scholarly journals PENGEMBANGAN PEMBELAJARAN PAI MODEL ADDIE DI SMP INSAN CENDEKIA MENDIRI BOARDING SCHOOL, SIDOARJO

2020 ◽  
Vol 11 (1) ◽  
pp. 44-57
Author(s):  
Muhammad Khairul Basyar

Education is the process of changing one's behavior through teaching and training so that they become more mature. The lack of application of PAI learning values ​​by students of SMP Insan Cendekia Mandiri Boarding School (ICMBS) Sidoarjo, has made the PAI teachers of SMP ICMBS innovate by developing integrated PAI learning. This is supported by the condition of school which based on the Boarding School. The purpose of this study is to describe how the development of ADDIE PAI learning model conducted by PAI SMP ICMBS teachers. The method used in this research is research and development methods. The results shows that the design of learning in the classroom is with the ADDIE model and with the concept of Building Learning Power (BLP). In addition, Teacher-centered methods sometimes also exist in schools. The development of PAI learning undertaken by SMP ICMBS teachers makes students better at implementing PAI learning values, beside the integrated PAI learning curriculum, as well as an excellent design system.

Author(s):  
Renika Arisinta ◽  
Bayu Hendro Wicaksono ◽  
Ima Wahyu Putri Utami

Abstract: The type of research conducted is Research and Development (RnD). In this research aiming to produce product development of Group Investigation(GI) learning modelwith game "Aku Seorang detektif" in class IV SD Muhammadiyah 1 Malang that worthy with criteria valid, effective, and interesting. In developing the Group Investigation(GI) model, the design of the ADDIE Model consists of five steps: (1) analysis, (2) design, (3) development, (4) application, (5) evaluation. The results showed (1) Development of GI learning model with game "Aku Seorang detektif" in class IV SD Muhammadiyah 1 Malang stated very valid. This is indicated by manual guidance value of 89%, RPP validation of 98%, and game and media validation of 92%. (2) The development of the GI learning model with the game "aku seorang detektif" is stated very effective. This is indicated by the value of teacher response during the PBM of 86%. (3) The development of the GI learning model with the game "Aku seorang detektif" is very interesting. This is indicated by student responses of 95% of interested students and 5% of students who are less interested.Keywords: development, teachings model GI, “Aku Seorang Detektif” gamesAbstrak: Jenis penelitian yang dilakukan adalah Reaserch and Development(RnD). Penelitian ini bertujuan untuk menghasilkan produk pengembangan model pembelajaran Group Investigation(GI) dengan permainan “Aku Seorang Detektif” kelas IV SD Muhammadiyah 1 yang layak dengan kriteria valid, efektif, dan menarik. Dalam mengembangkan model Group Investigation(GI), digunakan rancangan ADDIE Model yang terdiri atas lima langkah, yaitu : (1) analisis, (2) perancangan, (3) pengembangan, (4) penerapan, (5) evaluasi. Hasil penelitian menunjukkan (1) Pengembangan model pembelajaran GI dengan permainan “aku seorang detektif” kelas IV SD Muhammadiyah 1, Malang dinyatakan sangat valid. Hal ini ditunjukkan dengan nilai validasi buku pedoman sebesar 89%, validasi RPP sebesar 98%, serta validasi permainan dan media sebesar 92%. (2) Pengembangan model pembelajaran GI dengan permainan “aku seorang detektif” dinyatakan sangat efektif. Hal ini ditunjukkan dengan nilai respon guru selama PBM sebesar 86%. (3) Pengembangan model pembelajaran GI dengan permainan “aku seorang detektif” dinyatakan sangat menarik. Hal ini ditunjukkan dengan respon siswa sebesar 95% siswa yang tertarik dan 5 % siswa yang kurang tertarik.Kata Kunci: Model Pembelajaran GI, Permainan “Aku Seorang Detektif”, gaya dan gerak


2017 ◽  
Vol 5 (2) ◽  
pp. 732
Author(s):  
Renika Arisinta ◽  
Bayu Hendro Wicaksono ◽  
Ima Wahyu Putri Utami

Abstract: The type of research conducted is Research and Development (RnD). In this research aiming to produce product development of Group Investigation(GI) learning modelwith game "Aku Seorang detektif" in class IV SD Muhammadiyah 1 Malang that worthy with criteria valid, effective, and interesting. In developing the Group Investigation(GI) model, the design of the ADDIE Model consists of five steps: (1) analysis, (2) design, (3) development, (4) application, (5) evaluation. The results showed (1) Development of GI learning model with game "Aku Seorang detektif" in class IV SD Muhammadiyah 1 Malang stated very valid. This is indicated by manual guidance value of 89%, RPP validation of 98%, and game and media validation of 92%. (2) The development of the GI learning model with the game "aku seorang detektif" is stated very effective. This is indicated by the value of teacher response during the PBM of 86%. (3) The development of the GI learning model with the game "Aku seorang detektif" is very interesting. This is indicated by student responses of 95% of interested students and 5% of students who are less interested.Keywords: development, teachings model GI, “Aku Seorang Detektif” gamesAbstrak: Jenis penelitian yang dilakukan adalah Reaserch and Development(RnD). Penelitian ini bertujuan untuk menghasilkan produk pengembangan model pembelajaran Group Investigation(GI) dengan permainan “Aku Seorang Detektif” kelas IV SD Muhammadiyah 1 yang layak dengan kriteria valid, efektif, dan menarik. Dalam mengembangkan model Group Investigation(GI), digunakan rancangan ADDIE Model yang terdiri atas lima langkah, yaitu : (1) analisis, (2) perancangan, (3) pengembangan, (4) penerapan, (5) evaluasi. Hasil penelitian menunjukkan (1) Pengembangan model pembelajaran GI dengan permainan “aku seorang detektif” kelas IV SD Muhammadiyah 1, Malang dinyatakan sangat valid. Hal ini ditunjukkan dengan nilai validasi buku pedoman sebesar 89%, validasi RPP sebesar 98%, serta validasi permainan dan media sebesar 92%. (2) Pengembangan model pembelajaran GI dengan permainan “aku seorang detektif” dinyatakan sangat efektif. Hal ini ditunjukkan dengan nilai respon guru selama PBM sebesar 86%. (3) Pengembangan model pembelajaran GI dengan permainan “aku seorang detektif” dinyatakan sangat menarik. Hal ini ditunjukkan dengan respon siswa sebesar 95% siswa yang tertarik dan 5 % siswa yang kurang tertarik.Kata Kunci: Model Pembelajaran GI, Permainan “Aku Seorang Detektif”, gaya dan gerak


2021 ◽  
Vol 6 (3) ◽  
pp. 254
Author(s):  
Miftahul Jannah Fitri ◽  
Silvi Trisna ◽  
Iing Rika Yanti

This study aims to produce a learning device in the form of a physics module based on SETS that is valid and practical to improve students' conceptual understanding. The type used in this research is Research and Development (R&D). Subjects of this study were teacher and students of class XI MIA 1 with a total of 31 subjects. The research procedure  is the 4-D model, namely define, design, develop, and disseminate. Due to time and cost limitations, this  research is limited to the develop stage. The research instrument used was a validity questionnaire, practicality, and a description of the conceptual understanding. Furthermore, data obtained were analyzed to see the validity and practicality of the module as well as an assessment of students' conceptual understanding of dynamic fluid material. The level of understanding of students' concepts is seen from the aspects of interpretation, exemplifying, explaining, and comparing. The results showed that the physics module based on the SETS developed was categorized as very valid with an average of 82.16 and in the very practical category with a percentage of 84.29. Then for understanding the concept of students obtained a score of 94.67 in the interpretation  aspect,  86.98 in the exemplary aspect, then 81.10 and 86.61 respectively for the aspects of explaining and comparing. Learning using a physics module based on SETS is very good to be applied in order to improve students' conceptual understanding of dynamic fluid material. This was proven by the increase in students' understanding of concepts in every physics learning meeting on dynamic fluid material.


Author(s):  
Ni Putu Ayu Wijayanti ◽  
Luh Putu Eka Damayanthi ◽  
I Made Gede Sunarya ◽  
I Made Putrama

AbstrakTujuan penelitian ini (1) Untuk mengimplementasikan hasil Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja, (2) Untuk mengetahui respon siswa terhadap Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja.Jenis penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan Research and Development (R & D) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Tata Boga 5 SMK Negeri 2 Singaraja tahun ajaran 2015/2016. Untuk mengetahui respon siswa terhadap e-modul yang dikembangkan, diperoleh dengan menggunakan metode kuisioner dengan alat pengumpulan data berupa angket.Hasil analisis respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 60%, persentase siswa yang memberikan respon baik sebesar 40%, dan tidak ada siswa yang memberikan respon cukup, kurang maupun sangat kurang. Berdasarkan hasil penelitian terhadap pengembangan e-modul pada mata pelajaran simulasi digital secara keseluruhan persentase respon siswa menunjukkan angka 90,6 % dapat dikategorikan sangat baik. Kata kunci:  E-Modul, R&D, ADDIE, Respon, Simulasi Digital. AbstractThe purposes of this study were (1) to impelements design of the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja, (2) To know the response of the students toward the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja.The type of this study was using Research and Development (R&D) with applied the method ADDIE model. The subject of this study was class of X Tata Boga 5 SMK Negeri 2 Singaraja in study year 2015/2016. The response of the students toward the e-modul development, was obtained by using questionnaire method.The result of the student’s responses were indicated that the percentages were 60% for the Very Good-response by 40% of the Good-response. Overall on the result of this study, by the percentage of 90% can be categorized as Very Good. Keywords : e-modul, Research and development, ADDIE, response, simulasi digital


JENTRE ◽  
2021 ◽  
Vol 2 (1) ◽  
pp. 32-41
Author(s):  
Firdos Mujahidin

The purpose of this research is The purpose of this research is to develop existing model, method, and approach into a new learning model as a series of activities, and it has been commonly practiced in learning. The research method used is Research and Development (R&D) designed by Richey and Klien at the 3rd level. The results showed that the learning model named "ADIK PKL ABG" can be applied in learning and successfully managed learning in an effective way. The name may have less positive perception in the future, so more positive and elegant acronym is in search


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Ni Putu Ayu Wijayanti ◽  
Luh Putu Eka Damayanthi ◽  
I Made Gede Sunarya ◽  
I Made Putrama

AbstrakTujuan penelitian ini (1) Untuk mengimplementasikan hasil Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja, (2) Untuk mengetahui respon siswa terhadap Pengembangan E-Modul Berbasis Project Based Learning Pada Mata Pelajaran Simulasi Digital Untuk Siswa Kelas X Studi Kasus Di SMK Negeri 2 Singaraja.Jenis penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan Research and Development (R & D) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Tata Boga 5 SMK Negeri 2 Singaraja tahun ajaran 2015/2016. Untuk mengetahui respon siswa terhadap e-modul yang dikembangkan, diperoleh dengan menggunakan metode kuisioner dengan alat pengumpulan data berupa angket.Hasil analisis respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 60%, persentase siswa yang memberikan respon baik sebesar 40%, dan tidak ada siswa yang memberikan respon cukup, kurang maupun sangat kurang. Berdasarkan hasil penelitian terhadap pengembangan e-modul pada mata pelajaran simulasi digital secara keseluruhan persentase respon siswa menunjukkan angka 90,6 % dapat dikategorikan sangat baik. Kata kunci:  E-Modul, R&D, ADDIE, Respon, Simulasi Digital. AbstractThe purposes of this study were (1) to impelements design of the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja, (2) To know the response of the students toward the E-modul development by the Project Based Learning model in the Digital Simulation subject for X grade students of SMK Negeri 2 Singaraja.The type of this study was using Research and Development (R&D) with applied the method ADDIE model. The subject of this study was class of X Tata Boga 5 SMK Negeri 2 Singaraja in study year 2015/2016. The response of the students toward the e-modul development, was obtained by using questionnaire method.The result of the student’s responses were indicated that the percentages were 60% for the Very Good-response by 40% of the Good-response. Overall on the result of this study, by the percentage of 90% can be categorized as Very Good. Keywords : e-modul, Research and development, ADDIE, response, simulasi digital


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 16 (2) ◽  
pp. 154-164
Author(s):  
Anita Trisiana ◽  
Sugiaryo Sugiaryo ◽  
Rispantyo Rispantyo

Tujuan penelitian ini adalah sebagai berikut: ditemukan sebuah desain Model Pembelajaran Pendidikan Kewarganegaraan di Era media digital sebagai pendukung Implementasi pendidikan karakter. Metode penelitian menggunakan penelitian dan pengembangan (Research and Development (RD), yaitu suatu metode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji validitas dan keefektifan produk. Penelitian ini menggunakan model pengembangan prosedural. Prosedur dalam penelitian ini mengadaptasi model ADDIE (Analyze, Design, Develop, Implement, Evaluation). Sampel dalam penelitian ini, melibatkan Perguruan Negeri Negeri dan Swasta di Jawa Tengah. Hasil penelitian menunjukkan sebagai berikut: pertama Analisis yaitu melakukan analisis kebutuhan, mengidentifikasi masalah (kebutuhan), dan melakukan analisis tugas. Kedua, Design, Tahap desain ini, merumuskan tujuan pembelajaran. Ketiga, Development adalah proses mewujudkan blue-print dengan inovasi media digital. Keempat, Implementation adalah langkah nyata untuk menerapkan sistem pembelajaran yang sedang kita buat. Kelima, Evaluation yaitu proses untuk melihat apakah sistem pembelajaran yang sedang dibangun berhasil, sesuai dengan harapan awal atau tidak. Evaluasi merupakan langkah terakhir dari model desain sistem pembelajaran ADDIE. Berdasarkan pengembangan instruksional model ADDIE tersebut kemudian diadopsi dalam tahapan pengembangan model pembelajaran Pendidikan Kewarganegaraan, dengan kebaharuan “MPC” (Modification of Project Citizen) yang relevan di era media digital dan dikembangkan berdasarkan implementasi pendidikan karakter dan ketercapaian kompetensi Pendidikan Kewarganegaraan.-----------------------------------------------------------------------------------------------------This research aims to find out a design of Citizenship Education Learning Model in the era of digital media as a support for the implementation of character education. The research method uses research and development (Research and Development (R D), which is a research method used to produce specific products and test the validity and effectiveness of the product. This study uses a procedural development model. The procedure in this study adapted the ADDIE model (Analyze, Design, Develop, Implement, Evaluation) The sample in this study involved State and Private Universities in Central Java. The results of the study showed the following: first Analysis is to do a needs analysis, identify problems (needs), and perform task analysis. The design phase is to formulate learning objectives Third, Development is the process of creating blueprint with digital media innovation Fourth, Implementation is a real step to implement the learning system that we are making Fifth, Evaluation is a process to see whether the learning system successful according to initial expectations or not. Evaluation is the final step of the ADDIE learning system design model. Based on the ADDIE model instructional development, it was later adopted in the stages of developing the Citizenship Education learning model, with the modification of "MPC" (Modification of Project Citizen) relevant in the era of digital media and developed based on the implementation of character education and achievement of competencies in Citizenship Education.


2017 ◽  
Vol 1 (1) ◽  
pp. 11
Author(s):  
Muh. Fauzi

Abstrak: Matematika menjadi pelajaran yang dianggap masih cenderung sulit dipahami. Fakta dan kenyataan, matematika tetap menjadi dasar bagi beberapa keilmuan bidang lain. Salah satu bidang sains yang dibangun atas dasar matematika adalah ilmu teknologi informatika. Dengan demikian, peserta didik di bidang informatika harus mengerti dan belajar matematika agar bisa memahami bidang informatika yang menjadi bidang utamanya. Tujuan dari penelitian ini adalah untuk mengembangkan model pembelajaran matematika di bidang informatika. Metode penelitian yang digunakan adalah metode Penelitian dan Pengembangan (R & D). Penelitian ini menghasilkan produk dalam bentuk model konseptual untuk pembelajaran matematika diskrit.Abstract: Mathematics becomes the lesson that is considered still tends to be difficult to understand. Facts and reality, mathematics remains the basis for some science in other fields. One area of science that is built on the basis of mathematics is the science of informatics technology. Thus, learners in the field of informatics must understand and learn math to be able to understand the field of informatics which became its main field. The purpose of this study is to develop a model of mathematics learning in the field of informatics. The research method used is Research and Development (R & D) method. this research produces products in the form of conceptual for the mathematical learning model of discrete mathematics subject.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012040
Author(s):  
Sukir ◽  
Sa’adilah ◽  
Hartoyo ◽  
Sunaryo ◽  
B. P. Saifullizam

Abstract The objectives of this study include: (1) get results; and (2) know the performance of trainer kits for industrial automation based on Programmable Logic Controllers (PLC). The type of research is research and development that refers to the ADDIE model according to Robert Maribe Branch. Research steps include: Analyze, Design, Develop, Implement, and Evaluate. Data obtained through observation, interviews, and questionnaires, using instruments in the form of observation sheets, interview guidelines, and questionnaires. Data were analysed descriptively. The results showed that: (1) A PLC-based industrial automation trainer kit has been developed in the form of simulation of drilling objects, spraying paint on objects, applying stamps, and moving objects manually and automatically; and (2) PLC-based industrial automation trainer kit products have good performance, which is shown that 100% of the important components can work properly, and all job descriptions (100%) of the trainer kits can work as their function.


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