scholarly journals PENGEMBANGAN MEDIA ICE BREAKING BERBASIS 4C PADA PEMBELAJARAN TEMATIK INTEGRATIF PESERTA DIDIK KELAS V MIS NURUL HUDA KUPANG

2020 ◽  
Vol 4 (3) ◽  
pp. 493
Author(s):  
Budi Kurniawan ◽  
Nuriyah Nuriyah

This research including development research (Research and Development) aims to Communication, Collaborative, Critical Thinking, and Creativity (4C)-based Ice Breaking Learning Media Developed on Integrative Thematic Learning. The subjects in this study were students and fifth grade teachers of MIS Nurul Huda, Kupang. The development model used in this study is the Four D development model which consists of 4 stages: (1) define, (2) design, (3) develop, and (4) disseminate. This 4C-based Ice Breaking learning media developed media has carried out a trial process consisting of one-on-one trials of 10 people, small group trials of 12 people and class trials of 34 students. The 4C-based Ice Breaking learning media developed have been validated by the Validator and has undergone revisions so that it gets very feasible and practical results to be used in learning because based on the research results of the Guidelines for Making 4C Ice Breaking Media and 4C Ice Breaking LKPD, and all the media in the latest book, including: puzzles, flipcharts, leaflets, sketches, and learning videos meet very valid criteria so they are very feasible and very practical to be used in the learning process. 

2018 ◽  
Vol 2 (3) ◽  
pp. 258
Author(s):  
Indah Veronica ◽  
Ratna Whyu Pusari ◽  
M.Yusuf Setiawardana

In particular learning in natural science subjects, there are still a number of students who concentrate less on science, even less interested in the learning process, with the problem the researchers conducted research on scrapbook development in science learning. It is expected that with the development of these media students can be motivated and more enthusiastic in learning. The object and subject of this research are third grade students of elementary school. The data of this research are the results of media validation by material experts, media experts, and practitioners and the siwa III response to the developed media. This research uses Research and Development (R & D) research methodology and Borg and Gall development model. Media relevance is obtained from assessment by media experts and material experts. Based on the results of scrapbook media development research in science learning, the media developed proved valid based on the results of media validation by experts and practitioners. Learning media can also be accepted by students as evidenced by student responses taken by questionnaire responses used by researchers. Keywords: Development, Media, Scrapbook


2020 ◽  
Vol 8 (2) ◽  
pp. 86
Author(s):  
Zulbahri Zulbahri ◽  
Yuni Astuti ◽  
Erianti . ◽  
Pitnawati . ◽  
Damrah .

This research is motivated by the limited development of learning media for the subjects of Physical Education, Sports and Health on floor exercise (artistic) material, especially for schools in the regions. This study aims to produce a learning media product for students and students in learning gymnastics. The subjects or samples of this research were FIK UNP students who attended basic and advanced / learning gymnastics courses with a total of 12 people for small group subject trials and 15 people for field trials. The data used in this research are qualitative and quantitative data. Qualitative data in this study is data obtained through validation from material experts, media experts, while quantitative data in this study were obtained through assessment questionnaires which were analyzed with descriptive statistics.This research was conducted using "Research and Development" (Research and Development), namely the research method used to produce certain products. The model used as a reference is the Borg & Gall development research model with 10 developments, in this study the researcher adopted the following stages: 1) Preliminary Study (research and data collection). 2) Prepare a plan and analyze the media to be made. 3) Initial product development by producing learning media with validation by media experts and material experts. 4) Conduct small group trials. 5) Product Revisions. 6) Conduct field trials. 7) Revise the final product. For this early stage research, it has only arrived at the fourth stage (4), namely the initial stage validation by media experts and material experts. Research results in the form of learning media products for practical material with a score of 3.67 with good criteria and for media with a score of 3.3 with a fairly good category.


2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


2019 ◽  
Vol 7 (3) ◽  
pp. 99
Author(s):  
I G Adi Aryana ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Penelitian ini bertujuan untuk: 1) Mengetahui pengembangan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar. 2) Mengetahui kelayakan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar kelas X TBSM di SMK Negeri 3 Singaraja. Penelitian ini menggunakan jenis penelitian (R&D) Research and Development, dengan model pengembangan 4D (Four D models), yang terdiri dari 4 tahap yaitu tahap pendefinisian (define) tahap perancangan (design) tahap pengembangan (development) dan penyebaran (deseminate). Pada penelitian ini baru dilakukan 3 tahap, Hasil validitas dari 1) Ahli materi yaitu sangat layak dengan persentase 85.33%, 2) Ahli media memberikan hasil dengan persentase sebesar 90% sehingga kriteria dari segi media sangat layak, 3) Uji coba kelompok kecil memperoleh persentase sebesar 86.5%, sehingga dapat dinyatakan dalam kriteria sangat layak, 4) Uji coba kelompok besar mendapatkan kriteria sangat layak dengan persentase sebesar 89.2%. Berdasarkan hasil pembahasan dari penelitian dan pengembangan ini dapat dinyatakan sangat layak dari segi materi, dan media serta tanggapan dari siswa, sehingga media ini dapat dinyatakan sangat layak digunakan untuk pembelajaran. Kata Kunci: Media Pembelajaran, Video Animasi, Solidworks 2014, Adobe Flash CS3, Motor Bakar.This study aims to: 1) determine the development of instructional media Based on Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine. 2) determine the feasibility of learning media based On Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine for Class X TBSM in SMK Negeri 3 Singaraja. This study uses a type of research (R&D) Research and Development, with a 4-D development model (Four D model), which consists of 4 stages, namely the stage of defining, the design phase of development and the development of deseminate). In this research, only 3 stages have been carried out. The results of the validity of 1) Theory experts are very decent with a percentage of 85.33%, 2) Media experts give results with a percentage of 90% so that the criteria in terms of the media are very feasible, 3) Small group trials get a percentage of 86.5%, so that it can be stated in very feasible criteria, 4) Large group trials get a very feasible criterion with a percentage of 89.2%. Based on the results of the discussion of this research and development can be declared very feasible in terms of material, and the media and responses from students, so that this media can be declared very feasible to use for learning. Keywords: Learning Media, Animation Video, Solidworks 2014, Adobe Flash CS3, Combustion Engine.


2020 ◽  
Vol 8 (2) ◽  
pp. 269-279
Author(s):  
Yani Wulandari ◽  
Yayat Ruhiat ◽  
Lukman Nulhakim

The media cannot be separated from the learning process. The use of learning media that is not interesting and varied makes students bored. This research was conducted to produce learning media products in the form of based video animation of powtoon. To achieve these objectives used to Research and Development (RD) method. The development of instructional media focuses on Natural Sciences (IPA) subjects for the fifth-grade of primary schools. To find out the coherence between media and material, validity test have been conducted by media experts and material experts. The results of product validity by the two experts have obtained a very decent category. From the media, expert obtained a value of 89.8% and material experts 88.7%. Next, to find out the effectiveness of the media on the subject matter, a trial was conducted at SDIT. The results of a limited trial to learners obtained a very decent category with 96.36% and an evaluation by the educator of 91.1%. The results of the analysis by both experts and have been tested on students and educators, that the powtoon-based learning video media has met the criteria to be applied as a learning media for IPA


2021 ◽  
Vol 3 (1) ◽  
pp. 11-19
Author(s):  
Ulfa Rahmatin ◽  
Muhammad Rifai Katili ◽  
Lillyan Hadjaratie ◽  
Sitti Suhada

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.


Author(s):  
Eko Anis Setyorini ◽  
Lilik Bintartik ◽  
Sumanto Sumanto

Abstract: This research and development is to produce a puzzle media based on audio-visual material on the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku" in class IV SDN Kauman 1 Blitar City that is valid, practical, and interesting. This study uses a research and development model or research and development. The results of audio visual based puzzle media validation obtained a value of 93.3 percent, a very valid category by material experts, media experts and users. For practicality and attractiveness audio visual based media is obtained based on the results of student responses during product trials and field trials. The attractiveness of the media scored 97.3 percent in the very interesting category. Practicality of the media scored 84.4 percent in the category of very practical. So it can be concluded that the audio visual media based puzzle is very worthy used in the learning process in the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku". Abstrak: Penelitian dan pengembangan ini yaitu menghasilkan media puzzle berbasis audio visual materi pada subtema “Indahnya Persatuan dan Kesatuan Negeriku” di kelas IV SDN Kauman 1 Kota Blitar yang valid, praktis, dan menarik. Penelitian ini menggunakan model penelitian dan pengembangan atau research and development. Hasil validasi media puzzle berbasis audio visual memperoleh nilai 93,3 persen kategori sangat valid oleh ahli materi, ahli media dan pengguna. Untuk kepraktisan dan kemenarikan media puzzle berbasis audio visual diperoleh berdasarkan hasil dari respon siswa pada saat uji coba produk dan uji coba lapangan. Kemenarikan media memperoleh nilai 97,3 persen kategori sangat menarik. Kepraktisan media memperoleh nilai 84,4 persen kategori sangat praktis. Sehingga dapat disimpulkan bahwa media puzzle berbasis audio visual sangat layak digunakan dalam proses pembelajaran pada subtema “Indahnya Persatuan dan Kesatuan Negeriku”.


2018 ◽  
Vol 10 (1) ◽  
pp. 11
Author(s):  
Ismi Nurul Qomariyah ◽  
Trio Ageng Prayitno

Students need microbiology textbooks that contain the latest research results so that microbiological material is dynamic. The research problem is how is the form of developing microbiology textbooks based on research results that meet the criteria of eligibility or validity. The study aims to determine the form of development of microbiology textbooks based on research results that meet the criteria of eligibility or validity. This research is a development research using the Thiagarajan 4-D development model, which includes define, design and develop stages. The microbiology textbooks developed were tested for validity and attractiveness to microbiology material experts, instructional media experts, practitioners and a small group of students who had taken microbiology courses. The results showed that the research-based microbiology textbooks were declared feasible or valid by a team of experts, practitioners, and students. Research-based microbiology textbooks are unique in that they contain research work procedures in the laboratory so as to facilitate students to understand microbiology material and establish life skills.


2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Candra Kurniawan ◽  
Hidayati Hidayati

This study aims to determine the characteristics of the process and product, development of water cycle and to determine the quality criteria for the feasibility of water cycle diorama media on the theme of events in the life of fifth grade SD Negeri Jetis 2. This research is a research and development study with the aim of producing new products. This media uses a 3D development model developed by Thiagarajan, Summel. This study has four stages, namely Define, Design, Develop. The results of this study indicate that the media developed in SD Negeri Jetis 2 in the good category. Based on the assessment of material experts, the good category with a score of 3.84. Based on media experts included in the good category with a score of 3.41. Based on the results of field trials with 8 students, this media was included in the good category, with an average score of 4.03.


Sign in / Sign up

Export Citation Format

Share Document