scholarly journals PENGEMBANGAN BUSANA FANTASI DENGAN SUMBER IDE BUSANA TRADISIONAL DAYAK

2019 ◽  
Vol 10 (2) ◽  
pp. 116
Author(s):  
Kadek Onny Swastini ◽  
I Gede Sudirtha ◽  
Ketut Widiartini

Abstrak Penelitian ini bertujuan untuk mendeskripsikan hasil pengembangan busana fantasi dengan sumber ide busana tradisional Dayak. Jenis penelitian yang digunakan adalah penelitian pengembangan (Research and Development) dengan model pengembangan ADDIE yang terdiri dari 5 tahap, yaitu : analisis, (analyze), desain (design), pegembangan (development), implementasi (implementation), dan evaluasi (evaluation). Metode pengumpulan data dalam penelitian ini dilakukan dengan penilaian instrumen pengembangan busana fantasi dengan sumber ide busana tradisional Dayak. Instrumen ini diuji oleh dua ahli isi, yang dihitung dengan rumus Gregory, sehingga validitas instrumen diperoleh sebesar 0,90 dengan kriteria validitas sangat tinggi sehingga dapat digunakan untuk uji produk. Hasil pengembangan busana fantasi terdiri dari 2 busana, yaitu busana fantasi dengan siluet L, dan busana fantasi dengan siluet A yang bersumber ide busana tradisional Dayak. Hasil produk busana fantasi ini memiliki kualifikasi sangat baik dengan presentase 94,54% pada uji produk busana. Kata Kunci : Busana Fantasi, Pengembangan, Sumber Ide Abstract The research aims is to describe the results of fantasy fashion development, which the ideas come from the traditional Dayak fashion. The type of this research is Research and Development and it is used the model of ADDIE development which consists of 5 stages, namely : analyze, design, development, implementation, and evaluation. The method of data collection in this study was carried out by assessing the instruments of fantasy fashion development with sources of Dayak tradisional fashion ideas. This instruments was tested by two content experts, which ware calculated by Gregory‟s formula, so the instruments validity was 0,90 with very high validity criteria so that it could be used for product testing. The results of the development of fantasy fashion consisted of 2 fashions, namely fashion fantasy with L silhouette, and fantasy fashion with A silhouette sourced from traditional Dayak fashion ideas. The results of this fantasy fashion product have very good qualifications with a percentage is 94,54 % in the fashion product test. Key words : fantasy fashion, development, source of ideas.

2017 ◽  
Vol 6 (3) ◽  
pp. 315 ◽  
Author(s):  
Umi Khoiriyah ◽  
Swaditya Rizki

The objective of this research is to develop teaching materials of mathematical set based on Islamic values that are feasible, practical, and effective. This research type is Research and Development (R&D). The model used in this research is ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The instruments of data collection used the questionnaires and evaluation questions. The result of this research is the average of expert validation is 81,48% (very feasible). Then, based on the implementation of the student small group is obtained practicality percentage of 82%. While the result of the field trial in one class is obtained effectiveness percentage of 66,67%. Therefore, this research can be concluded that teaching materials of mathematical set based on Islamic values are feasible, practical, and effective.


EduKimia ◽  
2019 ◽  
Vol 1 (2) ◽  
pp. 9-14
Author(s):  
Nadila Sri Yolanda ◽  
Iswendi Iswendi

Chemistry Ludo is one of the game based learning media as a variety of students’ exercises to stabilize their concepts in Molecular Geometry material. The purpose of this study is to produce Chemistry Ludo as a learning medium for Molecular Geometry material and to determine its validity and practicality level based on media functions and characteristics of practical media. The type of this research is Research and Development using 4-D (Four D) models, namely (1) define, (2) design, (3) develop, and (4) disseminate. This learning medium was validated by two lecturers majoring in Chemistry at FMIPA UNP and two Chemistry teachers at SMAN 2 Pariaman. Determining the level of practicality was obtained from two Chemistry teachers and 34 students of XI IPA 2 class at SMAN 2 Pariaman. The instruments used in this research were the validation and practicality questionnaires. The technique of data collection was questionnaires. In analyzing the data, the researcher used Cohen Kappa moment formula. The results of analysis showed that Chemistry Ludo as a learning media in the Molecular Geometry material has a validity level of 0.82 with a Very High category and the practical values of teachers and students are 0.96 and 0.86 with a very high category. This data showed that the development of Chemistry Ludo can be used as a learning medium in Molecular Geometry material


2020 ◽  
Vol 8 (2) ◽  
pp. 38-43
Author(s):  
Eni Ismawati ◽  
Muhammad Abdul Ghofur

Abstrak Penelitian ini memiliki tujuan untuk mengembangkan LKPD serta menganalisis respon peserta didik dan efektifitas penggunaannya LKPD sebagai salah satu perangkat pembelajaran. Jenis penelitian yang digunakan pada penelitian ini yakni penelitian dan pengembangan (R&D) menggunakan model 4-D yang terdiri dari define, desain, development, dan disseminate. Pengumpulan data didapatkan dari hasil validasi kelayakan, pretest dan posttest, serta respon peserta didik. Hasil analisis yang sudah dilakukan materi dalam LKPD dinyatakan layak begitu pula dengan kelayakan kegrafikan dan kelayakan bahasa. Berdasarkan angket respons siswa, tingkat respons yang didapat adalah sebesar 81%. Berdasarkan hasil uji coba siswa yang mencapai ketuntasan belajar naik menjadi 76% dengan hasil N-Gain sebesar 0,7. Hal tersebut memperlihatkan bahwa pengembangan LKPD berbasis Problem Based Learning pada Kompetensi Dasar Perdagangan Internasional dapat meningkatkan berpikir kritis dan layak digunakan. Abstract This study aims to develop LKPD and analyse student responses and the effectiveness of using LKPD as a learning tool. The type of research used in this study is research and development (R&D) using a 4-D model consisting of define, design, development, and disseminate. Data collection was obtained from the results of validation of eligibility, pretest and posttest, and students' responses. The results of the analysis that have been done by the material in LKPD are declared to be feasible as well as the feasibility of graphic and language feasibility. Based on the student response questionnaire, the response rate obtained was 81%. Based on the results of student trials reaching mastery learning rose to 76% with an N-Gain result of 0.7. This shows that the development of LKPD based on Problem Based Learning in Basic International Trade Competencies can improve critical thinking and is appropriate for use.


2020 ◽  
Vol 2 (1) ◽  
pp. 34-40
Author(s):  
Muhammad Farid Nasrulloh ◽  
Siti Hanik ◽  
Wisnu Siwi Satiti

This study aims to learn the feasibility of e-comic media  in MTsN 12 Jombang. The method of this research is Research and Development (RD). The development model used is the ADDIE development model with stages: analysis (analysis), design (design), development (development), implementation (implementation), and evaluation (evaluation). The subjects of this research  were students of class VII D of MTsN 12 Jombang. The research instruments used in data collection were (1) questionnaire sheets and (2) students' response results. The results showed that the validity of the learning media obtained was based on the validation of the material experts showed 4.2 with a valid category, assessment of the validation of the material experts showed 4.8 with a very valid category, validation of the existing media experts showed 4.53 with a very valid category and participant responses students there are 94% with the category of strongly agree.


EduKimia ◽  
2019 ◽  
Vol 1 (2) ◽  
pp. 53-60
Author(s):  
Rosi Efliana ◽  
Minda Azhar

Learner Worksheet (LKPD) of reaction rates based structured inquiry in class XI SMA had been dertemine validity and practicality. The type of research used is Research and Development (RD). The development model was a 4-D model consisting of 4 stages, namely (1) Define, (2) Design, (3) Develop, (4) Desseminate. The disseminate stage was not carried out due to time and cost constraints. The research instrument used was a questionnaire validation and practicality questionnaire. The validation questionnaire was filled by 3 chemistry lecturers from FMIPA UNP and 2 chemistry teachers from SMAN 2 Lubuk Basung. Practicality questionnaire was filled by 2 chemistry teachers and 30 students of class XII MIPA 3 SMAN 2 Lubuk Basung. Data were analyzed using kappa moments. The average kappa moment of validity test was 0.87 with a very high validity category. The average kappa moment of teacher were 0,88 with a very high practicality category. The average kappa moment of student were 0,87 with a very high practicality category. Thus, it was concluded that reaction rates LKPD based on structured inquiry was valid and practice.


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. 


Author(s):  
Fandy Kurniawan

This study aims to develop and determine the feasibility of the annual program of guidance and counseling in higher education. The method used in this research is Research and Development (R & D) Research and development carried out by adopting the concept of research and development by Borg and Gall. Based on product test using inter-rater agreement models, it is concluded that the product has fulfilled the content validity of 0.76 or can be categorized as valid (good). Furthermore, based on the results of Focus Group Discussion (FGD), it is concluded that the product can be categorized well, but needs to be refined by making improvements given.


2021 ◽  
Vol 5 (2) ◽  
pp. 155
Author(s):  
Pedomanta Keliat ◽  
Muhammad Syaleh ◽  
Ahmad Al Munawar

This research is a development research (RnD) where the stages in its implementation are 4D steps, namely Define, Design, Development and Dessimination. The data collection instrument used observation, interview and closed questionnaire distribution to 30 respondents (high school students). Product testing is carried out through the justification of two experts who are in charge of escorting the product to be produced. Before the product is tested on the respondent, it is very important that consulting activities with these experts maintain the direction and steps taken in accordance with the original objectives. The experts involved in this research activity are one expert in learning pencak silat and one expert in learning media.The data analysis used is descriptive in which expert judgment and respondent's assessment will determine the final product result. This product has been assessed by respondents through questionnaires where the score obtained is 53.11 when converted, the resulting product gets the predicate "Eligible". In addition to the assessment using a questionnaire, the researcher also asked the respondents for suggestions / input for the sake of product perfection.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2021 ◽  
Vol 11 (2) ◽  
pp. 120-134
Author(s):  
N.L.G. Wiratni ◽  
I.M. Ardana ◽  
I.P.B. Mardana

This study aims to determine: (1) the validity of the results of developing domino card media (2) for the practicality of using domino card media, and (3) for the effectiveness of domino card media in improving student learning outcomes. This type of research is development research using the ADDIE model (analysis, design, development, implementation, evaluation). The data collection methods used in this study were interviews, questionnaires, tests, and document recording. The data collection instruments in this study were data validity was collected by questionnaire, practicality data was collected by questionnaire and effectiveness data was collected by learning outcomes test.The results showed that domino card media was declared valid by subject content experts with very good criteria (92%), learning media experts with very good criteria ( 90%), small group trials with very good criteria (92%), and field trials with very good criteria (93%). The practicality of domino card media obtained from the average teacher response score of 4.53 with very high and the average score of student responses is 4.56 with a very high category.The results of the effectiveness test shows the average pretest value of 53.52 < the average posttest result of 83.69 and it can be said that the domino card media is effective.


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