scholarly journals Pengembangan Ensiklopedia Keanekaragaman Ikan di Danau Kerinci Berbasis Android Sebagai Sumber Belajar

BIODIK ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. 45-54
Author(s):  
Wendra Priatama ◽  
Afreni Hamidah ◽  
Evita Anggereini

The use of Biology learning media that students can use to study fish morphological characters is still small. This is due to the limited available learning media. One way to overcome this problem is to use learning resources in the form of an Android-based fish encyclopedia. The purpose of this study was to generate, determine the feasibility, and effectiveness of the use of the Android-based Encyclopedia of Fish Diversity in Lake Kerinci on student learning outcomes and conservation attitudes. The research method used is development with the ADDIE model (Analysis, Disgn, Development, Implementation, Evaluation). Encyclopedia of Fish Diversity in Lake Kerinci based on Android was validated by media experts with the final percentage acquisition of 96.2% for very good categories and material experts with a final percentage of 85.2% for very good categories. Thus the encyclopedia product is said to be feasible. This product was then tried out at SMAN 6 Kerinci, the trial was carried out on 2 biology subject teachers, a small group consisting of 9 students, in a large group consisting of 30 students. The test results on teachers get a percentage of 84.37%. The results of the trial in the small group get a percentage of 89.02% which is included in the very good category. In the large group trial, the percentage of 87.96% was included in the very good category. The use of an Android-based encyclopedia of fish diversity in Lake Kerinci effectively improves student learning outcomes. Abstrak. Penggunaan media pembelajaran Biologi yang dapat digunakan siswa untuk mempelajari karakter morfologi ikan masih sedikit. Hal ini dikarenakan terbatasnya media pembelajaran yang tersedia. Salah satu cara mengatasi permasalahan tersebut adalah dengan penggunaan sumber belajar berupa ensiklopedia ikan berbasis Android. Tujuan penelitian ini adalah untuk menghasilkan, mengetahui kelayakan, dan efektifitas penggunaan Ensiklopedia Keanekaragaman Ikan di Danau Kerinci berbasis Android terhadap hasil belajar dan sikap konservasi siswa. Metode penelitian yang digunakan adalah Pengembangan dengan model ADDIE (Analys, Disgn, Development, Implementation, Evaluation). Ensiklopedia Keanekaragaman Ikan di Danau Kerinci Berbasis Android divalidasi oleh ahli media dengan perolehan persentase akhir 96,2% kategori sangat baik dan ahli materi dengan persentase akhir 85,2% kategori sangat baik. Dengan demikian produk ensiklopedia dikatakan layak. Produk ini kemudian di ujicobakan di SMAN 6 Kerinci, ujicoba dilakukan pada 2 orang guru mata pelajaran biologi, kelompok kecil, terdiri dari 9 orang siswa, pada kelompok besar terdiri dari 30 orang siswa. Hasil ujicoba pada guru mendapatkan persentase 84,37%. Hasil ujicoba pada kelompok kecil mendapatkan persentase 89,02% yang termasuk kategori sangat baik. Pada ujicoba kelompok besar mendapatkan persentase 87,96% termasuk kategori sangat baik. Penggunaan ensiklopedia keanekaragaman ikan di danau Kerinci berbasis Android efektif meningkatkan hasil belajar siswa.

2018 ◽  
Vol 12 (2) ◽  
pp. 1
Author(s):  
Abdul Kadir

This study aims to produce the valid SETS-based science teaching materials for the practical and effective use in improving student learning outcomes on environmental pollution materials. This research is Research and Development with pretest-posstest one group design implemented at VII class’ students of MTsN 1 Kendari in the second semester of academic year 2015/2016. The instruments of the study are valid and reliable observations, questionnaires and cognitive tests to obtain the required data. Meanwhile, the data analysis technique is using descriptive and inferential analysis after meeting the normality and homogeneity requirements test. The results indicate; 1) the results of the validity of the SETS-based science test materials by the material and media experts which are valid and highly feasible materials to use, 2) the product practicality test results in small and large group samples which include all aspects considered to be generally implemented as a whole, and 3) the product effectiveness test results obtained through the average test of student learning outcomes before and after treatment which is significantly different, meaning that students' learning outcomes after treatment is increase. While the response of students and teachers on teaching materials used both in small and large group samples are both very good and suitable to use as a learning material on environmental contamination material in MTsN 1 Kendari.


2015 ◽  
Vol 3 (1) ◽  
pp. 1 ◽  
Author(s):  
Nurhafizah Nurhafizah ◽  
Zainuddin Zainuddin ◽  
Syubhan An'nur

The low of student learning outcomes in learning physics because the response to science learning still low and lack of availability of physics module SMP/MTs which connect Qur’an with science. It is necessary for research that aims to determine the feasibility of physics module class VII SMP/MTs based interrelation of the Qur'an and science. The special purpose, namely: (1) the validity of the module, (2) implemented of RPP, (3) student learning outcomes, and (4) student’s response. The development of physics module refers to the ADDIE model, namely: (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. Subjects were 33 students of class VII B SMP State 17 Banjarmasin academic year 2013/2014 as a test grade. Data collection technique used instrument validation module, observations, test results of students’ learning and questionnaire responses. The results of research and development showed that: (1) the validity of modules on validation material is excellent category, validation media is excellent category, and validation interrelation is good category, (2) implemented of RPP in the excellent category, (3) student learning outcomes at the first meeting in quite effective category, second meeting in quite effective category, and third meeting in less effective category, (4) students’ response in good category. We concluded that the feasibility of the physics module class VII SMP/MTs based interrelation of the Qur'an and science in the worthy category.  


Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.


2019 ◽  
Vol 1 (2) ◽  
pp. 107
Author(s):  
Frindly Makarawung ◽  
I Dewe Ketut Anom ◽  
John Lombok

This research aims to determine the effect of mind mapping learning methods on the basic laws of chemistry toward learning outcomes of students of class X MIPA in SMA Negeri 2 Langowan. The sample used in this study were all students of class X MIPA of SMA Negeri 2 Langowan. This research uses an experimental method, with the research method used is Quasi Experiment  with Nonequivalent Control Group Design design. The research data were obtained from post-test results. Obtained the average value of student learning outcomes Experiment class is 85. The results showed the value of tcount = 15.7> ttable = 2.21, so H0 was rejected and H1 was accepted. Based on the results of the research it can be concluded that there is an influence on student learning outcomes on the basic laws of chemistry using mind mapping learning methods.


2021 ◽  
Vol 1 (3) ◽  
pp. 189
Author(s):  
Jessica Ayudia

<p>This study aims to determine the implementation of Problem-Based Learning in Mathematics, as well as determine the increase motivation, creativity and mastery of the concept of student learning outcomes through the implementation of Problem-Based Learning in Class 5A SDS Lentera Harapan Curug. Subjects were students in class 5A in SDS Lentera Harapan by the number of students by 36 students consisting of 19 female students and 17 male students. The study was conducted using a model of classroom action research conducted three cycles, each cycle consisting of four stages: planning, action, observation and reflection. The data collection is done by using observation observer, student test results, and additional instruments such as interview sheets, sheet learning motivation and creativity sheet. The results showed that the Problem Based Learning Math can help the learning process. Stages Problem Based-Learning helps students to understand the issues in the matter and the process to get a response. The development is seen in students' motivation in cycle 1 to cycle 3 to increase. Creativity and mastery of the concept of student learning outcomes have not been able to increase in cycle 1 to cycle 3 with entirely due process of problem-based learning-Learning newly conceived and performed by students. Math learning outcome of the results of the summative second cycle in which more than 70% the number of students successfully meet the KKM.</p>


2021 ◽  
Vol 11 (2) ◽  
pp. 108-116
Author(s):  
Jontono Samosir ◽  
◽  
Regina Sipayung ◽  
Reflina Sinaga ◽  
Darinda Sofia Tanjung ◽  
...  

This study aims to determine the effect of the Take and Give learning model on student learning outcomes with the PrajaMuda Karana theme in grade III SD RK Budi Luhur Medan. The research method used is an experimental method with quantitative research. To obtain the required data, data collection was used in the form of a test of 30 questions, a questionnaire of 17 statements, and documentation. The research at SD RK Budi Luhur Medan in class III was carried out from 17 to 18 May 2021. The number of samples was 30 students based on saturated sampling technique, based on the analysis, the pre test results were obtained with an average score of 68.73 in the sufficient category, the post test results with a score of 68.73. an average of 86.7 in very good category and the Take and Give learning model questionnaire with an average value of 63.3% in the high category. The results of the correlation analysis of the effect of the Take and Give learning model on student learning outcomes obtained a correlation value of rcount = 0.578 with rtable = 0.361. Thus, the value of rcount is greater than the value of rtable, so the correlation is very significant. Hypothesis testing with t-test obtained tcount = 3.268 with ttable = 1.697 at a significant level of 0.05. It can be concluded that there is an effect of the Take and Give learning model on student learning outcomes with the theme of PrajaMuda Karana for grade III SD RK Budi Luhur Medan Denai. Keywords: Take and Give Model, Learning Outcomes, Quantitative


Author(s):  
Christina M Laamena ◽  
Megi Gaspersz ◽  
Pier Z Tupamahu

This study aims to improve the learning outcomes of grade VII students of SMP Negeri 6 Ambon in circle material by using the Team Pair Solo type cooperative model with the help of  the Geogebra Software. The subjects of this study were students of class VIII-Science of SMP Negeri 6 Ambon, amounting to 28 students. This type of research was Classroom Action Research (CAR). This study was conducted in two cycles with every cycles suddenly from four meetings. Data in this study were collected through observation and test sheets. The findings in this study indicate that the final test results from cycle I to cycle II increased by 25%. Based on the results of this study it can be concluded that student learning outcomes in circle material can be improved with Team Pair Solo learning models assisted by Software Geogebra Software in class VIII of SMP Negeri 6 Ambon


Author(s):  
Eris Oktaria ◽  
Chumi Fitriyah ◽  
Zetty Finnaly

AbstractThis research was conducted in class IV of Kepatihan Elementary School 01 Jember with 38 research subjects. The purpose of this study is to describe the process and find out the results of the development of audio visual as learning media with the theme of my residence area on the 4th grade students at SDN Kepatihan 01 Jember. This type of research is research and development. This development research uses ADDIE model type (Analyze, Design, Development, Implementation, Evaluation). The data analysis technique in this study used a validation sheet of audio visual learning media by the media expert validator and the material expert validator, and student learning outcomes assessment sheets and student responses. The results of the research data analysis showed the effectiveness of the results of the validation carried out by the two validators obtained results of 81,7 while the results obtained from the student learning outcomes test were 94,7% and student responses amounted to 73,7% so that it can be concluded that the audio visual learning media has very fasible and effective criteria try out. Keywords: audio visual media, effectiveness of learning outcomes and responses


2021 ◽  
Vol 7 (1) ◽  
pp. 39-60
Author(s):  
Idzi' Layyinati

Education is a necessity for everyone. Educational activities are activities that are very important in human life and cannot be separated from their lives. With education, human needs regarding change and development can be fulfilled. The mean score of the pre-test results was 71.73, while the mean value of the post-test results was 79.61. From these data it can be seen that the pre-test result value is lower than the post-test score, so it can be interpreted that there are differences in student learning outcomes before and after using image media in the learning process. the completeness of the pre-test result value is 46.15%, while the post-test result value is 80.76%. From this data, it can be seen that using image media can affect student learning outcomes. Then from the hypothesis testing using the Product Moment Correlation test and the Paired Sample T-test with the help of SPSS 20 software in the sig (2-tailed) section, it isknown that 0.000 <0.05 The condition is if r count is smaller than r table, then H0 is accepted. and Ha is rejected and vice versa if r count is greater than r table (r count> r table) then H0 is rejected and Ha is accepted. In fact, r count (0.977) is greater than r table (0.404). Thus H0 is rejected and Ha is accepted. As the basis for decision making in the Product Moment Correlation test and decision guidelines based on the probability value, it can be concluded that H0 is rejected and Ha is accepted. This means that image media can affect the improvement of learning outcomes in Arabic language material for class VII at MTs. Muhammadiyah 12Palirangan


Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


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