scholarly journals Video Pembelajaran Bernuansa Problem Based Learning dengan Muatan IPS Kelas IV Sekolah Dasar

2021 ◽  
Vol 4 (1) ◽  
pp. 127
Author(s):  
Ida Bagus Kade Raka Adnyana

This research is motivated by the problems that exist in the field regarding the difficulties of teachers in finding learning media that can be used in online learning. The purpose of this study was to produce a learning video with the nuances of Problem Based Learning for social studies content for grade IV elementary schools. This research is development research with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). Data collection methods used in this study were interviews, document recording, and questionnaires. In this study, the learning video design test was carried out by several experts and students which included (1) learning material experts, (2) learning design experts, (3) learning media experts, too (4) individual trials. The analysis used is descriptive quantitative and qualitative data analysis. The results showed that the validity by experts, the percentage level of feasibility of learning videos based on material experts was 93.75% with very good qualifications. The percentage level of feasibility according to learning design experts is 90.38%. The percentage rate of eligibility according to media experts is 90.62%. The percentage level of eligibility for learning videos according to individual trials is 92.42% with very good qualifications. Based on the results of the study, it can be concluded that the learning video with the nuances of Problem Based Learning is feasible to be used in the learning process on the content of social studies class IV elementary school.

Author(s):  
Ratih Puspasari

Latar belakang penelitian ini adalah selama proses perkuliahan Teori Graf berlangsung buku yang digunakan oleh mahasiswa mengacu pada berbagai buku teks yang beredar di pasaran namun urutan penyampaiannya tidak seragam dan terstruktur. Buku teks khusus teori graf sangat jarang sekali ada. Kalaupun ada, seringkali masuk pada sub bab matematika diskrit, sehingga dosen sering mengalami kesulitan untuk meramu materi yang sesuai dengan silabus dan RPS. Ketidaktersediaan buku Teori Graf yang dijadikan acuan sebagai sumber belajar menyebabkan mahasiswa sulit memahami konsep. Tujuan dari penelitian ini adalah menghasilkan buku ajar kompilasi Teori Graf yang berkualifikasi baik dan layak diterapkan dalam perkuliahan teori graf oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Penelitian ini merupakan penelitian dengan model ADDIE yang terdiri dari analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuesioner. Hasil validasi buku ajar teori graf menunjukkan bahwa ahli isi/materi menilai buku ajar berkualifikasi baik, ahli desain pembelajaran menilai buku ajar berkualifikasi baik, dan ahli media pembelajaran menilai buku ajar berkualifikasi baik. Rerata hasil uji pada kelompok kecil baik dosen maupun mahasiswa menunjukkan bahwa buku ajar yang dihasilkan berada pada kualifikasi baik. Hasil penelitian pengembangan adalah buku ajar kompilasi teori graf berkualifikasi baik, layak, dan siap digunakan oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Kata kunci: buku ajar kompilasi, teori graf, model ADDIE.   ABSTRACT The background of this research is, during the Graph Theory lecture, the books used by students are textbooks on the market which have an unstructured contents and order. Special textbooks on graph theory are very rare, even if they are often included in the sub-chapter of discrete mathematics, so that lecturers often have difficulty compiling material that is in accordance with the syllabus and lesson plans. The unavailability of the graph theory book as learning sources has made the lack of students’ understanding the concept. The purpose of this study is to produce good quality and feasible text theory compilation textbooks in lectures on graph theory by lecturers and students at STKIP PGRI Tulungagung. This research is a development research. The development model used in this study is the ADDIE model, which includes five steps: analysis, design, development, implementation, and evaluation. Data is collected using questionnaire. The results of the validation of graph theory textbooks are content/material experts assess textbooks as well qualified, learning design experts assess textbooks as well qualified, and learning media experts assess textbooks as well qualified. The average test results in small groups both lecturers and students indicate that the textbook is in good qualification. Thus the development research stated that the textbook compilation of qualified graph theory is good, feasible, and ready to be used by lecturers and students at STKIP PGRI Tulungagung. Keywords: compilation textbook, graph theory, ADDIE model.


2021 ◽  
Vol 4 (1) ◽  
pp. 117
Author(s):  
Ni Komang Ayu Suci Lestari ◽  
I Wayan Sujana

The limitation of teachers in finding the right learning media in learning situations in the network is a problem in the learning process. The purpose of this research is to produce a product in the form of a discovery learning-based learning video that is feasible to use. The research model used is the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). Data collection methods used are interviews and questionnaires. The product design test was carried out by several experts and students including (1) content experts, (2) learning design experts, (3) learning media experts, and (4) individual trials consisting of three students. The data analysis method used is quantitative and qualitative descriptive data analysis. Based on the research data, the percentage level of feasibility of learning videos according to content experts is 93,75% with very good qualifications, the percentage level of feasibility of learning videos according to learning design experts is 90,38% with very good qualifications, and the feasibility level of learning videos according to media experts learning by 87,5% with good qualifications and according to individual trials the percentage level of eligibility for learning videos is 91,66% with very good qualifications. Based on the results of the study, it can be concluded that the development of learning videos based on the discovery learning model is feasible to use in the learning process on social studies content for fourth-grade students in elementary schools.


2019 ◽  
Vol 3 (6) ◽  
pp. 1216
Author(s):  
Sri Widoyoningrum ◽  
Iskandar Wiryokusomo ◽  
Sugito Sugito

The purpose of this development research is to develop a CAI (Computer Assited Instruction) based learning product for PPKn (Pancasila and Citizenship Education) students in grade 1 and 2 elementary schools. The main discussion of PPKn learning materials includes the Pamcasila symbol and the values contained in Pancasila. This development research method uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). Learning media development instrument products are in the form of validation results for material experts, validation sheets for media experts, validation sheets for field experts (class teachers) and questionnaires for students. The results of the development research resulted in the PPKn learning product being declared to be very suitable for use. It can be seen the results of the percentage acquisition per validator, the results of the validation of media experts obtained 83.33%, the results of the material expert validator obtained 86.67% and the results of the field expert validator (teacher) gained 87.50%. Based on the results of the trial product development of learning media to students is divided into small groups and large groups. CAI (Computer Assited Instruction) based learning media assessment related to the attractiveness of learning media. In the small group the percentage was 88% and in the large group the percentage was 92.44%. It can be concluded that the CAI (Computer Assited Instruction) learning media based on PPKn subjects are declared suitable to be used to support the learning process in Primary Schools


2021 ◽  
Vol 2 (1) ◽  
pp. 158-167
Author(s):  
Mayrina Eka P

This research aims to produce a digital parenting e-booklet which discusses ways to prevent gadget addiction in early childhood. This research is a development research (Research and Development) with the ADDIE model. The stages in the study consisted of analysis, design, development, implementation and evaluation.The data collection methods were interview and questionnaire. The data were analyzed using descriptive statistics. The results showed that the digital parenting ebooklet product which discusses ways to prevent gadget addiction was successfully created through the development process (Research and Development) with the ADDIE model. Through the validation process, there were scores of 52 (86.67%) %) from two material experts, 122 ( 90.37%) scores of two media experts, and 44,125 (88.25%) of the eight parents who were used as users. Based on the results of validation of the material, media experts and users in trials can conclude that theparenting digital e-booklet media is appropriate to be used as a medium of information for parents of early childhood.


2019 ◽  
Vol 7 (1) ◽  
pp. 25
Author(s):  
Mery Andriani ◽  
Muhali Muhali ◽  
Citra Ayu Dewi

Acid-base material is one subject that is considered difficult by students. In addition, students are less able to associate material with a problem or phenomenon in everyday life. The development of a teaching material in the form of modules can be seen as a solution to this problem. This study aims to develop a prototype in the form of developing contextual-based chemical modules to build students' conceptual understanding of acid-base material. This research is a development research with ADDIE model design (Analysis, Design, Development, Implementation, and Evaluation). The results of the development were validated by two expert validators, one practitioner validator and ten MA Al-Mansyurati NW Aik Bukak students as students' limited test validators. Quantitative data from the results of feasibility validation were analyzed by percentage formula. Qualitative data in the form of responses and suggestions for improvement from the validator are used as considerations to make revisions to the modules developed. In general, the validator's assessment of the results of the development obtained an average percentage of material expert validators 88.8%, product design expert validators 95%, practitioner validators 92%, and limited trials of students 85.28%. This shows that the developed module is very feasible to proceed to the effectiveness test phase. Thus it can be concluded that the contextually based modules are declared to be feasible with very good quality.


Author(s):  
Ezrian . ◽  
Nizwardi Jalinus ◽  
Jamaris Jamna

This development research is aimed to develop training procedures that can help participants implement the results of the training in their respective assignments. Validation is carried out by experts in education by providing a questionnaire to fill out. This method was chosen so that the validator can provide conclusions (invalid, less valid, quite valid, valid, and very valid) directly on each part of the research product which includes competency-based training guides, training programs, lesson plans, and problem-based learning design modules for studio operational instructor, camera operator subject.


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 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2021 ◽  
Vol 4 (2) ◽  
pp. 191
Author(s):  
Ni Made Ayu Christina ◽  
Ni Nyoman Ganing

The impact of covid-19, which requires all types of learning activities to be carried out online. As a result, teachers have limitations in finding learning media suitable for student characteristics and suitable for use in online learning conditions. The purpose of this development research was to determine the feasibility of designing interactive multimedia learning. This type of research is development research. The research model used is the ADDIE model. The subjects of this study were 3 grade III elementary school students. The data collection methods used were observation, interview and questionnaire methods. The product design test was carried out by several experts and students, learning material experts, learning design experts, instructional media experts, and individual trials consisting of three students. The form of data analysis used in this research was descriptive quantitative data analysis. Based on the results of the study, showed the feasibility percentage level of interactive multimedia according to learning material experts was 95%, the percentage level of the feasibility of interactive learning media according to learning design experts was 90%, and according to individual trials, the percentage level of the feasibility of interactive learning multimedia was 96.52% with excellent qualifications. This development research indicated that the development of interactive multimedia learning assisted was suitable for use in the learning process on Indonesian language content in literary appreciation for grade III elementary school students.


2021 ◽  
Vol 11 (6) ◽  
pp. 277
Author(s):  
Andi Kristanto ◽  
. Sulistiowati ◽  
Hirnanda Dimas Pradana

The learning model is a collection of activities that occur during the teaching and learning process with the objective of achieving the set goals. The brain-based online learning model developed is a solution to the students' learning problems. The majority of students struggle to interpret all of the learning materials they receive. This resulted in students' dissatisfaction with the learning materials. The purpose of this research is to develop a brain-based online learning process design based on the aforementioned problems. The Lee & Owens model of development was used in this development research. The stages of the Lee & Owens development model are analysis, design, development, implementation, and evaluation. The development research findings are as follows: (1) the media experts' assessment, which resulted in an 89.35% score with a valid category. (2) The assessment of the developed learning materials by material experts resulted in a score of 91.23% with a valid category. (3) expert evaluation, with an overall score of 86.35% for having a valid category. (4) The results of individual trials produced a percentage score of 88.5% with a valid category. (5) The results of small group trials indicated an overall percentage score of 81.60% of valid categories. (6) Field trials are classified as valid when they receive a percentage of 79.89%. The results of the development indicate that the brain-based online learning design is feasible for use.   Received: 11 August 2021 / Accepted: 27 October 2021 / Published: 5 November 2021


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