ◽  
Vol 8 (2) ◽  
pp. 159
Author(s):  
Waginah Dwi Nuryaningsih

This study aims to describe the increase in activeness and learning outcomes of writing explanatory text in Indonesian subjects by implementing the Discovery Learning model through the online-based Whatsapp Group assisted by Google Classroom during the Covid-19 pandemic. The method used was classroom action research with a research design using the model of Kemmis and Mc Taggart which consisted of planning, implementing, observing, and reflecting stages. The subjects of this study were students of class VIII A SMP Negeri 3 Bojong, Pekalongan Regency. The technique of collecting data by means of interviews, observation, questionnaires and tests. While the data analysis technique used qualitative and quantitative descriptive analysis. The results of the research in the pre-cycle showed student activeness was 6.25%, in the first cycle it increased to 28.13%, and in the second cycle it increased by 15.62%. From the test results in the pre-cycle the average value was 69, in the first cycle it increased to 73, and in the second cycle it became 76. Students who achieved learning completeness in the pre-cycle 12,%, in the first cycle were 15.63, and in the second cycle it became 84.38%. It can be concluded that with the application of the Discovery Learning learning model through Google Classroom assisted by online-based Whatsapp Group during the Covid-19 pandemic, it can increase the activeness and learning outcomes of competency / explanatory text material for class VIII A students of SMP Negeri 3 Bojong.


2020 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Indah Julia

Abstract The background of this research is due to the limited learning resources that are independent and the lack of learning resources that the connect of material with daily life.Thus, in this research it was designed a design and test of Problem-Solving based chemistry E-Module using Kvisoft Flipbook software on Buffer Solution lesson.This research was administered at SMA PGRI Pekanbaru. 4D development model was used in this research until Develop stage. The subjects of this research were a material validation, a media validation, and 1 teacher at the SMA PGRI Pekanbaru and 1teacher at the SMAN 5 Tapung to test the media practicality, and 10 students of SMA PGRI Pekanbaru were to know the response of the media to know the response of the media.The data were collected through interview and questionnaire. The obtained data then were analyzed by using qualitative and quantitative descriptive analysis techniques. Based on the research finding, it was obtained the assessment on material aspects 98.33% and by the media 95%, and they were on very valid criterion.The assessment percentage of student practicality test was 92.8% and the teacher was 93.5%, they were on very practical criterion. Keywords: E-Module, Problem Solving Approach, Kvisoft Flipbook, Buffer Solution


2021 ◽  
Vol 4 (1) ◽  
pp. 8-18
Author(s):  
Lulu Fajar Wati ◽  
Agusti Efi

The purpose of this research is to produce a valid e-modules based on discovery learning, and effective in basic food subjects. This e-modules based on discovery learning is designed to improve student’s understanding so that it can improve students learning outcomes. The method in this study uses Research and Development (R&D) with 4-D development procedures (Define, Design, Develop, Desseminate). The data of analysis technique uses descriptive analysis techniques to describe the validity, practicality, and effectiveness of e-modules based on discovery learning. The results obtained of this development research: The validity of e-modules based on discovery learning is declared valid on the media and material aspects. The practicality of e-modules based on discovery learning  from teacher and student responses is stated to be very practical. The effectiveness of e-modules based on discovery learning is stated to be effective in improve to learn the outcomes. Based on the findings of this study it is concluded that the e-modules based on discovery learning is valid, practical, and effective to be used as a learning aid in basic food subjects.


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