scholarly journals Pengembangan media pembelajaran Prezi dengan model ADDIE simulasi dan komunikasi digital

2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Ida Fitriyah ◽  
Iskandar Wiyokusumo ◽  
Ibut Priono Leksono

Penelitian ini bertujuan menghasilkan sebuah media pembelajaran berbasis prezi yang layak, mudah dalam penggunaan, kejelasan pesan, dan kemenarikan media. Penelitian ini merupakan penelitian pengembangan yang menggunakan model ADDIE, yang terdiri dari: 1.) Analisys; 2.) Design; 3.) Development; 4.) Implementation; dan 5.) Evaluation. Media pembelajaran yang dikembangkan dalam penelitian ini adalah suatu alat presentasi digital berbasis prezi pada mata pelajaran Simulasi dan Komunikasi Digital kelas X di SMK Muhammadiyah 2 Taman Sidoarjo. Validasi dilakukan oleh ahli isi/materi, ahli Media, Ahli desain, teman sejawat dan kelompok siswa. seluruh data yang diperoleh dianalisis menggunakan instrument yang diberikan. Hasil analisis menunjukkan bahwa media pembelajaran menggunakan software prezi “layak” untuk digunakan sebagai media pembelajaran di SMK Muhammadiyah 2 Taman Sidoarjo pada mata pelajaran Simulasi dan Komunikasi Digtal. Berdasarkan validasi : 1.) Ahli isi/materi pembelajaran mendapatkan presentase rata-rata sebesar 86,6 %; 2.) Ahli media pembelajaran memperoleh prosentase 81,4 %; 3.) Ahli desain pembelajaran memperoleh prosesntase rata rata sebesar 85 %; 4.) Teman sejawat memperoleh rata rata sebesar 83,5 %; dan 5.) Uji coba untuk memberi respon terhadap produk yang dilakukan siswa sebanyak 5 siswa memperoleh presentase sebesar 76,25 %, serta dilanjutkan pada uji coba kelompok terbatas sebanyak 15 siswa memperoleh prosentase sebesar 79,3 %, dan uji coba kelompok besar yang dilakukan sebanyak 30 siswa memperoleh prosentase sebesar 85,6 %.Development of Prezi learning media-based with ADDIE model in simulation and communications lessonsAbstractThis study aims to produce proper Prezi-based learning media, easy-to-use message clarity, and media attractiveness. This research is development research that uses the ADDIE model, which consists of 1.) Analysis; 2.) Design; 3.) Development; 4.) Implementation; and 5.) Evaluation. The learning media developed in this research is a digital presentation tool based on Prezi in the class X Simulation and Digital Communication subjects at SMK Muhammadiyah 2 Taman Sidoarjo. Validation was carried out by content/material experts, media experts, design experts, colleagues, and student groups. All data obtained were analyzed using the given instrument. The analysis results show that the learning media using Prezi software is "appropriate" to be used as a learning medium at SMK Muhammadiyah 2 Taman Sidoarjo in the subjects of Digital Simulation and Communication. Based on the validation: 1.) Content/learning material experts get an average percentage of 86.6%; 2.) Learning media experts get a percentage of 81.4%; 3.) Learning design experts get an average percentage of 85%; 4.) Peers get an average of 83.5%; and 5.) Trials to respond to products made by students as many as five students get a percentage of 76.25%, and continued in a limited group trial as many as 15 students get a percentage of 79.3%, and large group trials conducted by 30 students obtained a percentage of 85.6%.

2020 ◽  
Vol 7 (2) ◽  
pp. 48
Author(s):  
I Putu Gde Caesar Renddy Wicaksana ◽  
Anak Agung Gede Agung ◽  
I Nyoman Jampel

Permasalahan yang terjadi di kelas V SD Negeri 5 Kampung baru adalah kurangnya minat belajar siswa pada materi Persiapan Kemerdekaan Indonesia dengan rata-rata hasil pretest minat belajar siswa 26,17 dari nilai maksimal yaitu 70. Penelitian ini bertujuan untuk (1) Untuk mendeskripsipkan rancang bangun pengembangan media e-komik, (2) Untuk mendeskripsikan hasil validasi pengembangan media e-komik, (3) Untuk mengetahui efektifitas media e-komik dengan model ADDIE untuk meningkatkan minat belajar siswa tentang perjuangan persiapan kemerdekaan indonesia di kelas V SD Negeri 5 Kampung Baru. Analisis data menggunakan analisis deskriptif kualitatif, kuantitatif dan statistik inferensial / induktif uji-t dan model pengembangan yang digunakan adalah model ADDIE. Validitas media telah diuji coba kepada ahli desain pembelajaran, media pembelajaran, uji coba perorangan, kelompok kecil dan uji coba lapangan Untuk hasil validitas pengembangan media e-komik untuk ahli desain pembelajaran, ahli media pembelajaran, uji coba perorangan, uji coba kelompok kecil dan uji coba lapangan secara berurutan yaitu 95,83%, 92,75%, 95%, 93,05%, dan 91,30%. Hasil uji efektivitas yang dianalisis dengan teknik statistik inferensial (uji-t) mendapatkan hasil rata-rata pretest (26,17) < hasil rata-rata posttest (63,96). Setelah dilakukan perhitungan secara manual dengan menggunakan uji-t didapatkan hasil yang menunjukkan thitung (51,49) > dari ttabel (2,45) sehingga H0 ditolak dan H1 diterima artinya Terdapat efektivitas dalam pemanfaatan E-komik Model ADDIE Tentang Persiapan Kemerdekaan Indonesia pada materi Persiapan Kemerdekaan Indonesia kelas V di SD Negeri 5 Kampung Baru tahun ajaran 2018/2019.Kata-kata kunci: pengembangan, e-komik, minat belajar  The aim of this result is about the problem in V class at SD Negeri 5 Kampung Baru is the lack of interest in learning of preparation for Indonesian independence with the result in pretest with average 26,17 from the maximal is 70. The aim of this result is (1) to describe the development of e-comic design, (2) to describe the validation result about the development of media e-comic design, (3) to know about the effectiveness of media e-comic with ADDIE model to increase the lack of learning about fighter of freedom in Indonesian in V class SD Negeri 5 Kampung baru. The analysis data using descriptive quantitative, qualitative and statistic inferensial/ inductive t-test and the development design using ADDIE design. The validation media already trying for the expert of the learning design, learning design, individual trials, small group and field trials for the validity result of the development of the e-comic design for the expert learning design, the expert learning design, individual trials, small group trial and field trials with the sequence is 95,83%, 92,75%, 95%, 93,05% and 91,30%. The result of the effectivity with the analysis in statistic technique inferential (ttest) is (26,17)< the average posttest result (63,96). After manual counting with t-test the result is (51,49)>from ttable (2,45) so that HO rejected and H1 accepted means there is activities in utilization E-comic models ADDIE about the preparation indonesian independent V class at SD Negeri 5 Kampung baru 2018/2019Keywords: development, e-comic, interest to learn


Author(s):  
Rini Sartika Nasution ◽  
Mutsyuhito Solin ◽  
Malan Lubis

This research and development based on the phenomenon that there are still many students who have difficulty in writing short stories and the importance of educators innovating in the use of learning models in an effort to improve the achievement of learning objectives. This study aims to (1) Describe the process of developing synectic models in short story writing students in class XI students of UISU Senior High School Medan (2) Describe the feasibility of developing synectic models in learning to write short stories in class XI students of SMA UISU Medan (3) in learning to write short stories at XI grade students of UISU Medan High School. This type of research is development research based on the development model 4-D of Thiagarajan. The trial subjects consisted of material experts, design experts, Indonesian language educators, and XI grade students of UISU Medan High School. Validation results show an average percentage of 92.12% for learning material and an average percentage of 95.13 % for learning design with excellent advice. The effectiveness of the product is obtained from a learning motivation questionnaire in a limited trial and is supported. Limited trials show an average percentage of 93.45% with very good criteria and approval trials of 95.12% with very good criteria. The data is also supported by the observations of students also increasing the pretest value from 64.83 to the posttest with an average value of 80.47. This proves that the synectic model developed for learning to write short stories is feasible to use and can improve students' ability to write short stories.


2021 ◽  
Vol 4 (1) ◽  
pp. 127
Author(s):  
Ida Bagus Kade Raka Adnyana

This research is motivated by the problems that exist in the field regarding the difficulties of teachers in finding learning media that can be used in online learning. The purpose of this study was to produce a learning video with the nuances of Problem Based Learning for social studies content for grade IV elementary schools. This research is development research with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). Data collection methods used in this study were interviews, document recording, and questionnaires. In this study, the learning video design test was carried out by several experts and students which included (1) learning material experts, (2) learning design experts, (3) learning media experts, too (4) individual trials. The analysis used is descriptive quantitative and qualitative data analysis. The results showed that the validity by experts, the percentage level of feasibility of learning videos based on material experts was 93.75% with very good qualifications. The percentage level of feasibility according to learning design experts is 90.38%. The percentage rate of eligibility according to media experts is 90.62%. The percentage level of eligibility for learning videos according to individual trials is 92.42% with very good qualifications. Based on the results of the study, it can be concluded that the learning video with the nuances of Problem Based Learning is feasible to be used in the learning process on the content of social studies class IV elementary school.


Author(s):  
Fifit Sahputra ◽  
Restu Restu ◽  
Mursid Mursid

This study aims to develop contextual-based interactive multimedia of Tema Daerah Tempat Tinggalku. This research is conducted at SDN 054919 Kacangan, Secanggang District, Langkat Regency. The population in this study are 4th  grade students consisting of 30 students. The instruments which is used in this study are social studies learning outcomes tests and student response questionnaires. The data are collected and analyzed by quantitative descriptive analysis techniques. The method of this research is the development of Borg & Gall research combined with the learning development model of Dick & Carey. The trial subjects consists of learning material experts, learning design experts, two instructional media design experts, three students for individual trials, six students for small group trials and thirty students for large group trials. The results of the study show (1) The results of the trial of subject matter experts in the assessment of the content and feasibility of presentation are in very good criteria (88.09%); (2) The results of the learning design expert's test are in very good criteria (85.42%); (3) The results of the expert design study media I test are in sufficient criteria (73.21%) while the expert design test results of learning media II are on the sufficient criteria (83.92%); (4) The results of individual trials are in very good criteria (81.67%); (5) The results of the small group trial are in very good criteria (90.42%); (6) The results of a large group trial are in the criteria of good (73.2%).


2016 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Linda Rahmawulan ◽  
Muhali Muhali ◽  
Suryati Suryati

Acid-base material and the salt is a chemical material first in the junior and considered difficult by students. In addition, students are less able to associate the material with any problems or phenomena in everyday life. The solution of this problem is to develop a learning device-oriented models based Active Inquiry (ABI). This study aimed to develop a learning device in the form of student activity sheet (LKS) oriented learning model based Active Inquiry (ABI) to improve scientific literacy in acid material bases and salts. This research was the development of the ADDIE model design consisting of five phases: (1) Analyze phase, (2) the define phase, (3) develop phase, (4) the stage of implementation, and (5) evaluation stage. Results of development validator validated by three experts, one validator practitioners, and using the instrument validation of a questionnaire, as well as small group trial to 10 students of class VIII SMPN 4 BatukliangNorth. Quantitative data validation results were analyzed by percentage formula. Qualitative data in the form of comments and suggestions for improvement of the validator was used as consideration to revise the learning device developed. Based on a questionnaire validated by expert appraisal to the learning device development results obtained by the average percentage of expert lecturers, teachers, practitioners, and testing a limited group * 83%, 94,28% and 96.46%. Test the effectiveness of products to increase scientific literacy using the formula N-gain obtained an average of 0.5 where improvement is average. Based on the results obtained, the learning device developed very decent tested in larger groups, and these devices can improve the scientific literacy of students.


2020 ◽  
Vol 3 (2) ◽  
pp. 83
Author(s):  
Hendra Nelva Saputra ◽  
Salim Salim

This teaching material development offers a solution to facilitate the students ' critical thinking skills through chemical learning. The purpose of this research is to produce decent teaching materials to facilitate students' critical thinking skills. This type of research is development research using Dick, Carey, and Carey's development models. Research instruments use poll responses from learning media experts, learning design, and learning materials. The resulting development product is a teaching book. Based on the results of data analysis obtained from the responses of learning media experts, learning design experts, and learning materials experts demonstrate that the teaching materials are developed worthy to be used in the process of learning chemistry with the access The average percentage score amounted to 89.33% of the learning media experts, 83.33% of the learning design experts, and 93.33% of the learning material experts. This chemical teaching materials development product is also feasible to facilitate students ' critical thinking skills in the learning process. The results of the assessment of all test subjects against the critical Thinking skills indicator show an average percentage of 95% of the learning media experts, 80% of the learning design experts, and 100% of the learning material experts. 


2020 ◽  
Author(s):  
haryati gustia syafly ◽  
Hade Afriansyah

the article discusses about crriculum administration both in terms of meaning, proess and the role of the teacher andregulations that discuss the content learning material, and ways that can be used as guedilines in implementing the learning process


2021 ◽  
Vol 1 (8) ◽  
pp. 735-745
Author(s):  
Nazilatul Muharrami Nasifa ◽  
Ro’ufah Inayati

Abstract Being in the industrial era 4.0, teachers as educators are required to understand technology more than their students. Teachers need to understand students' needs for technological developments so that classroom learning runs well. The development of learning media is one of the alternative solutions that can be used by teachers to meet the needs of students for technological developments. The purpose of research and development is to produce learning media products based on android applications from Microsoft PowerPoint on material for economic growth and development for class XI. This research and development uses the ADDIE model. The results of the research and development were obtained from the results of the feasibility test through filling out validation questionnaires with validators of material experts (lecturers), media experts (lecturers), learning practitioners (economics teachers), and test results with users (students) through small group trials and large group trial. The average result of the validation and testing as a whole obtained a score of 92.177 percent so that this research and development product is very valid and very feasible to be used as a learning medium. Abstrak Berada pada era industri 4.0 guru sebagai pendidik diharuskan untuk memahami teknologi lebih dari siswanya. Guru perlu memahami kebutuhan siswa atas perkembangan teknologi agar pembelajaran di kelas berjalan dengan baik. Pengembangan media pembelajaran menjadi salah satu solusi alternatif yang bisa digunakan oleh guru untuk memenuhi kebutuhan siswa atas perkembangan teknologi. Tujuan dari penelitian dan pengembangan adalah untuk menghasilkan produk media pembelajaran berbasis aplikasi android dari Microsoft PowerPoint pada materi pertumbuhan dan pembangunan ekonomi kelas XI. Penelitian dan pengembangan ini menggunakan model ADDIE. Hasil dari penelitian dan pengembangan diperoleh dari hasil uji kelayakan melalui pengisian kuisioner validasi bersama validator ahli materi (dosen), ahli media (dosen), praktisi pembelajaran (guru ekonomi), dan hasil uji coba bersama pengguna (siswa) melalui uji coba kelompok kecil dan uji coba kelompok besar. Rata-rata asil validasi dan uji coba secara keseluruhan memperoleh skor sebesar 92,177 persen sehingga produk penelitian dan pengembangan ini sangat valid dan sangat layak untuk digunakan sebagai media pembelajaran.


Author(s):  
Muhammad Luqman Zulfikar ◽  
Dian Budiana

The study was backed by by the lack of participation of students in studying physical education learning learning material with football. As for the purpose of this research is to look at the influence of the application of the cooperative learning model type Teams Games Tournament (TGT) can increase the participation of the students of class 5 in one of the existing primary school in Bandung. In this study researchers use research methods class action (PTK). Data retrieval is performed using the observation sheet. As for the participants in this study is a grade in one of the existing primary school in Bandung. Research results on the stage of pre observation shows the average percentage of 50.82%, on a cycle I actions I shows the average percentage of 60.94%, on a cycle I Act II the average percentage of 66.02%, cycle II action I show the average 70.97% percentage, cycle II Act II there is a significant increase and has already reached the KKM (the criteria of maximum conditions) against the participation of students with average percentage of 83.06%. The conclusion from this study is that the application of the cooperative learning model type Teams Games Tournament (TGT) in the subjects of physical education can improve learning participation grade 5 in one of the existing primary school in the city Bandung. AbstrakPenelitian ini dilatarbelakangi oleh kurangnya partsipasi belajar siswa kelas 5 pada materi pembelajaran sepakbola. Adapun tujuan dari penelitian ini yaitu untuk melihat pengaruh penerapan model pembelajaran kooperatif tipe Teams Games Tournament (TGT) dapat meningkatkan partisipasi belajar siswa kelas 5 di salah satu sekolah dasar yang ada di Kota Bandung. Dalam penelitian ini peneliti menggunakan metode Penelitian Tindakan Kelas (PTK). Pengambilan data dilakukan dengan menggunakan lembar observasi. Adapun partisipan dalam  penelitian ini adalah siswa kelas 5 di salah satu sekolah dasar yang ada di Kota Bandung. Hasil penelitian pada tahap pra observasi menunjukkan rata-rata persentase 50,82%, pada siklus I tindakan I menunjukan rata-rata persentase  60,94%, pada siklus I tindakan II rata-rata persentase 66,02%, pada siklus II tindakan I menunjukan rata-rata persentase 70,97%, pada siklus II tindakan II terdapat peningkatan yang signifikan dan sudah mencapai KKM (kriteria ketentuan maksimal) terhadap partisipasi belajar siswa dengan rata-rata persentase 83,06%. Penerapan model pembelajaran kooperatif tipe Teams Games Tournament (TGT) pada mata pelajaran pendidikan jasmani dapat meningkatkan partisipasi belajar siswa kelas 5 di salah satu sekolah dasar yang ada di Kota Bandung.


2021 ◽  
Vol 5 (1) ◽  
pp. 1-25
Author(s):  
Alby Aruna ◽  
Nadiya Faydinda Putri Ishlah ◽  
Laila Inayah ◽  
Abdul Rahman Prasetyo

The process of digitizing historical learning in Indonesia in times of emergency, the learning media used today is predominantly  conventional. With regard to conventional learning media, the contribution of digitalization of learning media to provide direction for modernization of historical  learning  media in solving the lack of exploration, elaboration, critical thinking skills, the flow of  historicallearning concepts, and the lack of  touch to local wisdom  is needed. Using ADDIE Model,  the design of the educational game of Panji Asmorobangun in the story of puppets beber Pacita nfocus is implemented in Vocational HighSchool  (SMK) State 1 Pacitan   gained 87.5% in the validation of media experts, 91.1% in validation of material experts. With regards to  expert validation, this media also  scored    87.22% in a group trial of 50 students  andsaid it is very feasible to implementunder the name of superpanji media branding. The historical learning media  of Panji Asmorobangun figures in puppet stories beber Pacitan Regency  supports the game flow process with (High Order Thinking Skils) HOTS  through  the 5M tifical  design approach(enjoy,menanya, collect information, socialize,  and   communicate).


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