scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN SISTEM PEMINDAH TENAGA MATERI GARDAN BERBASIS FLASH

2018 ◽  
Vol 6 (2) ◽  
pp. 66
Author(s):  
I Wayan Ariana ◽  
Luh Joni Erawati Dewi ◽  
Kadek Rihendra Dantes

Penelitian ini bertujuan untuk: 1) Mengetahui langkah pengembangan media pembelajaran berbasis flash pada mata pelajaran Sistem Pemindah Tenaga Materi Gardan 2) Mengetahui tingkat kelayakan media pembelajaran berbasis flash yang dikembangkan berdasarkan tinjauan penilaian ahli isi, ahli media, dan tanggapan siswa. Hasil penelitian menunjukkan bahwa: Validasi materi mendapatkan persentase nilai 95.45% yang termasuk kategori sangat baik. Validasi ahli media mendapatkan persentase nilai 89.05% yang termasuk kategori sangat baik. Sedangkan untuk uji coba skala kecil mendapatkan persentase nilai 90% yang termasuk katagori sangan baik. Dan pada uji coba skala besar mendapatkan persentase nilai 97.07% yang termasuk katagori sangan baik. Rerata skor yang didapatkan dari 4 langkah penilaian yaitu 93.05% yang masuk dalam kategori sangat baik. Oleh karena itu media ini layak digunakan dalam proses pembelajaranKata Kunci : Kata kunci: flash, kelayakan, media, Sistem Pemindah Tenaga Materi Gardan. This study aims to: 1) Know the steps of developing flash-based learning media on the subjects of the Gardan Power Transformer System 2) To know the feasibility level of the flash-based learning media developed based on the assessment of content expert, media expert, and student responses. The results showed that: Content Validation get percentage value 95.45% which belongs very good category. Validation of media experts get 89.05% percentage of excellent category. While for small-scale trials get a percentage value of 90% which includes the category of good. And on large-scale trials get a percentage value of 97.07% which includes good category. The average score obtained from the 4 assessment step is 93.05% which fall into very good category. Therefore this media is suitable for use in learning process.keyword : feasibility, media, flash, Power Transfer System Gardan Material.

2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Ina Riana ◽  
Rida Fironika Kusumadewi ◽  
Nuhyal Ulia

Abstrak. This research is to develop and find out the feasibility of "Creative Factor" teaching material products on multiples and number factors. "Creative Factor" teaching material products multiples and number factors are developed based on the teacher's need for other reference sources in learning. This research uses the Research and Development (RnD) method. The development of "Creative Factor" teaching material products uses a development research procedure according to Sugiyono that contains 10 thrones. Based on this, the research results obtained include: (1) the validation results from 4 experts obtained an average score of 84 and a percentage of 90% with the criteria "Very Eligible". (2) the results of the small-scale test get teacher responses obtained by the percentage of 88% with the criteria "Very Practical". While the results of student responses obtained 97.2% percentage "Very Practical". (3) large-scale test results obtained by teacher responses obtained by the percentage of 90% with the criteria "Very Practical". While the results of student responses obtained 96% percentage "Very Practical". Based on these results, the development of "Creative Factor" teaching material products can be declared worthy to be used as a companion in the learning process.


2019 ◽  
Vol 8 (2) ◽  
pp. 246-256
Author(s):  
Rina Wahyuningsih ◽  
Sri Sukaesih ◽  
Endah Peniati

This study aims to describe the types of learning resources used previously at SMA N 3 Salatiga, describe the feasibility of Biomagz Based on Local Wisdom, and test the effectiveness of Biomagz Based on Local Wisdom on learning outcomes and student’s environmental care attitude. The method used is research development (R & D). Products are validated by material and media validators, and revised before being tested. Small-scale trials (readability test) use 10 students from class X MIPA 1, while large-scale trials use class X MIPA 2 with the experimental design Pre-experimental Design with the type of Pre-test and Post-test One Group Design. The results of the study show the variety of learning resources used previously including biological, teacher, internet, biology books, and the environment around students. The Feasibility of Biomagz Based on Local Wisdom obtained an average score of 92.21% with very decent criteria. Large-scale trials with an average N-gain value 0.49 in the medium category, the average classical completeness is 85.29%, and the environment care attitude of students is based on the observation result of 92.9% with a high category and the result of the inter-student assessment is 86, 18% with a high category. Based on the results of this study, it can be concluded that Biomagz Based Local Wisdom is well worth and effective on learning outcomes and student’s environmental care attitude.


2016 ◽  
Vol 4 (1) ◽  
pp. 34
Author(s):  
Muna Aprilianto ◽  
Tomoliyus Tomoliyus

Penelitian ini bertujuan untuk menghasilkan buku pedoman bermain sepakbola untuk meningkatkan aspek psikologis (semangat, gembira, dan disiplin) anak usia 12-13 tahun di Yogyakarta. Penelitian ini merupakan penelitian dan pengembangan yang terdiri atas dua tahapan yaitu tahap penelitian pendahuluan terdiri dari kajian literatur, kajian penelitian relevan, studi lapangan dan tahap pengembangan terdiri perencanaan, validasi ahli, uji skala kecil, dan uji skala besar. Peneliti ini mengambil sampel dari sekolah sepakbola di Yogyakarta. Teknik sampling yang digunakan adalah purposive sampling. Pada uji coba skala kecil dilakukan di SSB Real Madrid melibatkan 10 siswa dan satu orang pelatih. Pada uji coba skala besar dilakukan di dua tempat yaitu di SSB Real Madrid dan SSB Bina Putra Jaya Sleman melibatkan 38 siswa dan dua pelatih. Analsis data dalam penelitian ini menggunakan teknik analisis deskriptif kuantitatif dan kualitatif. Hasil validasi menunjukkan model bermain sepakbola anak usia 12-13 tahun layak untuk diuji cobakan. Berdasarkan Hasil pelaksanaan pada uji coba skala kecil dan besar secara substansi isi dan pelaksanaan tergolong sangat baik. Hasil penilaian efektivitas model tehadap psikologis anak berupa semangat, gembira, dan disiplin mengalami peningkatan: nilai pertemuan kedua lebih tinggi dari pertemuan pertama. Dapat disimpulkan model bermain sepakbola anak usia 12-13 tahun efektif untuk meningkatkan aspek psikologis berupa semangat, gembira, dan disiplin siswa dalam melakukan latihan sepakbola.Kata Kunci: model, bermain, psikologis, sekolah sepakbola Development a playing soccer model to improve the psychological aspects of 12-13 years old children in Yogyakarta AbstractThis research aims to develop a playing soccer model to improve the psychological aspects (spirit, joy, and discipline) of 12-13 years old children in Yogyakarta. This study is a research and development which consists of two stages. The Preliminary research stage and development stage. The Preliminary research stage consisted of a literature review, relevant research studies and field studies. The Development stage consisted of planning, validation expert, small-scale test, and test large scale. The Validation involve three people experts. The sampel of take it from soccer school in Yogyakarta. The small-scale tryout was conducted on 10 students and one coach of Real Madrid Soccer School in Yogyakarta. The large-scale trials were conducted with two soccer school on 38 students and two coach of Yogyakarta Real Madrid Soccer School and Sleman Bina Putra Jaya Soccer School. The resul is a playing soccer model for children aged 12-13 years with the title "Playing Soccer in Practice to Improve Psychological Aspects". Based on the small-scale tryout and the small-scale tryout content implementation aspects are in an excellent category. The Psychological development of students assessment resulting in the form of passion, joy, and discipline in playing soccer show improvement: score of the second meeting is greater than the average score of the first meeting, thus it can be concluded thaat the playing soccer model for children age 12-13 years is effective to improve students’ psychological aspects, including the aspects of spirit, joy, and discipline in doing soccer practice.Keywords: models, play, psychological, soccer school


Author(s):  
Dewi Handayani ◽  
Elvinawati Elvinawati ◽  
Isnaeni Isnaeni ◽  
Muzanip Alperi

This research is the development of guided discovery based electronic module that aims to know the eligibility level of e-modules and student responses to guided discovery-based electronic modules in redox reaction material. This electronic module uses the ADDIE development model. The research was conducted at one of the high schools in Bengkulu with the subject 9 students of X MIPA A Students for small scale trials and 30 students of X MIPA D Students for large scale trials. From the results of the research obtained (1) the percentage of the feasibility of e-modules on the material aspect is 86,315% while from the media aspect is 91.425% so that based on the results of validation by the E-module validator is declared very valid, (2) based on the test results of the small-scale student response percentage of 75.97 % with interesting category, while for large-scale trials of 84.48% with a very interesting category. From the results percentage, it can be concluded that e-module is suitable for use in learning. Electronic module based on guided discovery is an effective tool to help students in learning redox reaction subject. E-module can be accessed by smartphone or laptop. With this e-module, students can access the study material from everywhere without any time limitation.


2020 ◽  
Vol 5 (2) ◽  
pp. 114-126
Author(s):  
Sayyidah Asmah ◽  
Laili Fitri Yeni ◽  
Titin Titin

Interactive multimedia based on Lectora inspire referred to in this research was learning media of based ICT created to use the Lectora inspire computer program. This research aims to develop learning media and determine students' responses to interactive multimedia based on Lectora inspire that appropriate to be used as learning media in the kingdom monera. This research was the ADDIE development model consisting of five stages of analyzing, design, develop, implement, and evaluate. The students response questionnaire consisted of 3 aspects namely cognitive, affective, and conative consisting was 22 items. Research subjects is students of class XI in SMA Negeri 2 Pontianak, SMA Negeri 10 Pontianak, and MAN 1 Pontianak. The results of interactive multimedia based on Lectora inspire validation for the eligibility to obtain a Content Validity Index value was 1.00 and declared valid. A small-scale trial consisting of 18 students received an average rating is a good category. Whereas a large-scale trial consisting of 36 students obtained an average score in the very good category. The results obtained it was concluded that interactive multimedia based on Lectora inspire was suitable for use as a medium in schools and there needs to be implemented to see acheviement.Keywords: Kingdom monera, lectora inspire, interactive multimedia, response


2020 ◽  
Vol 5 (12) ◽  
pp. 1812
Author(s):  
Leny Suryaning Astutik ◽  
Markus Diantoro ◽  
Sentot Kusairi

<p><strong>Abstract:</strong> The circulatory system and animals are important materials to learn in elementary school. The purpose of this study is to produce <em>SIPERDA</em> media equipped with augmented reality for the fifth grade of Malang Regency Primary School which is effective, valid, and practical. The development of <em>SIPERDA</em> uses the ADDIE model. The results showed the average for validity from media experts, material experts, and learning experts was 87.2% with the category "Very Valid". Practicality gained from small-scale student responses, small-scale teacher responses, large-scale student responses, large-scale teacher responses by 88% with the category "Very Practical". Whereas the effectiveness is obtained from the average value of the experimental class of 89 and the control class of 83. In addition, the increase in learning outcomes is tested using Ancova which can increase the effective media used.</p><strong>Abstrak:</strong> Sistem peredaran darah dan hewan merupakan bahan yang penting untuk dipelajari di Sekolah Dasar. Tujuan penelitian ini adalah untuk menghasilkan media <em>SIPERDA</em> dilengkapi <em>augmented reality</em> untuk kelas lima Sekolah Dasar Kabupaten Malang yang efektif, valid, dan praktis. Pengembangan <em>SIPERDA</em> ini menggunakan model ADDIE. Hasil penelitian menunjukkan rata-rata untuk kevalidan dari pakar media, ahli materi, dan pakar pembelajaran sebesar 87.2% dengan kategori “Sangat Valid”. Kepraktisan yang didapat dari respon siswa skala kecil, respon guru skala kecil, respon siswa skala besar, respon guru skala besar sebesar 88% dengan kategori “Sangat Praktis”. Sementara itu, untuk keefektifan diperoleh dari nilai rata-rata kelas eksperimen (<em>Island</em>) sebesar 89 dan kelas control (<em>Ocean</em>) sebesar 83. Selain itu, peningkatan hasil belajar diuji menggunakan <em>Ancova</em> yang dapat meningkatkan media yang efektif digunakan.


2020 ◽  
Vol 11 (1) ◽  
Author(s):  
Lesy Luzyawati ◽  
Lissa Lissa

The textbooks used so far have not utilized learning resources to the fullest, such as the utilization of existing potential in the surrounding environment, planting values, and environmental awareness.Biodiversity textbook based on ethnobiology studies of the Suku Dayak Losarang is a product of the development of textbooks that can be used in biology learning on the concept of biodiversity.This study aims to look at the feasibility of biodiversity textbooks based on the ethnobiology study of the Suku Dayak Losarang Tribe and see the effectiveness of the textbook in biology learning in class X senior high school. This type of research is Research and Development (R&D) with eight stages of development models. Product Textbooks are validated by experts and practitioners using validation sheets. The validation results show that the book is suitable for use because it is good in terms of content worthiness, linguistics, and presentation. The textbook was tested on a small scale test and continued with a large scale test. The results of the effectiveness test using the different test showed that the biodiversity textbook based on the Suku Dayak Losarang was effectively used in biologylearning. Student responses to textbooks also scored high on all indicators.AbstrakBuku ajar yang digunakan selama ini belum memanfaatkan sumber belajar secara maksimal, seperti pemanfaatan potensi yang ada di lingkungan sekitar, penanaman nilai, dan kesadaran lingkungan hidup. Buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang merupakan produk pengembangan buku ajar yang dapat digunakan dalam pembelajaran biologi pada konsep keanekaragaman hayati. Penelitian ini bertujuan untuk melihat kelayakan buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang dan melihat efektivitas buku ajar tersebut dalam pembelajaran biologi di kelas X. Jenis penelitian ini ialah Research and Development (R&D) dengan 10 tahapan model pengembangan. Produk Buku ajar divalidasi oleh para ahli dan praktisi dengan menggunakan lembar validasi. Hasil validasi menunjukkan buku layak digunakan karena sudah baik dalam hal kelayakan isi, kebahasaan, dan penyajian. Saran dari validator dijadikan acuan dalam merevisi buku ajar biodiversitas Suku Dayak Losarang. Buku ajar hasil revisi diujicobakan pada uji skala kecil (satu sekolah) dan dilanjutkan uji skala besar (tiga sekolah). Hasil uji efektivitas menggunakan uji t menunjukkan bahwa buku ajar biodiversitas berbasis Suku Dayak Losarang efektif digunakan dalam pembelajaran biologi. Respon siswa terhadap buku ajar juga mendapat nilai tinggi pada semua indikator. Artinya buku ajar biodiversitas berbasis kajian Suku Dayak Losarang dapat digunakan pada pembelajaran keanekaragaman hayati di kelas X SMA dan dapat disebarluaskan khususnya di Kabupaten Indramayu. Kata kunci: Keanekaragaman hayati, Buku ajar, Suku Dayak Losarang, Etnobiologi, Pembelajaran Biologi


Author(s):  
Marizal Sirumapea ◽  
Abdul Muin Sibuea ◽  
R Mursid

Abstrak: Penelitian bertujuan untuk mengembangkan media pembelajaran Contextual Teaching And Learning. Media pembelajaran interaktif berbasis CTL ini tentang materi Pembangunan Ekonomi dan Pertumbuhan Ekonomi dengan subjek penelitian pada SMA Negeri 20 Medan. Tahap perancangan media berupa naskah media yang akan dikembangakan. Tahap pengembangan dilakukannya penilaian pada hasil media kemudian diuji cobakan terhadap siswa skala kecil dan skala besar. Berdasarkan hasil penelitian pengembangan media pembelajaran media   interaktif   berbasis   CTL   sangat   layak   digunakan   dalam pembelajaran. Terbukti dengan penilaian oleh ahli materi mendapat nilai rata-rata 3,69 dengan tingkat kelayakan 74,00% dengan kategori “Layak”, ahli media mendapat nilai rata-rata 4,36 dengan tingkat kelayakan 89% dengan kategori “Sangat Layak”, ahli desain pembelajaran 4,00 dengan tingkat kelayakan 80% dengan kategori “Layak” dan guru ekonomi 3,87 dengan tingkat kelayakan 77,34% dengan kategori “Sangat Layak” serta pendapat siswa pada uji skala kecil 4,26 dengan tingkat kelayakan  85% dengan kategori “Sangat Layak” selanjutnya uji skala besar 4,30 dengan tingkat persentase kelayakan 86 % dengan kategori “Sangat Layak”. Kata Kunci : media belajar interaktif, contextual teaching and learning, ekonomi.  Abstract: Research aims to develop Contextual Teaching And Learning learning media. CTL-based interactive learning media is about the material of Economic Development and Economic Growth with research subjects at Medan State High School 20. The media design stage is in the form of a media script that will be developed. The stage of developing assessment on media results was then tested on small and large scale students. Based on the results of research on the development of CTL-based interactive media learning media it is very feasible to use in learning. Evidenced by the assessment by material experts got an average score of 3.69 with a feasibility level of 74.00% with the category "Eligible", media experts got an average score of 4.36 with an eligibility rate of 89% with the category "Very Worthy", experts 4.00 learning design with 80% feasibility level with "Eligible" category and economic teacher 3.87 with a feasibility level of 77.34% with "Very Eligible" category and student opinion on small scale test 4.26 with 85% feasibility level with the "Very Worthy" category then tested a large scale of 4.30 with a percentage level of 86% eligibility in the "Very Worthy" category. Keywords: interactive learning media, contextual teaching and learning, economics.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Anyan Anyan ◽  
Benediktus Ege ◽  
Hendry Faisal

ABSTRACTThe limitation of supporting media in the teaching and learning process causes the teaching and learning process to be less than optimal. To overcome this, it can be done by using interactive learning media based on Microsoft Power Point. The purpose of this study is to produce interactive PowerPoint learning products Microsoft Power Point to improve student learning outcomes in Thematic learning of the subtheme of the Beauty of the Nature of My Country in grade IV elementary school. The research method used is the published Borg and Gall research: preliminary studies, model development and model trials. The results showed that the interactive learning media developed was declared feasible. Media validation and material validation showed an average score of 82.50% and 79.16%. Student responses to teaching materials scored 81.75% in small-scale trials on large-scale trials receiving scores of 85%. The response teacher got a score of 71.7% and 89.13%. Based on the grades obtained, then the interactive learning media based on Microsoft Power Point is feasible to be applied to grade IV elementary school students.Keywords: Interactive Media, Multimedia, Power Point, Interactive LearningABSTRAKKeterbatasan media pendukung dalam proses belajar mengajar menyebabkan proses belajar mengajar menjadi kurang maksimal. Untuk mengatasi hal tersebut dapat dilakukan dengan menggunakan media pembelajaran interaktif berbasis Microsoft Power Point. Tujuan penelitian ini menghasilkan produk media pembelajaran interaktif berbasis Microsoft Power Point untuk meningkatkan hasil belajar siswa pada pembelajaran Tematik subtema Keindahan Alam Negeriku di kelas IV SD. Metode penelitian yang digunakan adalah penelitian Borg dan Gall yang meliputi: studi pendahuluan, pengembangan model dan uji coba model. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif yang dikembangkan dinyatakan layak. Validasi media dan validasi materi menunjukan nilai rata-rata skor sebesar 82,50% dan 79,16%. Respon siswa terhadap bahan ajar interaktif memperoleh skor 81,75% pada uji coba skala kecil sedangkan uji coba skala luas memperoleh skor sebesar 85%. Respon guru mendapat skor 71,7% dan 89,13%. Berdasarkan nilai yang diperoleh, maka media pembelajaran interaktif berbasis Microsoft Power Point layak diterapkan pada siswa kelas IV sekolah dasar.Kata Kunci: Media Interaktif, Multimedia, Power Point, Pembelajaran Interaktif


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