scholarly journals The Validity Development of Adobe Flash Based Learning Media at Energy Conversion Machine Course in Vocational Education Programs

2019 ◽  
Vol 3 (4) ◽  
pp. 248
Author(s):  
Uswatun Hasanah ◽  
Nizwardi Jalinus ◽  
Hasan Maksum

Learning outcomes of Diploma 3 students of Mechanical Engineering in the Energy Conversion Engineering course seem not optimal, it estimated that the learning outcomes were not optimal due to the inaccurate use of learning media in the learning process. The purpose of this study was to produce a valid adobe flash based learning media.This research was Research and Development (R&D) method with ADDIE model. The research subjects were students of the Diploma 3 Mechanical Engineering who took Energy Conversion Engineering courses. Data collect in the form of questionnaire sheets and primary data were obtained from lecturers and students. Data were analyzed by descriptive analysis technique by describing validity of adobe flash based learning media. Based on the analysis of the data obtained the validity of adobe flash based learning media, declared valid on the Content aspect with score 0,85 and the Display aspect with score 0,91. Based on the findings of this study it was concluded that the adobe flash based learning media was valid as a learning media in the Energy Conversion Machine course. 

2020 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Ummi Salamah

An understanding of nature and the environment is one of the initial capital to meet future life, which all depend on the findings and breakthroughs in science and technology. This study aims to improve the misconceptions and physics learning outcomes of class XI-IPA students through the application of an environment-based worksheet based ICI learning. This type of research is Classroom Action Research. Implementation study consisted of two cycles of cycle one and cycle 2 with stages in each cycle of planning, action, observation, evaluation, and reflection. The research subjects were students of class XI-IPA Senior High School of  2 Bau-Bau with a total of 35 students. Research instruments and data collection techniques consisted of misconception tests, learning outcomes tests, psychomotor observation sheets, and affective observation sheets—data analysis technique using descriptive analysis of quantitative and qualitative consisting of completeness in classical analysis. The study showed that an increase in the learning outcomes of cycle one and cycle 2 in terms of cognitive, affective, and psychomotor. While on a review of misconceptions changes from cycle 1 to cycle 2. So it can be said that  ICI model can reduce student misconceptions and can improve student learning outcomes.


2019 ◽  
Vol 5 (1) ◽  
pp. 16
Author(s):  
Destriani Destriani ◽  
Destriana Destriana ◽  
Endang Switri ◽  
Herri Yusfi

This study aimed to produce the development of proper volleyball games learning for students. The research method used in this study was Research and Development. The development steps were done by using Analysis, Design, Development, Implementation and Evaluation which were often referred to the ADDIE model. The subjects in this study were the students of Physical and Health Education Study Program of Teacher Training and Education Faculty of Sriwijaya University. The results of this study indicated that overall the development of volleyball games learning is feasible to be used. The data analysis technique used was quantitative descriptive analysis. The results of this study included the development of facilities, infrastructure, and rules of volleyball games. In the facilities aspect was by changing the height of the net to 2.15 meters. In the infrastructure aspect modified the size of the field to be 16x9 meters. While in the rules of the game aspect combined female and male students. The feasibility of the development was obtained from the results of the assessment of material experts which were obtained an average of 80.67% included in the good category while the effectiveness was obtained from the learning outcomes of the implementation phase of students with the outcome on the psychomotor aspect was 77.08% included in the sufficient category. The implementation of this development research was that the educators could use as an alternative in teaching and could improve the students’ learning outcomes on psychomotor aspect.


PHEDHERAL ◽  
2018 ◽  
Vol 15 (2) ◽  
pp. 34
Author(s):  
Winarno Winarno ◽  
Agus Margono ◽  
Deddy Whinata Kardiyanto

<p>The purpose of this research is to improve learning outcomes in the long jump squat style class VII B SMP Negeri 8 Surakarta in academic year 2017/2018.<br />This study is a classroom action research conducted in two cycles, and each cycle consists of 2 meetings. Research subjects of students of class VII B, amounting to 32 students. The data source comes from students, teachers, and<br />researchers. Data collection techniques use tests and observations. Data validity<br />is by using data triangulation technique. Data analysis used qualitative descriptive analysis technique using percentage technique.<br />The results of data analysis showed an increase learning outcomes long jump squat style as follows. The percentage of completeness in the pre-cycles is 31.25%or 10 students, unfinished 68.75% or 22 students. The percentage of completeness in the first cycle is 46.88% or 15 students, untargets 53.12% or 17 students. While on the percentage of completeness in the second cycle is 81.25% or 26 students, untargets 18.75% or 6 students. Learning outcomes long jump squat style has reached a target attainment of 80%.<br />Based on the analysis above it can be concluded; that the application of the method of approach play can improve learning outcomes in the long jump squat style class VII B SMP Negeri 8 Surakarta in academic year 2017/2018.</p>


2015 ◽  
Vol 2 (1) ◽  
pp. 87-96
Author(s):  
Parwanti Parwanti ◽  
Marzuki Marzuki

Tujuan penelitian ini adalah meningkatkan keaktifan dan hasil belajar IPS siswa melalui pembelajaran kooperatif  model permainan. Penelitian ini merupakan penelitian tindakan kelas dengan menggunakan desain spiral Kemmis & Taggart. Subjek penelitian adalah siswa pada kelas VIII B SMPN 1 Bantarsari Cilacap. Penelitian ini dilaksanakan pada semester pertama tahun pelajaran 2013/2014. Peneliti sebagai pelaksana tindakan sedangkan kolaborator (guru IPS setempat) bertindak sebagai observer. Penelitian ini terlaksana dalam tiga siklus, masing-masing siklus terdiri atas dua pertemuan. Data yang diperoleh dianalisis dengan menggunakan tehnik analisis deskriptif. Hasil penelitian adalah sebagai berikut: keaktifan siswa pada siklus pertama memperoleh skor rerata 61,61 (sedang), pada siklus kedua meningkat menjadi 72,58 (baik), dan pada siklus ketiga meningkat menjadi 80,65 (sangat baik). Hasil belajar IPS siswa pada akhir  siklus pertama 48,48 % dengan skor rerata 63, pada akhir siklus kedua meningkat menjadi 80,65 % dengan skor rerata 72, dan pada akhir siklus ketiga meningkat menjadi 96,78 % dengan skor rerata 81. Kata kunci: pembelajaran kooperatif, permainan, keaktifan, dan hasil belajar. ______________________________________________________________ IMPROVING ACTIVENESS AND LEARNING OUTCOMES IN SOCIAL STUDIES THROUGH COOPERATIVE LEARNING OF THE GAME MODEL OF STUDENTS OF SMPN 1 BANTARSARI CILACAP Abstract This study aims to improve the students’ activeness and learning outcomes of Social Studies through cooperative learning of the game model. This was a classroom action research study employing a spiral design by Kemmis & Taggart. The research subjects were grade VIIIB students of SMPN 1 Bantarsari, Cilacap. The study was conducted in the first semester in academic year of 2013/2014. The researcher was the action implementer whereas the collaborator was the Social Studies teacher, who acted as the observer. The study was conducted in three cycles, each of which consisted of two meetings. The collected data were analyzed by means of the descriptive analysis technique. The results of the study are as follows: the students’ activeness in Cycle I attained a score of 61.61 (moderate), in Cycle II it improved to 72.58 (good), and in Cycle III it improved to 80.65 (very good). The class mastery of the students’ learning achievement in Social Studies at the end of Cycle I was 48.48 % with a mean score of 63, at the end of Cycle II it improved to 80.65 % with a mean score of 72, and at the end of Cycle III it improved to 96.78 % with a mean score of 81. Keywords: cooperative learning, game, activeness, and learning outcomes.


Author(s):  
Ijah Mulyani Sihotang

This study aims to analyze the learning of Accounting with Lesson Study Activities and describe how Accounting learning outcomes by applying Lesson Study-based learning. This research is motivated by the difficulty of students in studying accounting. This is indicated by the low student accounting learning outcomes. The research subjects were 38 students of Accounting Education in Semester II FKIP UMSU. The approach of this research is a descriptive approach, the research procedure is carried out by implementing Lesson Study activities namely Plan, Do and See. The research instrument was in the form of tests and observation sheets. The data analysis technique is descriptive analysis technique. The results showed that accounting learning outcomes were still in the low category with an average score of 70.7, if a range of values was included in the C / B category, while the observations related to students' learning activities fall into the unfavorable category because most students have not maximized in classroom learning activities. If a range of values is entered into the C / B category, while the results of observations related to student learning activities fall into the unfavorable category because most students have not been maximal in classroom learning activities. Individual values indicate better results with a mean count of 80.9


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Arif Harun Nadzar ◽  
Edy Supriyadi

ABSTRACT:The purpose of this study were: (1) to develop Android-based learning media to assist the learning process of class X students of Electrical Power Installation Engineering also called TITL, (2) to determine the feasibility of learning media based on material and media aspects, (3) to determine the user's response to learning media. This is a research and development with the ADDIE model. The media feasibility test uses expert judgment. This research was implemented in vocational school at SMK N 1 Pundong. The research subjects were 38 students of class X TITL. The assessment instrument uses a questionnaire with a Likert scale of four choices. The data analysis technique used descriptive analysis. The results of this research and development were: (1) the product in the form of an android application "Electrical Component Database" as a learning media at SMK N 1 Pundong, (2) the results of the product feasibility test by material experts obtained a score of 64 out of 72 and categorised as "Very good", The results of the product feasibility test by media experts obtained a score of 71 out of 88 and categorised as " Good ", (3) students' responses to the product obtained a mean score of 115.2 out of 140 and categorised as " Very good ".ABSTRAK:Tujuan penelitian ini adalah: (1) mengembangkan media pembelajaran berbasis android untuk membantu proses belajar siswa kelas X Teknik Instalasi Tenaga Listrik (TITL), (2) mengetahui kelayakan media pembelajaran berdasarkan aspek materi dan media, (3) mengetahui respons pengguna terhadap media pembelajaran. Penelitian ini merupakan research and development dengan model ADDIE . Uji kelayakan media menggunakan expert judgment. Penelitian ini dilaksanakan di SMK N 1 Pundong. Subjek penelitian sebanyak 38 siswa kelas X TITL. Instrumen penilaian menggunakan kuisioner dengan skala likert empat pilihan. Teknik analisis data menggunakan analisis deskriptif. Hasil penelitian dan pengembangan ini adalah: (1) produk berupa aplikasi android “Database Komponen Listrik” sebagai media pembelajaran di SMK N 1 Pundong, (2) hasil uji kelayakan produk oleh ahli materi diperoleh skor 64 dari skor maksimal 72 dengan kategori “Sangat Layak”, hasil uji kelayakan produk oleh ahli media diperoleh skor 71 dari skor maksimal 88 dengan kategori “Layak”, (3) respons siswa terhadap produk diperoleh skor rerata 115,2 dari skor maksimal 140 dengan kategori “Sangat Layak”.


2018 ◽  
Vol 15 (2) ◽  
pp. 141-147
Author(s):  
Husnul Fatihah ◽  
Sri Artati Waluyati ◽  
Camellia Camellia

Penelitian ini ini bertujuan untuk mengembangkan e-modul berorientasi KKNI pada perkuliahan pendidikan kewarganegaraan dan dampak potensial e-modul berorientasi KKNI terhadap hasil belajar mahasiswa pada perkuliahan pendidikan kewarganegaraan.  Penelitian pengembangan ini menggunakan model ADDIE. Subjek penelitian yang ditetapkan adalah mahasiswa  ilmu komputer dan jaringan yang mengambil Mata Kuliah Pendidikan Kewarganegaraan pada semester Ganjil 2017-2018. Data dikumpulkan melalui teknik dokumentasi, angket, observasi dan tes. Selanjutnya teknik analisis data yang digunakan ialah analisis data kuantitatif. Selain data hasil studi pendahuluan, data angket yang berkaitan dengan validitas produk juga dianalisis dengan menggunakan analisis deskriptif. Berdasarkan hasil analisis dan pembahasan maka disimpulkan e-modul berorientasi KKNI yang dikembangkan ini valid, praktis dan berefek potensial dalam meningkatkan pemahaman mahasiswa terhadap materi. Terkategorikan valid setelah mendapatkan hasil 92% dari validasi ahli bahasa dan 92% ahli materi. Kemudian dalam tiga kali tahapan uji coba mendapatkan tanggapan yang positif dari para mahasiswa penggunannya. Dan pada uji coba lapangan terdapat N-gain 0,6 dengan kategori sedang dari perbandingan pre tes dan pos tes yang dilakukan.-------------------------------------------------------Development of the KKNI-oriented e-module in the lecturing  on Citizenship Education at Sriwijaya UniversityThis study aims to develop KKNI-oriented e-modules in lectures on citizenship education and the potential impact of KKNI-oriented e-modules on student learning outcomes in lectures on citizenship education. This developmental research uses the ADDIE model. The research subjects were computer science and network students who took Citizenship Education Courses in the Odd Semester 2017-2018. Data were collected through documentation techniques, questionnaires, observations, and tests. Furthermore, the data analysis technique used is quantitative data analysis. In addition to the data from the preliminary study, questionnaire data related to product validity were also analyzed using descriptive analysis. Based on the results of the analysis and discussion, it was concluded that the KKNI-oriented e-module developed was valid, practical and had a potential effect in increasing students' understanding of the material. It is categorized as valid after getting 92% results from linguist validation and 92% material experts. Then in the three stages of the trial, there was a positive response from the students. And in the field trials, there are N-gain 0.6 with a moderate category from the comparison of the pre-test and post-tests conducted.


Author(s):  
Magdalena Magdalena

This study aims to improve learning outcomes squat-style long jump through the use of the media as a tool for students at SD Negeri 38 Ampenan. This research method uses classroom action research methods with research subjects namely fifth grade students of SD Negeri 38 Ampenan. The research instrument used observation, interviews, and tests. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. The results of this study indicate that learning the long jump squat style through the use of assistive media can increase student focus and activeness as well as a pleasant learning atmosphere which has an impact on improving student learning outcomes.


At- Tarbawi ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 108-120
Author(s):  
Fenny Anggreni ◽  
Mariani .

Realistic mathematics learning is a teaching approach that starts from "real" things for students. Fraction problems are often found in daily life and are felt difficult by most students in SD.N.Kp.Baroh Langsa so that student learning outcomes are still relatively low. The purpose of this research is to find out whether the use of Realistic Mathematics Learning can improve the learning outcomes of fourth-grade students of Semester II SD.N.Kp.Baroh Langsa. The approach used in this study is a qualitative approach and the type of research is classroom action research consisting of 2 cycles. The research subjects are grade IV students of SD.N.Kp.Baroh Langsa, amounting to 33 students. Data analysis used a comparative descriptive analysis technique by comparing conditions in cycle I and cycle II. Based on the results of research at the end of the second cycle it is known that there has been an increase in the class average of 29.16% from an average ofthe first cycle test of only 58.18 up to 75.15. Then completeness of student learning also increased by 87.50% from the first cycle that has been completed only 16 students to 30 students. So that most of the fourth-grade students of SD.N.Kp.Baroh Langsa experienced an increase in learning outcomes in fractional material. Thus it can be concluded that the use of realistic mathematics learning in fraction material can improve the learning outcomes of fourth-grade students of the second semester of SD.N.Kp.Baroh Langsa.


Author(s):  
Nurhayati Nurhayati ◽  
Dina Ampera ◽  
Surniati Chalid ◽  
Farihah Farihah ◽  
Baharuddin Baharuddin

This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended learning on the subjects of Art Culture. The type of this research is development research using ADDIE model. Data in the study was collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique/inductive t-test. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90.53%); (b) the results of the design review indicated that blended learning was very good (93%); (c) the results of the media review indicated that blended learning was very good (95%); (d) individual trial results, small group trials, and field trials showed that blended learning predicate very good (98.82%), good (87.84%), and very good (92.55%), (3) on the efficacy test of blended learning shows that the result of t-count (22.07) t-table (2.007). This means, there are significant differences in student learning outcomes between before and after using blended. Thus blended learning is developed effectively to improve Art Culture learning outcomes.


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