scholarly journals Pengembangan media video berbasis discovery learning untuk siswa sekolah dasar

2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Farihah Inayatul Ulya ◽  
Sumarno Sumarno ◽  
Arfilia Wijayanti

Penelitian ini bertujuan untuk mengetahui kevalidan, kepraktisan, dan keefektifan media video berbasis model discovery learning. Metode dalam penelitian ini adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Subjek dalam penelitian ini terdiri dari 3 ahli media, 3 ahli materi, guru dan 24 siswa kelas 3 SD Negeri Mojoagung 01 Pati tahun pelajaran 2020/2021. Metode pengumpulan data terdiri dari observasi, wawancara, dokumentasi, kuesioner, posttest, dan kinerja dengan teknik analisis data kualitatif dan kuantitatif. Hasil review ahli media menunjukkan hasil persentase sebesar 92% (sangat baik), ahli materi 95% (sangat baik), kuesioner guru 97% (sangat baik), kuesioner siswa 99% (sangat baik), posttest berupa soal uraian ( 3 muatan pembelajaran yaitu 3 soal bahasa indonesis, 4 soal matematika, 3 soal SBdP), dan kinerja dari 24 siswa 100% siswa mencapai nilai diatas KKM ≥ 65. Berdasarkan hasil analisis, media video berbasis model discovery learning valid, praktis, dan efektif digunakan pada tema 6 energi dan perubahannya subtema 1 sumber energi pembelajaran 3.Discovery learning-based video media development for elementary school studentsAbstractThis study aims to know video media's validity, practicality, and effectiveness based on discovery learning models. This research applies the research and development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects in this study consisted of 3 media experts, three material experts, teachers, and 24 3rd grade students of Elementary School 01 Pati. The data collection methods were observation, interviews, documentation, questionnaire, post-test, and performance with qualitative and quantitative data analysis techniques. The results of the media expert review show the percentage results of (92%), material expert (95%), teacher questionnaire (97%), student questionnaire (99%), post-test in the form of description questions (3 learning contents, namely 3 Indonesian language questions, four maths questions, 3 SBdP questions), and performance of 24 students (100%) students achieve scores above the KKM 65. Based on the analysis results, the video media based on the discovery learning model is valid, practical, and effectively used on theme six energy. The changes are sub-theme 1 learning energy source 3.

Author(s):  
Wahyu Dinil Mustaqim ◽  
Arda Purnama Putra ◽  
Tri Murti

This research and development aim to develop bilingual pop-up book media on Javanese puppet stories that valid according to the material experts, media experts, and teachers, as well as practical students. The research uses an ADDIE model with 5 stages, that is analysis, design, development, implementation, and evaluation. The results of validation by the material expert, media expert, and by the user (teacher) sequentially get a percentage of 96.4; 100; and 95.4 percent. While the result of the practicality test on the small scale test and the large scale test got a percentage of  93.3 and 97.5 percent. Media is categorized as very valid and very practical and can be used for elementary school students.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2019 ◽  
Vol 4 (2) ◽  
pp. 133-142
Author(s):  
Maimunah ◽  
Nur Izzati ◽  
Alona Dwinata

The lack of use of teaching materials that are able to construct learners to understand mathematics learning in schools causes the achievement of students' mathematical skills are still in the low category. This study aims to develop a valid, practical and effective LKPD based on RME with maritime context. This research is a type of Research and Development (R&D) research with a limited ADDIE development model, they are Analysis, Design, Development (ADD) stage. Data in the study were collected by the test and questionnaire methods. The research instruments used were expert validation sheets, student questionnaire response sheets, and test sheets. Data were analyzed with descriptive analysis to measure the validity of LKPD, Rasch modeling to measure the practicality of LKPD, and compare individual and classical minimum completeness criteria from students' post-test results to measure the effectiveness of LKPD. The results showed that LKPD based on RME fulfilled valid criteria with the dominance of the assessment in the good category, practical criteria with the dominant response of students in the practical category, and effective with a percentage of completeness of 87%.


2020 ◽  
Vol 2 (3) ◽  
pp. 155-122
Author(s):  
Yoshiya Hazumi

The aimed of this study was to develop learning media called pop-up book of petroleum. The method was research and development (Research and Development) with the ADDIE model of which consisted of 5 steps: Analysis, Design, Development, Implementation and Evaluation. The data were collected using questionnaire for media validation. The results showed that pop-up book was found to be 92.67% valid (very decent), meant that the developed pop-up book could be study in terms of its effectiveness in learning


2018 ◽  
Vol 2 (2) ◽  
pp. 163
Author(s):  
Athi’ Hidayati ◽  
Mahfudiyanto Mahfudiyanto

<p><em>This study aims to: developing Islamic monopoly </em><em>contract </em><em>learning media in muamalah fiqh courses. This study uses a research and development model with a procedure that is simplified into three stages according to the ADDIE model (Analysis, Design, Development or Production, Implementation, Delivery and Evaluation).</em><em></em></p><p><em>Design (conversion of the functions of the general monopoly component to the Islamic monopoly contract and designing media designs before being made using Corel Draw X5), Development or Production (based on the design that has been made on paper, the researcher made a monopoly Islamic contract (monasy) learning media with Corel Draw X5 and validated the material test, media test</em><em>)</em><em>. </em><em>Effektivitas</em><em> of monopoly Islamic contract (monasy) learning media according to material experts and media experts is "feasible" to be used as</em> <em>Islamic financial literacy learning media</em><em>.</em></p>


2020 ◽  
Vol 21 (1) ◽  
pp. 51
Author(s):  
Haryani Haryani ◽  
Muh. Yunus ◽  
Muhammad Anwar

ABSTRAK Penelitian ini adalah penelitian research and development (R&D) yang bertujuan untuk memperoleh media pembelajaran macromedia flash berbasis discovery learning pada materi larutan penyangga dan yang valid, praktis dan efektif. Tahapan pengembangan mengacu pada model ADDIE meliputi tahapan analysis, design, develop, implementation, dan evaluation. Pengambilan data dilakukan dengan menggunakan lembar validasi, angket, postest dan dokumentasi yang selanjutnya dianalisis dengan metode deskriptif kuantitatif. Hasil validasi produk pengembangan media pembelajaran macromedia flash berbasis discovery learning dari ahli materi dan ahli media masing-masing termasuk kategori valid dan sangat valid. Kepraktisan media pembelajaran ditinjau dari angket tanggapan peserta didik, angket tanggapan guru dan lembar observasi keterlaksanaan perangkat masing-masing termasuk kategori sangat tinggi, tinggi dan sangat tinggi. Keefektifan media pembelajaran ditinjau dari motivasi belajar peserta didik termasuk kategori tinggi dan perbandingan persentase ketuntasan hasil post-test kelas uji coba dengan kelas pembanding berturut-turut yaitu 62,5% dan 59,3%. Berdasarkan hasil analisis data dapat disimpulkan bahwa media pembelajaran yang diperoleh valid, praktis dan efektif untuk diterapkan dalam pembelajaran kimia pada materi larutan penyangga. Kata Kunci: Macromedia flash, model pembelajaran discovery learning ABSTRACT This research is a research and development (R & D) that aimed to product learning media macromedia flash based discovery learning on buffer solution subject matter and determine the valid, practic and effective. The development stages refers to ADDIE models, namely analysis, design, develop, implementation, and evaluation. Data collection was done with using validation sheet, questionnaire, post-test and documentation which are analyzed with quantitative descriptive analysis method. The validation result of development learning media products macromedia flash based discovery learning for its learning content standards, learning, language, software engineering and visual display and audio respectively obtained 3,9; 3,6; 5; 4,1dan 4.6. Practicality of learning media in terms of student responses questionnaire, teacher responses and observation sheet of device implementation respectively obtained 82.21%, 78.5% and 89.55. The effectiveness of learning media in terms of the student motivation got percentage 70.49% and a comparison of the percentage of completeness posttest results of trials with control class, respectively obtained 62.5% and 59.3%. Finally, it can be concluded that the learning macromedia flash based discovery learning is valid, practical and effective be applied in learning chemistry on buffer solution subject matter. Keywords: Learning media, macromedia flash, discovery learning model


2018 ◽  
Vol 4 (1) ◽  
pp. 75-82
Author(s):  
Ika Maryani ◽  
Luluk Amalia

This study aims to: (1) understand the steps of science comic development for grade V elementary school students, (2) understand the feasibility of comic science from learning aspect, materials aspect, and instructional media aspect, (3) understand the effectiveness of science comics to increase students understanding in elementary school. This is a research and development by using ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Product validation tests are carried out by material experts, learning experts, media experts, teacher response, and students respond. Product implementation is conducted on the grade V students of Muhammadiyah Ngijon 1 elementary school. Data collection is used questionnaire and test. The results showed that the assessment from media experts is 81.25 (high feasibility); from the science, material expert is 85.00 (high feasibility); from learning experts is 93.18 (high feasibility). Teachers and students in the small group obtained a value of 97.50 (high feasibility) and in large group trials obtained a value of 94.58 (high feasibility). The effectiveness of science comic is tested by  Wilcoxon signed test and the result of Z value at -3.903 on the asimp significance of 0.000 on two-tailed test. The tets result show that the significance value is smaller than alpha (0.05); then it can be concluded that "Ho is rejected and Ha accepted". It means that there are differences in students' understanding of pre-test and post-test in science learning, so it can be concluded that science comis is effective to improve the understanding


2021 ◽  
Vol 16 (7) ◽  
pp. 1121-1136
Author(s):  
Masaki Ikeda ◽  
Toshimitsu Nagata ◽  
Reo Kimura ◽  
Tai-Young Yi ◽  
Shingo Suzuki ◽  
...  

In this study, an education program for heavy rainfall risk management was developed using the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model of instructional design (ID) to enhance the disaster response capabilities of schoolchildren to encourage them to think and act responsibly to protect themselves during a disaster following heavy rainfall. The program’s effectiveness was evaluated by its implementation at Nagaoka Municipal Senju Elementary School in Nagaoka City, Niigata Prefecture, which was devastated by the heavy rainfall caused by 2019 Typhoon No.19. The learning effect was confirmed throughout the program. Furthermore, the program has improved because of its implementation and evaluation.


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