scholarly journals Pengembangan alat pembelajaran GeoKlik untuk pembelajaran geometri

2019 ◽  
Vol 14 (1) ◽  
pp. 102-111
Author(s):  
Aan Hendroanto ◽  
Harina Fitriyani

Objek matematika sebagian besar bersifat abstrak dan sulit untuk dibayangkan sehingga banyak siswa yang kesulitan untuk memahaminya. Salah satu solusi untuk membantu siswa dalam hal ini yaitu dengan menggunakan alat-alat Euclid seperti penggaris, jangka, dan busur untuk menggambar objek geometri di papan tulis atau whiteboard. Namun, penggunaan alat-alat Euclid untuk menggambar terkadang tidak maksimal dikarenakan kurang efisien dan merepotkan. Akibatnya, banyak guru yang kemudian justru menggambar objek geometri tanpa menggunakan alat-alat ini sehingga gambar yang seharusnya membantu siswa memahami materi, justru malah membuat mereka semakin tidak paham. Penelitian ini bertujuan untuk menghasilkan alat yang dinamakan GeoKlik untuk mendukung kegiatan pembelajaran geometri. GeoKlik merupakan penggabungan alat-alat menggambar geometri Euclid yang didesain agar penggunaannya lebih fleksibel dan mudah sehingga guru maupun siswa dapat menggunakannya dalam proses belajar mengajar tanpa kesulitan. Pengembangan pada penelitian ini menggunakan model pengembangan 4D yang terdiri dari 4 tahap pengembangan yaitu define, design, development, dan dissemination. Penelitian pengembangan ini dilakukan di Program Studi Pendidikan Matematika FKIP UAD. Analisis data dalam penelitian ini menggunakan metode deskriptif kualitatif. Namun demikian, analisis data tetap melibatkan data kuantitatif dan perhitungan statistika sederhana. Berdasarkan hasil validasi ahli media, alat GeoKlik mendapat penilaian sangat baik dari ahli media dengan nilai rata-rata 4,79. Dari segi aspek desain, GeoKlik mendapat nilai rata-rata sebesar 4,78 dengan kategori sangat baik. Aspek keefektifan GeoKlik juga memperoleh skor sangat baik dengan nilai rata-rata 4,81. Sedangkan untuk aspek kepraktisan, GeoKlik mendapat nilai rata-rata 4,75 dengan kategori sangat baik. Respon yang diberikan guru dan siswa terhadap alat GeoKlik ini juga sangat positif dengan nilai rata-rata keseluruhan yaitu 4,79 untuk respon guru, sedangkan nilai respon rata-rata siswa yaitu sebesar 4,51.The development of the learning tool "GeoKlik" for geometry learningAbstractMathematical objects are mostly abstract and difficult to imagine so that many students have difficulty understanding them. One solution to help students, in this case, is by using Euclid tools such as rulers, rows, and arcs to draw geometric objects on the board or whiteboard. However, the use of Euclid tools for drawing is sometimes not optimal because it is less efficient and troublesome. As a result, many teachers then draw geometric objects without using these tools so that images that should help students understand the material actually make them even less understanding. This study aims to produce a tool called GeoKlik to support geometry learning activities. GeoKlik is a combination of Euclid's geometric drawing tools designed so that its use is more flexible and easy so that teachers and students can use it in the learning process without difficulty. The development of this study used a 4D development model consisting of 4 stages of development, namely: 1) Define 2) Design 3) Development, and 4) Dissemination. This development research was conducted at the Mathematics Education Study Program FKIP UAD. Data analysis in this research used the descriptive qualitative method. However, data analysis still involved quantitative data and simple statistical calculations. Based on the results of the media expert validation, the GeoKlik tool was very well rated by media experts with an average value of 4.79. In terms of design aspects, GeoKlik scored an average of 4.78 with very good categories. The aspect of GeoKlik effectiveness also scored very well with an average value of 4.81. Whereas for the practicality aspect, GeoKlik got an average value of 4.75 with a very good category. The response given by the teacher and students to the GeoKlik tool was also very positive with an overall mean value of 4.79 for the teacher's response, while the average response value of the student was 4.51.

2021 ◽  
Vol 5 (1) ◽  
pp. 43-62
Author(s):  
Ahmad Busthomy MZ ◽  
Imam Syafi'i

An Education in the 4.0 era requires teachers and students to be literate in technological developments. Conventional methods that are not relevant to technological advances must be updated. There are many teachers who have not mastered information technology in the learning process. Boredom to do learning activities that emphasize student textbooks and worksheets, ultimately have an impact on students’ enthusiasm for learning that that are less than optimal. In order to achieve the maximum learning process, one of the alternatives offered is to use learning media with the help of the Flipbook application. This study aims to determine the validity of flipbook-based learning media and to measure the practicality of flipbook-assisted learning media in overcoming boredom. This research is a research and development that uses the ADDIE model (analyzing, design, development, implementation, evaluation). Researcher Collected data by means of observations, interviews, and distributing questionnaires, then analyzed descriptively quantitatively and qualitatively. The research subjects were 30 students of grade V SDN Sumput Sidoarjo. Based on the validation test from material experts, the average value is 84% ​​which means very valid, while the media expert test is 80% with the valid category. The practicality test of the development product obtained an average score of 80% in the attractive category. The results of the study showed that the development product is in the valid and attractive category. It can be concluded that the flipbook-based PAI learning media is practical and interesting to use as learning media.  Keywords: Learning Media, PAI, Flipbook


2020 ◽  
Vol 8 (01) ◽  
pp. 55-66
Author(s):  
Feri Tiona Pasaribu ◽  
Yelli Ramalisa

The focus of this research is to design geometry learning mediain junior high schools based on RME and integrated with Science, Technology, Engineering and Mathematics (STEM) using 3D Pageflip Proffesional,and to explain quality of the learning media. In the process of design and development of this media used is the ADDIE development model which begins with the stages analysis, design, development, and  carried out an evaluation in each stages. Implementation stages will be continued in the following years research. This research resulted in a product in the form of geometry learning media in junior high schools especially eight grade according to purpose. Based on the validity test and practicality test the results obtained from the validation by material experts and media design experts were 4.09 namely 81.8% and 4.21 or 84.2%.Based on the criteria for the validity of the instrument, the criteria for "very valid" were obtained. And the practicality results, namely the results of teacher response questionnaire obtained an average of 4.26 or 85.19%, and the results of student questionnaire responses were 4.07 or 81.4%. Then based on the percentage criteria of practicality of the instrument, it is found that the criteria are very practical and the media can be implemented with minor revisions.


2021 ◽  
Vol 1 (2) ◽  
pp. 151-161
Author(s):  
Virlya Rahma Ilana ◽  
Edy Hidayat ◽  
Octi Rjeky Mardasari

Abstract: The purpose of this development is to develop podcast media in Mandarin learning that focuses on listening skill of Chinese Language Education Study Program students 2019, State University of Malang.The development model used is the ADDIE model with five development stages, including analysis, design, development, implementation, and evaluation. The media developed by the researcher of this present study has been validated by media experts and material experts and tested on the 2019 Chinese language education study program students who take Listening 1. Development data were obtained from validation questionnaires for media experts and material experts, observation sheets, and questionnaires for the student. The results showed that the use of this podcast media helps in improving students' listening skill and also explains vocabulary in easy-to-understand podcast media. In addition, this podcast media is suitable to be used as a learning resource in improving students' listening skill. Based on the above discussion, it can be concluded that this podcast media can be used to practice Chinese listening skills. Keywords: development, podcast media, listening skill Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran podcast dalam pembelajaran bahasa Mandarin yang berfokus pada keterampilan Menyimak mahasiswa Prodi Pendidikan Bahasa Mandarin angkatan 2019 Universitas Negeri Malang. Model penelitian dan pengembangan yang peneliti gunakan adalah model ADDIE yang berisi lima tahapan pengembangan, yaitu tahap analisis, tahap perancangan, tahap pengembangan, tahap implementasi, dan tahap evaluasi. Media yang dikembangkan oleh peneliti telah divalidasikan kepada ahli media dan ahli materi, serta telah melalui uji coba pada mahasiswa Prodi Pendidikan Bahasa Mandarin angkatan 2019 yang mengambil mata kuliah Menyimak 1. Data pengembangan didapatkan dari lembar angket validasi ahli media dan ahli materi, lembar observasi, dan lembar angket mahasiswa. Hasil penelitian menunjukkan bahwa penggunaan media podcast yang dikembangkan oleh peneliti membantu dalam meningkatkan keterampilan Menyimak mahasiswa dan juga penjelasan kosakata dalam media podcast yang mudah dipahami. Selain itu media yang dikembangkan oleh peneliti sudah sesuai untuk digunakan sebagai sumber belajar dalam meningkatkan keterampilan Menyimak mahasiswa.  Berdasarkan pembahasan di atas, dapat disimpulkan bahwa media podcast yang dikembangkan oleh peneliti dapat digunakan untuk melatih keterampilan Menyimak bahasa Mandarin. Kata kunci: pengembangan, media podcast, keterampilan menyimak


2019 ◽  
Author(s):  
Eko Prasetyo

The research aims to measure the effect of entrepreneurial self-efficacy (ESE), entrepreneurial attitude (EA), and entrepreneurial intention (EI) towards entrepreneurship education. The research subjects were all students of SMK Negeri Tempursari. Research conducted is a population study with a total of 187 students. The research instrument used a questionnaire. Data analysis used the MANOVA technique. The results of the study were: (1) The mean value of the ESE, EA, and EI of students who have received entrepreneurship education is higher when compared to the average value of students who have not received entrepreneurship education; and (2) EA and EI have no significant effect between students who have received entrepreneurship education and students who have not received entrepreneurship education. While in the ESE aspect there is a significant influence between students who have received entrepreneurship education and students who have not received entrepreneurship education.


2020 ◽  
Vol 8 (2) ◽  
pp. 70-74
Author(s):  
M. Agphin Ramadhan ◽  
R. Eka Murtinugraha

The purpose of this research is to develop an e-module for the Statistics subject in the Building Engineering Education study program, Jakarta State University. E-module development using Adobe InDesign software. This research is included in development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, dan Evaluation). Two experts, who are material experts and media experts, validate the product. The product is an e-module which consists of 6 modules. Based on the validation, the average score of the material expert's assessment of modules 1 - 6 was 84% in the very feasible category. The average score of the media expert's assessment of modules 1 - 6 is 88.67% in the very feasible category. Based on the results of the validation, the Statistics E-Module is very feasible to use.


Author(s):  
Ina Diana ◽  
Nasihudin Nasihudin

The purpose of this study was to determine students' poetry writing skills before the application of acrostic techniques, the process of applying acrostic techniques in each cycles, and the increase produced after applying the acrostic technique. The research method used is Classroom Action Research (CAR), consisting of planning, implementing, observing, and reflecting. Based on data analysis, it was concluded that 1) the students' poetry writing skills before applying the acrostic technique obtained an average score of 46.87. 2) The application of acrostic techniques goes well according to the stages. The activity of teachers and students has increased dramatically, in the first cycle the teacher's activity gained a percentage of 64.15%, in the second cycle teacher activity increased to 89.1%. Student learning activities in the first cycle reached 61.65%, in cycle II it increased by 87.5%. 3) Students' poetry writing skills after applying acrostic techniques have increased. In the first cycle, the average score of students was 69.45, and the percentage of learning completeness was 51.75%. In cycle II the average value of students skill increased sharply to 89.37, and the percentage was 91%. Thus, the CAR carried out has been completed with the expected goal of improving poetry writing skills in Indonesian Language Subjects.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2021 ◽  
Vol 2 (2) ◽  
pp. 237-253
Author(s):  
Arum Donna Safira ◽  
Iva Sarifah ◽  
Tunjungsari Sekaringtyas

Based on the needs analysis, it is necessary to develop interactive learning media. This research and development aims to produce products in the form of articulate storyline web-based interactive learning media for natural science learning and to find out the validation of web articulated storyline-based interactive learning media for science learning in grade V Elementary School. The samples in this study were 9 grade 5 elementary school students in the neighborhood around the researcher's house. The development model used in this study is the ADDIE development model (analyze, design, development, implementation and evaluation). Data collection techniques were carried out by interviews and questionnaires. Data analysis using Miles and Huberman model analysis. The trial results of developing interactive learning media based on web articulate storylines with media experts, materials experts, and learning design experts obtained an average value of 95% with the criteria "very feasible". The results of the one to one trial get an average score of 98.8% and the results of the small group trial get an average value of 99.4%. Referring to the results of data analysis of the Miles and Huberman’s model, the articulate storyline web-based interactive learning media is very suitable for use by fifth grade students in science learning in elementary schools.


2021 ◽  
Vol 15 (1) ◽  
pp. 104-115
Author(s):  
Muhammad Hanif

The purpose of this study is to improve the anti-corruption behavior of students of the Informatics Engineering Study Program at the Universitas PGRI Madiun through the internalization of anti-corruption values ??with the Nampe Model. The research was Classroom Action Research. Data were collected qualitatively by using observation, tests, and non-tests, while the data analysis used descriptive statistics. Based on the research carried out for two cycles, it was found that the anti-corruption behavior of students increased after internalizing the anti-corruption values ??with the Nampe Model. This increase is shown by the assessment of anti-corruption behavior in pre-cycle at 30.4%, increased to 62.2% in cycle 1 and at 78.2% in cycle 2. The average value of all domains also increases, such as; (a) affective domain in pre-cycle at 59.1, cycle 1 at 65.5, and cycle 2 at 75.5 (b) cognitive domain in pre-cycle at 78.9, cycle 1 at 82.4, cycle 2 at 85, 4, (c) psychomotor domain in pre-cycle at 62.44, cycle 1 at 66, cycle 2 at 75.6. The increase in anti-corruption behavior is also shown by the average score of the anti-corruption component in pre-cycle at 62.4, cycle 1 at 66.4, and cycle 2 at 77.1.


2018 ◽  
Vol 8 (2) ◽  
pp. 320
Author(s):  
Nur Agustiningsih ◽  
Satriyo Pamungkas

The purpose of this research is to determine (1) the process of developing Muara Jambi Temple learning video based on local history in Indonesian history up to the 15th century subject History Study Program of Batanghari University Jambi (2) the advisability of Muara Jambi Temple learning video based on local history in Indonesian history up to the 15th century subject History Study Program of Batanghari University Jambi. The type of this research are research and development. This research emphasizes an effort to produce certain products that will be used in certain fields of science and can also be used in an activity that needs it. The development which was carried out in this research is developing video learning media. To determine the feasibility of the media, the media experts and material experts validated the media that had been made and then conducted a media trial to the students, the trial was carried out in three stages, one to one, small group trials, and field test trials. The results showed that (1) the stages of developing Muara Jambi Temple learning video based on local history in Indonesian history up to the 15th century subject adopted the steps or stages which were developed by Lee and Owens which consisted of five stages, namely analysis, design, development, implementation, and evaluation. (2) The results of the assessment by media experts for all aspects obtained an average score of 4.1 with good category and reasonable to be used. Furthermore, based on the media expert's assessment, the average of all aspects is 4.3 with a very good category so that the material reasonable to be used. The feasibility of Muara Jambi Temple learning video based on local history in Indonesian history up to the 15th century subject based on student assessment in the field test obtained an average of all aspects, namely 4.3 in the very good category so that the media was very suitable to be used in this learning activity.Keywords: Instructional Media, Local History, Muara Jambi Temple


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