scholarly journals Pengembangan multimedia pembelajaran patiseri untuk siswa tingkat XI SMK

2015 ◽  
Vol 5 (1) ◽  
pp. 132
Author(s):  
Tri Sunarmi ◽  
Amat Jaedun

Penelitian ini bertujuan untuk: 1) mengembangkan multimedia pembelajaran patiseri pada standar kompetensi mengolah kue pastry kontinental untuk siswa tingkat XI SMK yang layak dari aspek pembelajaran, materi, dan media; 2) mengetahui keefektifan multimedia pembelajaran patiseri yang dikembangan terhadap penguasaan kompetensi belajar mengolah kue pastry kontinental dilihat dari peningkatan skor tes hasil belajar. Jenis penelitian ini adalah penelitian dan pengembangan. Subyek penelitian adalah 36 siswa, untuk uji coba kelompok kecil dan uji coba lapangan. Validasi produk dilakukan oleh ahli materi dan ahli media. Selanjutnya data dianalisis dengan teknik analisis deskriptif.Hasil penilaian ahli materi dan ahli media menunjukkan bahwa kualitas multimedia “baik”. Penilaian siswa pada uji coba lapangan mengenai kualitas multimedia dari aspek pembelajaran, aspek materi dan aspek media “sangat baik“, dengan rerata skor dari ketiga aspek 4,49. Hasil pretes menunjukkan rerata sebesar 63,15 sedangkan rerata pada posttes sebesar 89,07. N-gain sebesar 0,72 termasuk kategori “tinggi”. Kesimpulannya: multimedia pembelajaran patiseri hasil pengembangan layak dignakan untuk media pembelajaran dan efektif untuk meningkatkan hasil belajar siswa. DEVELOPING PATISSERIE TEACHING MULTIMEDIA FOR GRADE XI STUDENTS OF SMKAbstractThe research aims to: 1) develop the patisserie teaching multimedia at the standard competency for continental pastry for eleventh grade vocational students in patisserie program which is appropriate in terms of teaching aspect, material aspect, and media aspet; 2) reveal the effectiveness of the developed patisserie teaching multimedia at the standard competency forcontinental pastry, which is seen from the increase in the learning achievement test score. This research is a research and development. The subjects of the research are 36 students.The students are devided into two groups: small group trials and field trials. The data were analyzed by using the discriptive technique.The results of the product validation from the material expert and media expert show that the quality of the developed patisserie teaching multimedia is “good”. The assessment of the students on the field trial of the quality of the multimedia from the teaching aspect, material aspect and media aspect get the score “very good”. This shows that the quality of the developed patisserie teaching multimedia is in a “very good” category. The average score from the three aspects is 4.49 and it can be used as a patisserie teaching multimedia. The students’ average score from the pretest is 63.25 while from the posttest is 89.07. Based on the pretest and posttest scores the n-gain is 0.72, and it is included in a “high category”. Therefore the patisserie teaching multimedia is effective to improve the students’ learning achievement.

Author(s):  
Dede Firman Awaludin ◽  
Eko Siswono ◽  
M Japar

This study aims to develop a Social Science-based module of learning based on local wisdom in Elementary School. This research uses research and development method (research and development). The research procedure uses a Borg and Gall model that has ten stages, namely: (1) the study of knowing; (2) planning; (3) product development; (4) initial field trials; (5) revision of initial field trial results; (6) field trials; (7) improvement of product of field trial result (8) test of field implementation; (9) refinement of the final product; (10) deployment and usage. Instrument in this research using questionnaire to know the feasibility of the product in terms of expert validation and field trials and the next instrument using the test. Evaluation is done by three stages, the first stage of expert judgment which is done by the product expert and the material of Social Sciences. The second stage is done to evaluate small group with fifteen students. The test results state that the Social Science learning module is worth using. To know the effectiveness of developed product followed bytest field group with 30 learners. The result of t-test analysis shows the difference of learning result between pre-test and post-test. Judging from the average score, it indicates that the developed Social Science module is effectively used in developing logical and critical thinking positions for learners on Social Science lessons in Elementary School.


1965 ◽  
Vol 16 (1) ◽  
pp. 327-330
Author(s):  
Warren S. Blumenfeld ◽  
Richard N. Berry

Analysis of 4 rapidity indices, an achievement test score, and 2 personality measures indicated that rapidity was a stylistic and reliable response set not significantly related to score level. Personality measures were not related to rapidity, but were slightly related to score level.


2021 ◽  
Vol 3 (2) ◽  
pp. 55
Author(s):  
Elfrida Rif’atul Chusniah ◽  
Rini Setianingsih

Penelitian ini adalah penelitian yang bertujuan untuk mengembangkan komik matematika berbasis kontekstual untuk materi lingkaran yang berkualitas baik berdasarkan tiga kriteria, yaitu valid, praktis, dan efektif. Rancangan penelitian ini adalah Research and Development (R&D). Prosedur-prosedur pengembangan yang digunakan meliputi empat langkah: (1) melakukan perencanaan produk yang akandikembangkan, (2) mengembangkan produk awal, (3) validasi dan revisi produk, (4) uji coba lapangan skala kecil dan revisi. Uji coba komik dilakukan secara terbatas oleh 10 siswa kelas VIII SMP. Teknik pengumpulan data yang diterapkan dalam penelitian ini adalah angket, sedangkan instrumen penelitian yangdigunakan meliputi lembar validasi, angket penggunaan media, dan angket respon siswa. Data penelitian dianalisis dengan deskriptif kualitatif. Hasil penelitian ini menunjukkan bahwa komik matematika dinyatakan valid dengan skor kevalidan 4 oleh ahli media dan 3,9 oleh ahli materi dari skor maksimum 5 sehingga dikategorikan valid, komik matematika dinyatakan praktis dengan hasil analisis persentase kepraktisan 76,28 % dan komik matematika dinyatakan efektif degan hasil analisis persentase keefektifan 79,4%, sehingga dikategorikan efektif. Berdasarkan hasil tersebut maka media komik ini memiliki kualitas yang baik sehingga dapat dimanfaatkan sebagai satu upaya atau alternatif media dalam proses pembelajaran sebagai upaya peningkatan kualitas pendidikan dan menciptakan suasana yang menyenangkan bagi siswa.Kata Kunci: media pembelajaran, komik matematika, lingkaranThis research is a research that aims to develop contextual based mathematical comics for good quality circle material based on three criteria, namely valid, practical, and effective. The design of this research is Research and Development (R&D). The development procedures used include four steps: (1) conducting product planning to be developed, (2) developing initial products, (3) product validation and revision, (4) small-scale field trials and revisions. Comic trials are limited to 10 students in grade VIII SMP. Data collection techniques applied in this study were questionnaires, while the research instruments used included validation sheets, media use questionnaires, and student response questionnaires. The research data were analyzed by descriptive qualitative. The results of this study indicate that mathematics comics are declared valid with a validity score of 4 by media experts and 3.9 by material experts from a maximum score of 5 so that they are categorized valid, mathematical comics are declared practical with the results of a practicality percentage analysis of 76.28% and mathematical comics are declared effective with the result of the analysis of the effectiveness percentage is 79.4%, so it is categorized as effective. Based on these results, this comic media has good quality so that it can be used as an alternative media used by teachers in the teaching and learning process in an effort to improve the quality of education and create a pleasant atmosphere for students.Keywords: learning media, mathematical comics, circles


2021 ◽  
Vol 13 (1) ◽  
pp. 485-496
Author(s):  
M. Fadlillah ◽  
Rendy Setyowahyudi

The most effective way to prevent the spread of Covid-19 is to comply with health protocols. However, this habit is still tricky for some Indonesians, including in early childhood. This study aimed to develop and test the Ultaco game's quality as a medium in introducing the Covid-19 health protocol to early childhood. The research and development (RD) method was used in this study. In developing the Ultaco game, three steps carried out, including planning, design, and development. Product quality testing was carried out using three techniques: alpha test, beta test, and final evaluation. This study showed that the Ultaco game is a kind of snakes and ladders game that contains the Covid-19 health protocol, including wearing a mask, maintaining distance, staying at home, washing hands, covering sneezes, exercising diligently, and eating nutritiously. The trial results showed that the Ultaco game is of good quality and is suitable for use as a medium for introducing the Covid-19 health protocol to early childhood. This is based on the average score of the alpha test score of 4.48, the beta test score of 3.41, and the final evaluation score of 3.64. This study implies that children can become accustomed to complying with the Covid-19 health protocol with attractive, fun, and fun game media.


2020 ◽  
Vol 12 (2) ◽  
pp. 46
Author(s):  
Panadda Sohsawaeng ◽  
Kuntida Thamwipat ◽  
Pornpapatsorn Princhankol

This research was aimed to develop and evaluate the quality of interactive book with music activities to promote community-based learning for undergraduate students and to examine the needs, the learning achievement and the satisfaction of the sampling group. In this study, the sampling group consisted of 30 fourth-year students from the Department of Educational Communications and Technology, Faculty of Industrial Education and Technology, King Mongkut’s University of Technology Thonburi in the first semester of the academic year 2019. They were purposively chosen out of those who participated in at least one activity per semester and enrolled in the ETM 361 Presentation Skills 2 course and were willing to participate in this research. The statistical methods in this study were mean score, standard deviation and t-test. The developed interactive book contained 6 parts as follows: 1) community-based learning; 2) community under the bridge zone 1; 3) community behind Suan Thonburirom; 4) community Moo 3 Bangmod; 5) community in Klong Toei; 6) community in Bang Chan, Petchaburi. The research findings showed that the sampling group expressed the highest level of needs (x̅ = 4.55, S.D. = 0.57). The quality of the book as evaluated by the panel of experts showed that the quality of the contents was at a very good level (x̅ = 4.74, S.D. = 0.32) and the quality of the media presentation was at a good level (x̅ = 4.50, S.D. = 0.51). The learning achievement test of the sampling group showed that their average post-test score was higher than their average pre-test score with statistical significance at the .05 level (t-test = 10.94). The sampling group expressed the highest level of satisfaction (x̅ = 4.72, S.D. = 0.46). These findings confirmed the research hypotheses. It can be concluded that the interactive book with music and activities to promote community-based learning for undergraduate students was of good quality and could be distributed for further use.


Author(s):  
Togi Martua Damanik ◽  
Saidun Hutasuhut ◽  
Fitrawaty Fitrawaty

To realize the success of improving education, efforts must be made from various sides, namely paying attention to all components that play an important role such as improving the quality of lecturers, curriculum, facilities and infrastructure, management and community participation. E-module with the sigil application really helps students in lectures because the tutorial content facility supports both descriptions in text, images, and videos so that students have an interest, are able to understand and review learning materials properly and motivate them to study independently. The objectives of this study are: 1) to produce problem solving-based e-modules that are suitable for use in learning, 2) to determine the effectiveness of e-modules developed in improving learning outcomes. Introduction to accounting I. This type of development research uses the Borg & Gahl model with the Dick n Carey development model. The results showed; (1) The instructional media expert test is at very feasible criteria (80.26%), (2) the learning design expert test is in the appropriate criteria (75%), (3) the material expert test is at very feasible criteria (92.5 %), (4) small group trials are in very feasible criteria (84.16%) (5) Limited field trials are in very feasible criteria (81.79%). Based on the results of the feasibility assessment of the developed problem solving-based e-module with the percentage of the average score of the overall variable score of 82.74%, it is included in the “very feasible” category, meaning that the developed e-module is proven to be feasible for use.


2016 ◽  
Vol 3 (1) ◽  
pp. 39-49
Author(s):  
Kardi Manik ◽  
Abdul Gafur

Penelitian ini bertujuan untuk: (1) meningkatkan aktivitas belajar dengan penerapan model pembelajaran two stay two stray berbantuan multimedia, dan (2) meningkatkan hasil belajar IPS siswa kelas IX-A SMP Negeri 1 Sidamanik Sumatera Utara. Penelitian ini merupakan penelitian tindakan kelas (PTK) dengan menggunakan desain Kemmis & Taggart, yang terlaksana dalam dua siklus. Teknik pengumpulan data yang digunakan adalah observasi, tes hasil belajar, dan dokumentasi. Teknik analisis data yang digunakan deskriptif kuantitatif. Hasil penelitian adalah: (1) penerapan model pembelajaran two stay two stray berbantuan multimedia dalam pembelajaran IPS dapat meningkatkan aktivitas belajar siswa: pada kondisi awal siswa yang aktif hanya 55,56 %, pada siklus I meningkat menjadi 59,10%, dan pada siklus II menjadi 85,50%. (2) pembelajaran IPS dengan penerapan model kooperatif two stay two stray berbantuan multimedia dapat meningkatkan hasil belajar siswa: dari kondisi awal rata-rata hasil belajar siswa 68,61, meningkat pada siklus I menjadi 71,94 dan pada siklus II menjadi 82,10. Dengan demikian ketuntasan klasikal meningkat dari kondisi awal 58,33%, pada siklus I menjadi 77,78%, dan pada siklus II menjadi 100%. THE IMPLEMENTATION OF THE MULTIMEDIA-AIDED TWO STAY TWO STRAY MODEL TO IMPROVE LEARNING ACTIVITIES AND LEARNING ACHIEVEMENT IN SOCIAL STUDIESAbstractThis study aims to: (1) improve learning activities by means the implementation of the two stay-two stray instructional model, and (2) improve the learning achievement Social Studies of class IX-A, SMP Negeri 1 Sidamanik Sumatera Utara. This study is classroom action research (CAR) consisting of two cycles, using Kemmis & Taggart design. The data collection techniques used were observation, achievement test, and documentation. The data analysis used the quantitative descriptive. The results are as follows. (1) The implementation of media-aided two stay two stray instructional model in social studies teaching can enchance learning activities and learning achievement. There is an increase in students’ learning activities: in the precycle, only 55.56%, in cycle I, the average score of students’ activities was 59.10 % and it became 85.50% in cycle II. (2) There is an increase in students’ the average of learning achievement: in the precycle, only 68.61, in cycle I, the average score of of learning achievement was 71.94 and it became 82.10 in cycle II. There is an increasing mastery of classical learning. In the precycle, only 58.33% of  students achieved learning mastery, in cycle I, it became 77.78%, and in cycle II, it became 100%.


2018 ◽  
Vol 8 (3) ◽  
Author(s):  
I PUTU DALBO MANIK KRISHNA . ◽  
Dr. KETUT AGUSTINI, S.Si, M.Si. . ◽  
DR. I MADE TEGEH, S.Pd.,M.Pd .

Penelitian ini dilakukan karena rendahnya prestasi belajar yang disebabkan oleh terbatasnya waktu belajar yang dimiliki disekolah terutama pada saat praktik. Maka dari itu, pada penelitian ini dikembangkan e-learning sebagai solusi untuk permasalahan tersebut. Penelitian ini bertujuan untuk: 1) mendeskripsikan rancang bangun pengembangan e-learning, 2) mendeskripsikan hasil validasi e-learning yang dikembangkan berdasarkan review para ahli dan uji coba produk, 3) menguji efektivitas e-learning yang dikembangkan terhadap hasil belajar simulasi digital siswa kelas X di SMK Negeri 2 Singaraja. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model pengembangan Hanafin & Peck dengan strategi pembelajaran Flipped Classroom. Prosedur pengembangan mengacu pada model yang dipilih. Pengambilan data dilakukan dengan metode wawancara, kuesioner dan tes. Instrumen pengumpulan data menggunakan pedoman wawancara, kuesioner/angket, dan tes objektif. Analisis data yang digunakan adalah analisis deskriptif kualitatif, deskriptif kuantitatif dan statistik inferensial. Hasil penelitian ini adalah 1) terdapat tiga fase rancang bangun konten Dynamic e-learning berstrategi Flipped Classroom a) fase analisis kebutuhan, mata pelajaran yang dipilih adalah mata pelajaran simulasi digital, masalah dapat diidentifikasi yaitu rendahnya prestasi belajar simulasi digital terutama dalam nilai praktik. b) fase desain, dokumen yang dihasilkan dalam tahap ini ialah dokumen flow chart dan story board c) fase pengembangan dan implementasi, penentuan konsep e-learning dan melakukan uji ahli dan uji coba pengguna; 2) validitas e-learning menurut review ahli isi mata pelajaran diperoleh 93% dengan kualifikasi sangat baik, review ahli e-learning diperoleh 83% dengan kualifikasi baik, review ahli desain pembelajaran diperoleh 86% dengan kualifikasi baik, uji coba perorangan diperoleh 88,66% dengan kualifikasi baik, uji coba kelompok kecil diperoleh 89,5% dengan kualifikasi baik, dan uji coba lapangan diperoleh 86,1% dengan kualifikasi baik; 3) efektivitas e-learning menunjukan nilai rata-rata skor pretest didapatkan sebesar 55,83 posttest sebesar 89,17 dan nilai sig=0,001. Dengan demikian nilai sig 0,001< 0,05, sehingga H0 ditolak dan H1 diterima. Ini berarti terdapat perbedaan yang signifikan hasil belajar siswa antara sebelum menggunakan konten Dynamic e-learning berstrategi Flipped Classroom dan setelah menggunakan konten Dynamic e-learning berstrategi Flipped Classroom pada mata pelajaran simulasi digital siswa kelas X di SMKN 2 Singaraja.Kata Kunci : pengembangan, e-learning, flipped classroom This research was conducted because of the low learning achievement caused by the limited time of study which is owned in school especially at the time of practice. Therefore, in this study developed e-learning as a solution to the problem. This research aimed to : 1. Describe the design of e-learning development, 2. Describe The results of e-learning validation developed based on expert reviews and product exsperiment, 3. Tested the effectiveness of e-learning developed against the digital student simulation learning result of class X SMKN Negeri 2 Singaraja. This type of research is a development research using the model of developing hanafin & peck with flipped classroom learning strategy. The development procedure refers to the selected model. The data were collected by interview method, questionnaire and test. The data collection instrument uses interview guides, questionnaires, and objective tests. The data analysis used is descriptive qualitative, descriptive quantitative, and inferential statistics. The results of this study are 1) there are three phases of dynamic e-learning content design with flipped classroom strategy a) Needs analysis phase, selected subjects are digital simulation subjects, the problem can be identified that is the low learning achievement of digital simulation especially in practice value, b) design phase, the documents generated in this phase are the flow chart and story board documents, c) the development and implementation phases, the determination of e-learning concepts and expert test and user trials; 2) the validity of e-learning according to expert review of the content of subjects obtained 93% with excellent qualification, review of e-learning expert obtained 83% with good qualification, review of learning design expert obtained 86% with good qualification, individual test obtained 88,66% with good qualification, small group trials obtained 89.5% with good qualifications, and field trials obtained 86.1% with good qualifications; 3) e-learning effectiveness shows the average score of pretest score is 55,83 posttest equal to 89,71 and value of sig = 0,001. Thus sig value 0.001


2019 ◽  
Vol 3 (2) ◽  
pp. 163-179
Author(s):  
Wakhidati Nurrohmah Putri ◽  
Arif Billah

This study aimed at developing a science-based Arabic language learning media based on Android mobile. The research method used was Research and Development. Validators included material and media experts, and practitioners. The testing phase included: limited phase I, II, and field trials. The subjects of the trial were students of the Department of Tadris IPA IAIN Salatiga. The data were obtained from documentation, questionnaire, and interviews. The results of the study were in the form of android-based software called “Bahasa Arab 1” with the validity score of 4.26 (very good); and practicality of 4.25 (very good). The results of the assessment through the limited phase I, II, and field trial stages are 4.30 (very good); 4,41 (very good); and 4.44 (very good). The characteristics and advantages of the product are:  ability to be downloaded through google play store; ability to run offline; available learning objectives, training materials and evaluation of competency tests interactively.


2021 ◽  
Vol 11 (8) ◽  
pp. 397-404
Author(s):  
Adnan Riyanto ◽  
Widiyanto Widiyanto

The purpose of this study is to produce a modification of the basketball-based game. This research is a research and development (Research and Development). The stages of research on the development of the Borg & Gall model that have been adopted into seven stages, namely: needs analysis, planning, developing initial products in the form of making initial products which are validated by material experts, media experts, and practitioners. Furthermore, the product is tested on students through small group trials, revisions, field trials and final product revisions. The subjects of this study were the upper grade students of SD Negeri Bakalan, SD Negeri Ledoknongko and SD Negeri Jongkang totaling 30 students in total, with 10 students in each elementary school. The data collection instrument used a questionnaire and an evaluation sheet. The quantitative data analysis technique in this study used descriptive statistical analysis. The results of the study were in the form of TGfU-based basketball game material in the form of a book consisting of six games as a learning tool. The material expert's assessment is included in the criteria of "very good" with an average of 4.9, then media experts indicate the criteria of "very good" with an average of 4.7, and practitioners include the criteria of "very good" with an average of 4.9, while the material field trials The TGfU-based basketball game that was tested on students showed the criteria of "very good" with an average score of 4.37. It can be concluded that the development of TGfU-based basketball game material is feasible to be used as a means of learning big ball games in physical education lessons in elementary schools.


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