scholarly journals Pengembangan model manajemen bimbingan karir menggunakan aplikasi Edmodo

2021 ◽  
Vol 9 (1) ◽  
pp. 64-74
Author(s):  
Wahyu Widia Astuti ◽  
Yari Dwikurnaningsih

Penelitian ini bertujuan untuk menghasilkan produk berupa model manajemen bimbingan karir menggunakan aplikasi edmodo yang memenuhi lima aspek yaitu aspek tampilan, akses, interaksi, desain materi layanan, dan kontrol. Pendekatan penelitian menggunakan metode penelitian Research & Development (R&D) melalui tiga langkah pengembangan yaitu tahap studi pendahuluan, tahap desain dan pengembangan model, tahap pengujian produk dan publikasi. Pengembangan produk mengacu pada model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation and Evaluation. Metode pengumpulan data menggunakan observasi dan wawancara. Uji ahli dan uji lapangan terbatas dianalisis menggunakan teknik deskriptif kuantitatif melalui penghitungan rerata dan persentase serta pengkategorian. Pengembangan model diperoleh dengan prinsip-prinsip manajemen G.R.Terry, yaitu perencanaan, pengorganisasian, pelaksanaan, dan evaluasi. Hasil penelitian yaitu produk dengan nama MBK-MAE yang terdiri dari bagan model dan deskripsinya, materi bimbingan karir untuk SMK, panduan guru BK, panduan siswa, dan panduan untuk operator IT. Hasil uji validitas oleh ahli materi sebesar 88%, ahli media sebesar 84% dan calon pengguna sebesar 83%. Berdasarkan uji ahli dan uji lapangan terbatas tersebut dapat disimpulkan bahwa produk berupa model manajemen bimbingan karir menggunakan aplikasi edmodo masuk dalam kategori baik dan layak untuk digunakan.AbstractThis study aims to produce a product in the form of career guidance management model using the Edmodo application that fulfills five aspects, namely appearance, access, interaction, service material design, and control. The research approach uses the Research & Development (R&D), the research method through three development steps, namely the preliminary study stage, the design and development stage of the model, the product testing phase and publication. Product development refers to the ADDIE development model which includes the Analysis, Design, Development, Implementation and Evaluation stages. The data collection method uses observation and interview. Expert tests and limited field tests were analyzed using quantitative descriptive techniques through the calculation of the mean and percentage and categorization. The development of the model is obtained by the principles of G.R.Terry management, namely planning, organizing, implementing, and evaluating. The results of this study are products with the name MBK-MAE consisting of a model charts and their descriptions, career guidance material for SMK, guidance counselors, student guides, and guidance for IT operators. The validity test result by material expert is 88%, media expert is 84% and prospective users are 83%. Based on the expert test and limited field test, it can be concluded that the product in the form of a career guidance management model using the Edmodo application is included in the good category and is suitable t be used.

2016 ◽  
Vol 18 (3) ◽  
pp. 169-185
Author(s):  
Hamzah B Uno ◽  
Abd. Rahman K Ma'ruf

The aim of the research is IPS Learning Development Based on Website For Students Class VII MTs Negeri Gorontalo City. The aim of this study was to produce a IPS development of learning IPS based on web learning for students of class VII MTsN. Gorontalo. To know the effectiveness of based on web learning social studies for students of class VII MTsN. Gorontalo. The method used in this research is Research approach. and Development (R & D). Step in the research is through ADDIE models usage, in which the processes of development, namely: Analysis, Design, Development,implentation, and Evaluation. The results of this study are shown of: Assessment materials used by validation by 5 panelists were .0.80- 0.95 value range with the level of reliability is 0.80 so this shows that material is very fit for use, Assessment media used by validation by 5 panelists were range 0.65-0.95 value reliability level of 0.80 so this shows the media isreasonable to use.


2021 ◽  
Vol 4 (3) ◽  
pp. 515-532
Author(s):  
Ni Rai Vivien Pitriani ◽  
I Gusti Ayu Desy Wahyuni ◽  
I Ketut Pasek Gunawan

This study aims to determine the Development of Interactive Learning Media Using Lectora Inspire in the Hindu Religious Education Study Program; determine the feasibility of this learning media based on the assessment of material experts, media experts and learning practitioners; knowing the student's assessment of this learning media. This type of research and development uses the ADDIE development model. At the Development stage, the learning media using Lectora Inspire which was assessed for feasibility by 1 material expert, 1 media expert and 1 learning practitioner, all of them from STAHN MPU Kuturan lecturers. The implementation phase includes two stages, namely small group trials and field trials. The results showed that the Learning Media Using Lectora Inspire was developed through five stages, namely Analysis, Design, Development, Implementation and Evaluation; The feasibility level of this learning media based on the assessment of material experts obtained an average of 4.53 which was included in the very feasible category, media experts obtained an average of 4.48 which was included in the very feasible category, and learning practitioners obtained an average of 4.60 which included in the very decent category; Student assessment, obtained an average overall score of 4.24 which is included in the very decent category. Based on the results of the study, the developed learning media is very suitable to be used as a learning medium in the Hindu religious education study program.


Author(s):  
Hastuti Wibowo ◽  
Syamsurizal Syamsurizal ◽  
Upik Yelianti

Research and development of interactive multimedia development model is adapted from Lee & Owens;the steps were analysis, design, development, implementation, and evaluation. The results of learningmaterials proportion analysis based curriculum: tissues: organs: totipotensi was 40%: 40%: 20%. Theresults of need analysis of science process skills indicated that students are lack of ability in terms ofgrouping and concluding skill. The analysis also reveals that students need multimedia, which isinteresting and aesthetics. In the design phase, developers create a storyboard based on the results of theanalysis. In development stage, we input all information in storyboard to the media. According to mediaexperts, the product is scored well and very well. Trials phase is conducted in a small groups and largegroups. The results of tests shows that the skills of students increased from 69.34 to 89.30, and knowledgeof students also increased from 75.7 to 91.9. The effectiveness of interactive multimedia structure andfunction of plant tissue seen by the changes in knowledge, performance, and the positive response ofstudents using interactive multimedia and facilitate students doing science process skills.


2021 ◽  
Vol 5 (2) ◽  
pp. 271-277
Author(s):  
Susanti H. Hasan ◽  
◽  
Laroma Larumbia ◽  

The Covid-19 emergency period requires the implementation of online learning, which was previously carried out offline. This condition causes engineering physics lectures to experience problems in the practical process. For this reason, the purpose of this research is to make learning media that is feasible and simple and easily accessible (YouTube) in the form of video tutorials on engineering physics practicum. The method used is R&D with ADDIE model consisting of Analysis, Design, Development, Implementation and Evaluate stages. Data collection techniques using Likert scale questionnaires and analyzed using quantitative descriptive techniques. The results showed that the practicum learning this product video tutorials was declared very-suitable (VS) for use by media experts with a percentage of 92.5% and according to material experts, it was stated to be very-feasible (VF) with a percentage of 85%, and the results of user responses were stated to be VF with a percentage of 86.20%. So that online practicum applies this media is very suitable to be implemented as a physic learning media.


2018 ◽  
Vol 8 (1) ◽  
pp. 213
Author(s):  
Yeni Purwati ◽  
Buyung Buyung ◽  
Relawati Relawati

Abstract: This study aims to develop LKS and knowing the quality of the LKS developed in the aspect of validity, practicality, and effectiveness. The development of this LKS done on the material matrix of Class XI MIA SMAN 6 city of Jambi. This type of research is the development of research or Research & Developmet (R&D). This study refers to the ADDIE (Analysis, Design, Development or Production, Implementation or Delivery and Evaluations). Assessment instruments used in this development is LKS by expert validation sheet material, design experts, media experts, the evaluation sheet, pre-test and post test. The quality of LKS onaspects of validity views based on validation by experts that is meets the criteria is very good and very viable with overall average 4.14 as well as the overall percentage of 82.9%. On the practicality of views based on the results of the evaluation of field trials by students that is meet the criteria of good and viable with average 4.00 sera overall percentage of 81%. While on the effectiveness of views based on a calculation t count (th) from the results of pre-test and post-test earned amounting to 23.39 and t table (tt) of 2.02 so th greater than tt. This shows that the hypothesis was accepted and acknowledged there were significant differences between the pre-test and post-test. Calculation based on the development of LKS based PBL was declared effective.Keywords: Student Worksheet (LKS), Matrix, Development, Problem Based Learning (PBL).


2017 ◽  
Vol 1 (2) ◽  
pp. 86
Author(s):  
Galeh Aji Wardoyo ◽  
Syubhan Annur ◽  
Abdul Salam M

Low student learning outcomes of students allegedly did not follow the learning process because the media used is not attractive, so it is necessary to study development aimed at generating media-based teaching with audio-visual multimedia on the subject of pressure. The specific objective of research is to explain: (1) the validity of  teaching media, (2) the practicality of teaching media views of enforceability to the lesson plan, (3) the effectiveness of teaching media. This study refers to the model ADDIE (Analysis Design, Development, Implement, and Evaluate). Data collection techniques such as teaching media validation, observation enforceability of the lesson plan, and achievement test. Data analysis techniques in the form of qualitative and quantitative descriptive. The results showed: (1) the validity of teaching media rated on validation by two validator with excellent category, (2) the practicality of teaching media rated executed very well, (3) the effectiveness of teaching media is considered effective. Be concluded that the teaching media based multimedia developed eligible for use in learning.


2019 ◽  
Vol 4 (1) ◽  
pp. 17-23
Author(s):  
Teguh Arik Yuanto ◽  
Putu Sudira

This study aims to (1) realize the design of the item color selector training kit and (2) determine the feasibility of the item color selector training kit. The research uses the ADDIE Models reference, namely: analysis, design, development, implementation, and evaluation. Data collection techniques used were observation and questionnaires. The testing consists of product validation by experts, testing by teachers, and testing by students. The data analysis technique used is quantitative descriptive. The results consist of: (1) item color selector training kit design consisting of training and jobsheets. The training sections include boxes, conveyors, selectors and microcontroller circuits, the jobsheet consists of three learning activities, namely (1) introduction of PLC and training, sorting and calibration, timers and counters. (2) the feasibility level of content validation is 89.39% (very feasible), from construct validation is 91.20% (very feasible) and from the trials students get results of 79.96% (feasible). Based on this percentage, the learning tools for the color selector training kit of goods are suitable for use in the learning process.


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.


2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mıhcı Türker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.Keywords: Music education, haptic glove, piano education, passive haptic learning.*


2021 ◽  
Vol 3 (1) ◽  
pp. 58-65
Author(s):  
Mustari S. Lamada ◽  
Ruslan Ruslan ◽  
Asmilah Putriani

Ketersediaan dan penggunaan media pembelajaran yang dapat menarik minat belajar siswa masih menjadi kendala di pihak guru sehingga saat ini. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis Game-based Learning (GBL) pada mata pelajaran IPA di SMPN 5 Polongbangkeng Utara, Kabupaten Takalar. Model pengembangan yang digunakan dalam penelitian ini adalah model yang diadaptasi dari model pengembangan ADDIE yang terdiri atas lima langkah, yaitu: Analysis, Design, Development, Implementation, dan Evaluation. Data dikumpulkan melalui teknik observasi, wawancara, dokumentasi dan angket. Uji coba dilakukan melalui tiga tahapan uji coba, yaitu: uji coba perorangan, uji coba kelompok kecil dan uji coba lapangan. Untuk memperoleh data hasil uji coba, digunakan angket yang telah divalidasi. Data hasil angket dianalisis untuk mengetahui kesesuaian produk yang dikembangkan dengan tujuan khusus yang ingin dicapai. Berdasarkan pengujian validitas yang dilakukan oleh ahli materi dan ahli media dinyatakan bahwa media yang dikembangkan mendapat penilaian sangat baik dan dapat digunakan. Selain itu, hasil uji coba pada guru dan siswa mendapat respon sangat baik untuk digunakan dalam pembelajaran pada mata pelajaran IPA. The availability and use of learning media that can attract students’ learning interests is still an obstacle the teachers face until now. This research aims to develop an interactive multimedia with game-based learning (GBL) in the science subject in SMPN 5 State Junior High School of Polongbangkeng Utara, Takalar Regency. The development method used was a method adapted from ADDIE development model that is comprised of five steps, namely: analysis, design, development, implementation, and evaluation. All data were collected from observation, interviews, documentation, and questionnaires. The trial was conducted in three stages of testing: individual tests, small group tests, and field tests. Validated questionnaires were used to acquire the data of the trials’ results. The data from the questionnaires were then analyzed to determine whether the developed product is compatible with the specific objective that wishes to be achieved. Based on the validity test conducted by material experts and media experts, the developed media was deemed excellent and usable. Furthermore, the teachers and students responded very well in the trials when the media was used in the science subject.


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