scholarly journals Pengembangan multimedia pembelajaran interaktif kimia berbasis android menggunakan prinsip mayer pada materi laju reaksi

2018 ◽  
Vol 5 (1) ◽  
pp. 38-47
Author(s):  
Dian Puspita Eka Putri ◽  
Ali Muhtadi

Tujuan penelitian adalah(1) mengetahui karakteristik produk multimedia yang layak untuk materi laju reaksi (2) menguji keefektivan produk dalam meningkatkan capaian hasil belajar kognitif. Penelitian dilakukan di kelas XI IPA 3 SMAN 9 Yogyakarta. Metode penelitian R & D dari model Alessi and Trollip. Subjek uji  coba  adalah 3 ahli media dan 3 ahli materi pada uji alpha, 1 guru kimia dan 5 orang siswa pada uji beta, dan 30 siswa pada uji validasi. Pengumpulan data menggunakan observasi, wawancara, angket, dan tes.  Data dianalisis secara deskriptif kualitatif dan perhitungan statistik. Hasil penelitian: (1) produk sangat layak (2) karakteristiknya dapat memvisualisasikan konsep laju reaksi, tersusun atas beberapa jenis media penggunaan dikontrol siswa, memenuhi perbedaan kecepatan belajar, dan dikemas dalam bentuk aplikasi berbasis android. Oleh karena itu, pembelajaran dengan produk yang dihasilkan dapat dilakukan dimana saja dan kapan saja; (3) produk terbukti efektif dalam meningkatkan capaian hasil belajar kognitif pada materi laju reaksi.Kata kunci: multimedia pembelajaran interaktif, laju reaksi, capaian hasil belajar kognitif DEVELOPING INTERACTIVE MULTIMEDIA LEARNING CHEMISTRY BASED ON ANDROID WITH MAYER’S PRINCIPLES ON RATE REACTION COURSEAbstractThis study aims to: (1) determine the effectiveness of multimedia products interactive learning based on Android using the principles of Mayer viable in the material reaction rate. (2) test the effectiveness product to improve outcomes cognitive achievement of students in the material rate reaction. This research was conducted in SMAN 9 Yogyakarta by using research and development methods (R & D), followed the model Alessi and Trollip. Subject trials of investigational products were the three experts of media and three experts material on the alpha test, one chemistry teacher and 5 students grade XI students in beta test and 30 students of class XI IPA 3 SMAN 9 Yogyakarta on validity test the effectiveness of the product. The collection of data was done through observation, interviews, questionnaires, and tests. Data were analyzed by descriptive qualitative and statistical calculations. The results show: (1) the products considered to be feasible, (2) the product has characteristic can visualize the concept of reaction rate, composed of several types of media, the activity can be controlled by students, can meet the student's pace difference, can be installed on android smartphone can be done learn; (3) the product proved effective in raising the achievement of the cognitive learning.Keywords: multimedia interactive learning, rate reaction, cognitive learning outcomes

2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


2019 ◽  
Vol 4 (7) ◽  
pp. 938
Author(s):  
Ririk Ajeng Alfianti ◽  
Blasius Suprapta ◽  
Endang Sri Andayani

<p class="Abstrak"><strong>Abstract:</strong> This research aims to determine the effect of interactive learning models on student cognitive learning outcomes, determine the effect of social skills on students 'cognitive learning outcomes, and determine the effect of interaction between interactive learning models and social skills on students' cognitive learning outcomes in history learning in high school. This research was a quasi-experimental with factorial design. The research samples were class X IPS 2 as an experimental class and class X IPS 3 as a control at SMAN 1 Gondanglegi. The research instruments were test, questionnaire, and learning implementation observation sheet. Data analysis technique was two-way ANOVA. The results of this research shows that there is is impact on the use of interactive learning models on student cognitive learning outcomes, there is impact of students' social skills on student cognitive learning outcomes, and there is impact of the interaction between interactive learning models and social skills on student cognitive learning outcomes.</p><strong>Abstrak: </strong>Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran interaktif terhadap hasil belajar kognitif siswa, mengetahui pengaruh keterampilan sosial terhadap hasil belajar kognitif siswa, dan mengetahui pengaruh interaksi antara model pembelajaran interaktif dan keterampilan sosial terhadap hasil belajar kognitif siwa dalam pembelajaran sejarah di SMA. Bentuk penelitian ini adalah eksperimen semu dengan desain faktorial. Sampel penelitian adalah kelas X IPS 2 sebagai kelas eksperimen dan kelas X IPS 3 sebagai kelas kontrol di SMAN 1 Gondanglegi. Instrumen yang digunakan adalah tes, angket, dan lembar observasi keterlaksanaan pembelajaran. Teknik analisis data menggunakan anova dua jalur. Hasil penelitian menunjukkan bahwa ada pengaruh penggunaan model pembelajaran interaktif terhadap hasil belajar kognitif siswa, ada pengaruh keterampilan sosial terhadap hasil belajar kognitif siswa dan ada pengaruh interaksi antara model pembelajaran interaktif dan keterampilan sosial terhadap hasil belajar kognitif siswa.


2019 ◽  
Vol 12 (2) ◽  
pp. 52-58 ◽  
Author(s):  
Murni Astuti ◽  
Rahmiati Rahmiati ◽  
Sri Zulfia Novita ◽  
Rahmi Oktarina

Learning Skin Care is one of the compulsory subjects in the Department of Beauty And Cosmetology FPP UNP. The problems encountered in learning Facial Skin Care are students having difficulty in understanding massage tehnic and problematic facial care techniques with technology. This causes student learning outcomes are relatively low. The purpose of this research is to develop interactive multimedia learning media on Facial Skin Care courses that are practical, valid and effective. This research was conducted in the cosmetology and beauty department of FPP UNP. This research uses the Research and Development (R&D) research method. Interactive multimedia validation of Facial Skin Care courses conducted by material validators and media and language display an average of 3.68% with the category "very valid" Whereas the practicality of interactive multimedia seen from the response of lecturers who get an average of 3.60% and students 3.79%. This shows the interactive multimedia Facial Skin Care, including the category "very practical”    


Author(s):  
Eriawati Eriawati

Penelitian ini berjudul aplikasi keterampilan metakognitif dalam pembelajaran ekosistem di MAN Rukoh, pada hakekatnya penelitian ini tentang keterampilan metakognitif pada siswa di MAN Rukoh, yang bertujuan untuk mengetahui pengaruh keterampilan metakognitif terhadap hasil belajar kognitif siswa kelas X MAN Rukoh serta untuk mengetahui hubungan antara keterampilan metakognitif dengan hasil belajar kognitif siswa kelas X MAN Rukoh. Metode yang digunakan adalah pra-eksperimental dengan jumlah sampel 23 orang siswa. Rata-rata hasil belajar siswa setelah Proses Belajar Mengajar (PBM) 71, rata-rata keterampilan metakognitif siswa adalah 27. Analisis data yang digunakan untuk mengetahui hubungan keterampilan metakognitif dengan hasil belajar adalah uji korelasi product moment pada taraf signifikan 0,05. Korelasi antara keterampilan metakognitif dan hasil belajar kognitif diperoleh rhitung = 0.669, sedangkan rtabel = 0,413, dimana r hitung lebih besar dari pada r tabel yang berarti Ha diterima sedangkan Ho ditolah. Hubungan antara keterampilan metakognitif dengan hasil belajar diperoleh 0,669 yang berarti memiliki hubungan yang cukup diantara kedua variabel tersebut. Kesimpulan dari penelitian ini adalah Keterampilan metakognitif mempengaruhi hasil belajar kognitif siswa kelas X-4 MAN Rukoh, dan ada hubungan positif antara keterampilan metakognitif dengan hasil belajar. Kata Kunci: Aplikasi, Keterampilan Metakognitif dan Pembelajaran Ekosistem The study is entitled the application of metacognitive skills in learning ecosystem in MAN Rukoh. This research has two aims, namelty to determine the effect of metacognitive skills on cognitive learning outcomes of students Class X MAN Rukoh and to investigate the relationship between metacognitive skills and cognitive learning outcomes of students Class X MAN Rukoh. The method used is pre-experimenta. The samples were 23 students. The average of students’ learning outcomes after Teaching and Learning (PBM) was 71, the average of students metacognitive skills was 27. The product moment correlation was used to analyze the data of the relationship of metacognitive skills to learning outcomes at the significance level of 0.05. The correlation between metacognitive skills and cognitive learning outcomes obtained rcounting = 0.669, while rtable = 0.413, where r-count is higher than the r-table meaning while Ha was accepted and Ho was rejected. The relationship between metacognitive skills to the learning outcomes obtained 0.669 which means having a sufficient relationship between the two variables. The conclusion of this study is the metacognitive skills affect cognitive achievement grade 4 X-MAN Rukoh, and there is a positive relationship between metacognitive skills to learning outcomes. Keywords: Application, Metacognitive Skills and Learning Ecosystems


heritage ◽  
2020 ◽  
Vol 1 (2) ◽  
pp. 199-218
Author(s):  
Ina Mahmuda ◽  
Anindya Fajarini

Abstract                This research aims to produce a student worksheet social studies guided inquiry-based in class VIII of SMP Negeri 1 Jember. The research method used is research and development (R&D). This research adopted a 4-D development model with three stages namely; define, design, and development. The sample of this research is class VIII-A and class VIII-B. The research subjects consisted of four experts namely; material experts, design experts, linguists, and social studies teachers. Data collection techniques using a questionnaire. Data were analyzed using descriptive analysis techniques. The results of the validation from the expert team are; 1) material experts with a percentage score of 80%; 2) design experts with a percentage score of 82.67%; 3) linguists with a percentage score of 85.3%; 4) Social studies teacher with a percentage score of 82%. Limited test results obtained by students' responses with a percentage of 91%. The results of the field test obtained student responses with a percentage of 83.16%. Based on the validity criteria and student response criteria the effectiveness of the student worksheet social studies guided inquiry-based is valid and suitable to use without revision. The cognitive learning outcomes of 28 students of class VIII-A have completely reached the KKM value, with a percentage of 87.5%. Whereas 4 students of class VIII-A failed to achieve the KKM value, with a percentage of 12.5%. The cognitive learning outcomes of five VIII-B students completely reached the KKM value, with a percentage of 83.3%. While one VIII-B student failed to achieve the KKM value, with a percentage of 16.7%. Based on the classical completeness criteria class VIII A and B have completely reached the KKM value. So, it can be concluded that student worksheet social studies guided inquiry-based is suitable and effectively for used social studies learning at SMP Negeri 1 Jember. Abstrak Penelitian ini betujuan untuk menghasilkan lembar kerja siswa (LKS) ilmu pengetahuan sosial berbasis inkuiri terbimbing pada kelas VIII SMP Negeri 1 Jember. Metode penelitian yang digunakan yaitu Research and Development (R&D). Penelitian ini mengadopsi model pengembangan 4-D dengan tiga tahapan yaitu; define, design, dan development. Sampel dari penelitian ini yaitu kelas VIII A dan kelas VIII B. Subyek penelitian terdiri dari empat ahli, yakni ahli materi, ahli desain, ahli bahasa, dan guru IPS. Teknik pengumpulan data menggunakan angket. Data dianalisis menggunakan teknik analisis deskriptif. Hasil validasi dari tim ahli yaitu; 1) ahli materi dengan prosentase skor 80%; 2) ahli desain dengan prosentase skor 82.67%; 3) ahli bahasa dengan prosentase skor 85,3%; 4) guru IPS dengan prosentase skor 82%. Hasil uji terbatas diperoleh respon siswa dengan prosentase 91%. Hasil uji lapangan diperoleh respon siswa dengan prosentase 83,16%. Berdasarkan kriteria kevalidan dan kriteria respon siswa keefektifan LKS IPS berbasis inkuiri terbimbing dinyatakan valid dan layak digunakan tanpa revisi. Hasil belajar kognitif 28 siswa kelas VIII A tuntas mencapai nilai KKM, dengan prosentase 87,5 %. Sedangkan 4 siswa kelas VIII A gagal mencapai nilai KKM, dengan prosentase 12,5%. Hasil belajar kognitif 5 siswa kelas VIII B tuntas mencapai nilai KKM, dengan prosentase 83,3%. Sedangkan 1 siswa kelas VIII B gagal mencapai nilai KKM, dengan prosentase 16,7%. Berdasarkan kriteria ketuntasan klasikal kelas VIII A dan B telah tuntas mencapai nilai KKM. Jadi, dapat disimpulkan bahwa LKS IPS berbasis inkuiri terbimbing layak dan efektif digunakan untuk pembelajaran IPS SMP Negeri 1 Jember.   Kata Kunci: Lembar Kerja Siswa, Ilmu Pengetahuan Sosial, dan Inkuiri Terbimbing


2018 ◽  
Vol 7 (3) ◽  
pp. 312-319
Author(s):  
Nur Afniyati ◽  
Ari Yuniastuti ◽  
Niken Subekti

Observation was done to biology teachers and students in MAN 2 Semarang, so that students have not experienced difficulty of learning the Animalia material. The less of media and facilities make students' motivation low, so it impacts on learning outcomes. The classical completeness average of daily tests on the material value of invertebrates is less than 60% with a minimum completeness criteria (KKM) is 75. The model can be used in providing an understanding of Animalia matter is learning Quantum Learning. The Quantum Learning is learning to use a syntax TANDUR (Tandur/Grow, Alami/Natural, Namai/ Name, Demonstrasikan/Demonstrate,  Ulangi/Repeat, Rayakan/Celebrate). The research was conducted in MAN 2 Semarang with the research method used Pre-Eperimental, One Shot Case Study. The research design used in this research is quantitative  1q. The research steps include making proposals and instruments, testing trial and feasibility, instrument validation, application of learning method and end data processing. The results are cognitive and psychomotor learning outcomes. The cognitive learning outcomes showed the classical completeness of experimental class 95% and 90%, the average value of class X IPA 1 85 and 80. Psychomotor learning outcomes showed the experimental class average 82 and 81 with good criteria. Based on the data obtained indicates that the method applied is effective to maximize the learning outcomes. The learning outcome is effective when classical learning completeness reached ≥75% of the total and ≥75% for psychomotor aspect. Therefore, according to the results of this study, it can be concluded that the application of Quantum Learning- assisted Interactive Multimedia learning model towards student’s learning outcomes in Animalia material on SMA / MA and teachers give a positive response to the applied learning. Further, it can be imlied that Quantum Learning-assisted interactive multimedia learning model effect on student learning outcomes.


Author(s):  
Lia Andryani ◽  
Abdul Hamid K ◽  
R Mursid

Abstrak: Tujuan penelitian ini untuk: (1) mengembangkan media pembelajaran multimedia interaktif berbasis CTL pada mata pelajaran Sejarah layak digunakan; dan (2) mengetahui keefektifan media pembelajaran multimedia interaktif berbasis CTL yang dapat meningkatkan hasil belajar sejarah. Penelitian ini dilakukan di SMA PAB 8 Saentis. Metode penelitian adalah model pengembangan Bord dan Gall dengan desain pembelajaran Model Dick dan Carey. Subjek penelitian terdiri dari 40 siswa kelas X. Untuk pengembangan produk menggunakan 2 orang ahli desain pembelajaran, 2 orang ahli materi, 2 orang ahli perangkat lunak, 3 orang siswa uji coba satu-satu, dan 9 orang siswa kelas kelompok kecil. Hasil penelitian diperoleh terdapat perbedaan yang signifikan dan berarti antara hasil belajar sejarah siswa yang diajarkan dengan menggunakan multimedia pembelajaran interaktif dengan rata-rata hasil belajar sejarah siswa yang diajarkan dengan menggunakan media pembelajaran. Keefektifan multimedia pembelajaran interaktif lebih tinggi dari pembelajaran dengan media pembelajaran powerpoint. Kata Kunci: multimedia interaktif, Sejarah, Berbasis Contextual Teaching Learning Abstract: The purpose of this study is to: (1) develop CTL-based interactive multimedia learning media on History subjects worthy of use; and (2) knowing the effectiveness of CTL-based interactive multimedia learning media that can improve the results of historical learning. This research was conducted in SMA PAB 8 Saentis. The research method is the development model of Bord and Gall with the learning design of the Dick and Carey Models. The research subjects consisted of 40 class X students. For product development using 2 learning design experts, 2 material experts, 2 software experts, 3 one-on-one students, and 9 small group students. The results showed that there were significant and meaningful differences between the historical learning outcomes of students who were taught using interactive learning multimedia with the average results of students' historical learning taught using learning media. The effectiveness of multimedia interactive learning is higher than learning with powerpoint learning media. Keywords: interactive multimedia, history, based on contextual teaching


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