scholarly journals Pengembangan Perangkat Pembelajaran dengan Model Think Pair Share (TPS) Pada Mata Pelajaran IPA

2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Pande Putu Rizky Ari Pratana ◽  
Ndara Tanggu Renda ◽  
Ni Wayan Arini

Learning is still dominated by teachers using lectures and teacher learning tools are still not good. This study aims to produce learning tools in the form of lesson plans with the think pair share (TPS) model in the science subject with the theme Kayanya Negeriku for fourth-grade elementary school. This research is development research based on the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation, due to time constraints. and conditions that do not support this research only to the development stage. The results of the analysis of the development of learning devices with the think pair share (TPS) model obtained the following results: the content validity of the instrument was 1, 00 with the interpretation of "very high", the reliability of the instrument obtained a practicality coefficient of 100%, and the validation of learning devices with an average of 4,67 with "very good" interpretation. Based on the results of the study, it can be concluded that the validity of the Development of Learning Devices with the Think Pair Share (TPS) Model in the Science Subjects of Kayanya Negeriku Theme Class IV Elementary School is declared valid and suitable for use in the learning process.

2020 ◽  
Vol 4 (1) ◽  
pp. 62
Author(s):  
Nur Atika ◽  
Yenita Roza ◽  
Atma Murni

This research was motivated by the lack of learning tools that can improve students' Mathematical Communication Skills (KKM). Activities that can encourage students to improve KKM have not been designed by the teacher in the learning device properly. This study aims to produce learning tools by applying Problem Based Learning models to improve KKM. This development research used the ADDIE development model with the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of Syllabus, RPP, LKPD and KKM validation results showed highly valid criteria with percentages of 91.67%, 91.30%, 89.09%, and 87.15%, respectively. Practicality results indicate a very practical criterion with the percentage of small group trials at 95.57%, large group trials at 96.07%, and teacher responses at 96.25%. The effectiveness test results state that KKM of students who use learning tools with PBL models is better than KKM of students who use conventional learning.


2021 ◽  
Vol 5 (1) ◽  
pp. 1-5
Author(s):  
Dinda Desma Romadona ◽  
Sri Purwaningsih ◽  
Darmaji Darmaji

This study aims to develop a physics practicum guide based on science process skills on static fluid material using Kvisoft Flipbook Maker that meets valid criteria or is suitable for use. This study is development research in accordance with the ADDIE model, i.e.: Analysis, Design, Development, Implementation, and Evaluation. The science process skills indicator contained in the practicum guide is an indicator of basic and integrated science process skills by Rezba (2007). The practicum guide is validated by material and media experts and produces excellent assessment results so that it is suitable for use in the physics learning process of senior high school, especially on static fluid topic.


2019 ◽  
Vol 7 (4) ◽  
pp. 151-160
Author(s):  
Darmaji ◽  
Astalini ◽  
Dwi Agus Kurniawan ◽  
Hanaiyah Parasdila ◽  
Irdianti ◽  
...  

Purpose: This research aims to develop basic physics practicum guidebooks based on science process skills that can assist students in training and developing students' science process skills through practicum Design/methodology/approach: This research is development research that uses the analysis, design, development, implementation, and evaluation that adopted from Branch Findings: Based on the validation results indicate that the reconstruction of basic physics practicum guidebooks based on science process skills that got good category result so that it can be used. Research limitations/implications: The results of student responses when using the reconstruction of basic physics practicum guidebooks based on science process skills are well categorized so as to improve students' science process skills Social implications: By using the reconstruction of basic physics practicum guidebooks based on science process skills of this student can have good skills so as to have experience as a prospective teacher so that later can teach it to students in science class.


2019 ◽  
Vol 7 (2) ◽  
pp. 594-603 ◽  
Author(s):  
Darmaji ◽  
Astalini ◽  
Dwi Agus Kurniawan ◽  
Hanaiyah Parasdila ◽  
Irdianti

Purpose: This research aims to develop basic physics practicum guidebooks based on science process skills that can assist students in training and developing students' science process skills through practicum Design/methodology/approach: This research is development research that uses the analysis, design, development, implementation, and evaluation that adopted from Branch Findings: Based on the validation results indicate that the reconstruction of basic physics practicum guidebooks based on science process skills that got good category result so that it can be used. Research limitations/implications: The results of student responses when using the reconstruction of basic physics practicum guidebooks based on science process skills are well categorized so as to improve students' science process skills Social implications: By using the reconstruction of basic physics practicum guidebooks based on science process skills of this student can have good skills so as to have experience as a prospective teacher so that later can teach it to students in science class.


2020 ◽  
Vol 5 (3) ◽  
pp. 307
Author(s):  
Ella Rizky Endryanti ◽  
Roekhan Roekhan ◽  
Primardiana Hermilia Wijayati

<p><strong>Abstract:</strong> This research aims to develop digital interactive teaching materials entitled "Ayo Sinau Basa Jawa" (Let's Learn Javanese) for students in grade I in elementary school. The research and development method used is ADDIE. The measures taken in this development research are <em>analysis, design, development, implementation, dan Evaluation. </em>The digital teaching method named Ayo<em> Sinau Basa Jawa</em> is a multimedia based interactive teaching material which provides menu called <em>sinau</em> (learn) and <em>gladhen</em> (practice) inside. The "sinau" material is presented by integrating pictures, sounds, and videos while "gladhen" is given in a form of quizzes. Products developed were validated by three experts according to the aspects assessed, namely aspects of content, language and multimedia. The content validation results obtained a score of 96%, the results of language validation obtained a score of 93%, and the results of multimedia validation scored 93%. The result of this study is that the product is valid, so it is capable of being utilized and is attractive and effective to be used by elementary school students.<em></em></p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan mengembangkan bahan ajar interaktif berupa bahan digital <em>Ayo Sinau Basa Jawa</em> bagi siswa kelas I Sekolah Dasar. Metode penelitian dan pengembangan yang digunakan adalah model ADDIE (<em>Analysis, Design, Development, Implementation, Evaluation)</em>. Bahan digital <em>Ayo Sinau Basa Jawa</em> merupakan bahan ajar interaktif berbasis mulimedia yang menyediakan menu <em>sinau</em> (belajar) dan <em>gladhen</em> (latihan) didalamnya. Materi <em>sinau </em>disajikan dengan mengintegrasikan media gambar, audio dan video, sedangkan <em>gladhen</em> disajikan dalam bentuk kuis. Produk yang dikembangkan divalidasi oleh tiga ahli sesuai aspek yang dinilai, yakni aspek isi, bahasa, dan multimedia. Hasil validasi isi memperoleh skor 96%, hasil validasi bahasa memperoleh skor 93%, dan hasil validasi multimedia memperoleh skor 93%. Hasil penelitian ini menunjukkan bahwa produk telah valid sehingga layak dan efektif digunakan oleh siswa Sekolah Dasar.


2020 ◽  
Vol 2 (2) ◽  
pp. 113-130
Author(s):  
Frandy Karundeng

The learning process in accounting courses often becomes boring and even intimidating for students because the material is often considered difficult or involves a lot of calculations that the learning situation becomes rigid and students cannot enjoy the learning process. For this reason, lecturers must prepare an alternative media for learning that is more interesting, for example by using games. The game in this research is based on the Instagram filter as most students have an Instagram account and spend a lot of time on that photo-sharing platform. The game was developed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). In the development stage, this game was validated by material expert and information technology expert, and was then implemented to 100 accounting students. Based on the evaluation results, this game was declared to be very feasible in terms of software, display, and learning design aspects. Moreover, this Instagram filter-based accounting educational game was declared a fun learning media for students, and was able to motivate students to study accounting as indicated by the average total score of 4.48 or "very high" for the learning motivation aspect.


Author(s):  
Edy Wibowo ◽  
Moh Fadly Dg Matona

Abstrak. Tujuan dari penelitian ini untuk mengembangkan media pembelajaran berupa video pembelajaran berbasis whiteboard animation yang valid, praktis  dan efektif untuk digunakan oleh mahasiswa maupun masyarakat pada umumnya sebagai sumber belajar Trigonometri sedangkan target khususnya adalah menghasilkan produk video pembelajaran animasi yang digunakan dalam pembelajaran matakuliah Trigonometri. Masalah yang terdapat dalam penelitian ini adalah kuranganya sumber belajar yang praktis diakses oleh mahasiswa dalam bentuk video pembelajaran yang sesuai dengan kurikulum. Untuk merealisasikan tujuan dari penelitian ini , metode yang ditetapkan adalah penelitian pengembangan dengan menggunakan Model Pengembangan ADDIE sebagai tahapan penelitian yakni Analysis, Design, Development, Implementation dan Evaluation. Instumen yang digunakan dalam penelitian pengembangan ini adalah lembar evaluasi video pembelajaran Ahli materi dan media dengan memberikan tanda centang (√ ) pada setiap aspek untuk mengukur kevaliditas, lembar evaluasi video pembelajaran Mahasiswa dengan memberikan tanda centang (√ ) untuk mengukur kepraktisan dan Tes uraian yang diberikan kepada mahasiswa untuk mengukur kefektivan. Data hasil evaluasi validasi dan kepraktisan video pembelajaran yang telah dinilai kemudian dianalisis secera kuantitatif dan memberikan skor berdasarkan rentang kriteria yang ditetapakan Dari seluruh rangkaian tahapan pengembangan yang telah dilaksanakan memberikan hasil bahwa video pembelajaran yang kembangkan berdasarkan validasi ahli sebesar 88,19 pada kriteria sangat baik , hasil penilaian mahasiswa sebesar 83,24  baik dan hasil tes dengan rata-rata 71,95 baik. Hasilnya video pembelajaran yang kembangkan Valid, Praktis dan Efektif.Kata kunci: Trigonometri,Model ADDIE, whiteboard animation Abstract. The purpose of this research is to develop a learning media in the form of a whiteboard animation-based learning video that is valid, practical and effective for use by students and the community in general as a source of Trigonometry learning while the target, in particular, is to produce an animated learning video product used in learning Trigonometry courses. The problem in this research is the lack of practical learning resources accessed by students in the form of learning videos that are under the curriculum. To realize the objectives of this study, the method determined is development research using the ADDIE Development Model as a stage of research namely Analysis, Design, Development, Implementation and Evaluation. The instrument used in this research development was the evaluation video of the expert learning media material and media by giving a checkmark (√) on each aspect to measure validity, the Student learning video evaluation sheet by giving a checkmark (√) to measure the practicality and description test given to students to measure effectiveness. The results of the evaluation of the validation and practicality of the instructional video that have been assessed are then analyzed quantitatively and give a score based on a range of criteria determined. From the entire set of stages of development that have been carried out it gives the result that the learning video developed based on expert validation is 88.19 on excellent criteria, student assessment results of 83.24 good and test results with an average of 71.95 good. The result is a learning video that is developed Valid, Practical and Effective. Keywords: Trigonometry, ADDIE models, whiteboard animation


Author(s):  
Arika Celsie Puji Lestari ◽  
Rooselyna Ekawati

The research aims to describe the process and the result of the RME-based comics education on fraction material approach measured by aspects validity, practicality, and effectiveness. The subject of this research were students grade-7 junior high school. This research is development research with the five stages ADDIE model, and they are analysis, design, development, implementation, and evaluation. This research showed that RME-based comics education is valid, very practically, and effective.


2021 ◽  
Vol 5 (1) ◽  
pp. 22
Author(s):  
Dessy Setyowati ◽  
Adha Maulana

This study aims to produce a multiplatform application based on Budaya Indonesia (BUDI) which is suitable for use in learning in elementary schools. This research is a development research with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The use of a multiplatform application based on Budaya Indonesia (BUDI) as a medium for learning Indonesian culture is expected to introduce Indonesian culture and make students closer to Indonesian culture. The validation results related to media, materials, and education practitioners were 90%, 79.54%, and 92.5% respectively. The results of this multiplatform application trial for individuals and small groups were 91.6% and 97.8%, respectively. The overall percentage results show the high category, so it is suitable for use in learning in elementary schools. The research related to multiplatform applications in learning baesd on Indonesia culture is expected to be used as a reference in the implementation of similar research, especially in efforts to improve learning in elementary school.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Muslim Muslim ◽  
Ambiyar Ambiyar ◽  
Dedi Setiawan ◽  
Rido Putra

This study aims to develop learning tools for project-based light vehicle engine maintenance and describe the teacher's response to the application of project-based learning tools in light vehicle engine maintenance subjects. This research is a research and development (R&D) model with ADDIE. The ADDIE development model consists of analysis, design, development, implementation, and evaluation. The results showed that the products developed were valid in terms of validity, very practical criteria in practical aspects, and very high in effectiveness aspects which had a percentage of 86.67%. Researchers can conclude that project-based learning tools on light vehicle maintenance subjects are in accordance with valid, practical and effective criteria.


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