scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO ANIMASI SOFTWARE SOLIDWORKS 2014 DAN ADOBE FLASH CS3 PADA MATA PELAJARAN TEKNOLOGI DASAR OTOMOTIF (TDO) MATERI MOTOR BAKAR

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 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. 


Author(s):  
Kadek Eva Krishna Adnyani ◽  
Gede Satya Hermawan ◽  
I Gede Partha Sindu

This study aims to develop Adobe Flash CS6 "MojiGoiGo!" Based Learning Media for Preparation of Level 4 Japanese Language Proficiency Test (JLPT) for Second Semester Students of the Japanese Language Education Department Ganesha University of Education. This research and development uses the development model of Hannafin and Peck. The data are collected through literature review and questionnaires. The collected data are then analyzed by using quantitative analysis. On the requirement needs assess phase, questioners are given to 32 students of second semester of Japanese Language Education Department. On the design phase, materials and products are designed and then inputted into software. On the develop/implement phase, validation of the content and media experts, individual tests, and group trials are conducted. The results of experts validation and individual trials show that the media are considered excellent, while group trials gave judgment on the category of good and excellent. Keywords: research and development, learning media, adobe flash CS6, Japanese-language proficiency test


2019 ◽  
Vol 7 (2) ◽  
Author(s):  
Nova Miola Anggreini ◽  
Fitriani Fitriani ◽  
Dedeh Kurniasih

The students problem in understanding the covalent bonds was caused by the ineffective learning instructional media which is used by the teacher didn’t fit the student’s characteristic. Therefore, it is important to develop instructional media of Petalen for covalent bonds class. The validation of the media is validated in three aspects. They were validity from the results of the game, practicality from the results of the questionnaire, and the effectiveness from the results of the pre and post tests. This study used a Research and Development (R & D) model of Borg and Gall conducted in seven stages. The study showed that instructional media of Petalen was suitable for teaching learning process. It can be seen from the results of the material and media aspects by 1,00 and 1,00 which were valid. The results of the practicality of the questionnaires on the small and main tryouts were 94,55% and 92,81% and were considered practical. The results of the effectiveness of the N-Gain on the small and main tryouts were 0,77 and 0,66 (high category). Therefore, instructional media of Petalen was valid and effective. It is suitable to be used as the learning instructional media in Chemistry class.


2021 ◽  
Vol 3 (7) ◽  
pp. 499-507
Author(s):  
Deni Eko Prasetio ◽  
Ari Wibowo Kurniawan ◽  
Dona Sandy Yudasmara ◽  
Mu’arifin Mu’arifin

Abstract: Based on the observations of researchers at DOJO Funakoshi at SMAN 1 Kedungwaru Tulungagung, the karateka at the DOJO did not have any training media that could help them practice kumite attack techniques. The karateka only use youtube media and video game recordings for reference in learning the kumite attacks at home or at the DOJO. From these observations, it is necessary to develop the media for karateka to learn the kumite attack technique. The purpose of this research and development is to produce a variety of kumite attack training products based on audio-visual media. The method used in this development was adapted from the Lee and Owen development model. The test subjects used in this study were 20 karate students at DOJO Funakoshi SMAN 1 Kedungwaru Tulungagung which were divided into two small group trials using 8 students and large group trials using all students with a total of 20 students. expert, small group trials and large group trials obtained "very valid" results. It can be concluded that this development product can be used as a medium for learning techniques and variations of kumite attacks. Abstrak: Berdasarkan observasi peneliti di DOJO Funakoshi di SMAN 1 Kedungwaru Tulungagung, karateka di DOJO tersebut belum mempunyai media latihan yang bisa membantu mereka berlatih teknik serangan kumite. Para karateka hanya menggunakan media youtube dan video rekaman pertandingan untuk referensi belajar serangan kumite di rumah atau di DOJO. Dari observasi tersebut perlu dikembangkannya media untuk karateka belajar teknik serangan kumite. Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan produk variasi latihan serangan kumite olahraga karate berbasis media Audio-visual. Metode yang digunakan pada pengembangan ini mengadaptasi dari model pengembangan Lee and Owen. Subjek uji coba yang digunakan pada penelitian ini adalah 20 siswa karate di DOJO Funakoshi SMAN 1 Kedungwaru Tulungagung yang dibagi menjadi dua kali uji coba kelompok kecil dengan menggunakan 8 siswa dan uji coba kelompok besar menggunakan seluruh siswa dengan jumlah 20 siswa.Hasil analisis data dari para ahli, uji coba kelompok kecil dan uji coba kelompok besar diperoleh hasil “sangat valid”. Dapat disimpulkan bahwa produk pengembangan ini dapat digunakan sebagai media belajar teknik dan variasi serangan kumite.


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


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.


2021 ◽  
Vol 12 (2) ◽  
pp. 108
Author(s):  
Ismi Nurul Qomariah ◽  
Mistianah Mistianah

Abstrak. Penelitian ini bertujuan untuk mengembangkan model pembelajaran Think berbasis media I Spring suite 8 bagi mahasiswa Pendidikan Biologi. Jenis penelitian ini adalah Research and Development. Pengembangan media pembelajaran menggunakan metode Research and Development (R & D) dengan model 4 D (Define, Design, Develop, dan Dessiminate). Penelitian ini dimulai dari tahap define yaitu mengidentifikasi konsep-konsep material yang harus terkandung dalam media. Mendesain lebih lanjut model pembelajaran Think berbasis media pembelajaran I Spring suite 8. Setelah media dirancang dan dibuat maka dilakukan tahap pengembangan yaitu validasi produk oleh ahli dan uji coba produk pada proses perkuliahan. Hasil penelitian menunjukkan bahwa validitas ahli materi dalam kriteria valid dengan persentase 88 persen, hasil validitas ahli media dalam kriteria valid dengan persentase media pembelajaran sebesar 89 persen. Dari uji kelayakan diperoleh hasil uji kelayakan. Disimpulkan bahwa media termasuk dalam kategori sangat baik.Asbtract. This study aims to develop I Spring suite 8 learning media based Think learning model for Biology Education college students. The type of this research was Research and Development. The development of  learning media uses the Research and Development (R & D) method with the 4 D model (Define, Design, Develop, and Dessiminate). This research starts from the define stage that was identificatethe material concepts that must be contained in media. Furthermoredesign the I Spring suite 8 learning media based Think learning model. After media has been designed and created, the development stage was carried out, namely product validation by experts and product testing in the lecture process. The results showed that the validity of the material experts was in valid criteria with the percentage of 88 percent, the results of validity by media experts were in valid criteria with the percentage of learning media as much as 89percent. From the feasibility test, it was concluded that the media is included in the categoryvery good.


Akademika ◽  
2020 ◽  
Vol 9 (01) ◽  
pp. 127-138
Author(s):  
Nasir Nasir

This research aims to determine the results of the development of web-based learning media for Islamic Religious Education (PAI) which is valid and practical. This learning media development model refers to the 4-D development model (Four D-Model). This research was conducted at Unismuh Makassar Junior High School with research subjects 30 students and 1 teacher Islamic Education. The instruments used were validation sheets, student activity, teacher response and students. The data collection techniques used observation sheet instruments and student and teacher response questionnaires. The analysis used is descriptive qualitative statistical analysis. Based on the results of research and development shows that the media developed after validation is declared valid and reasonable for testing. The results of testing practicality show that the web-based learning media is practical because it has fulfills the criteria with the results: 1) students' activities in learning are carried out as expected, 2) teachers give excellent responses and, 3) students provide good response to the learning media. So it can be concluded that in the development of learning media activities fulfill valid and practical criteria used in the learning process especially in PAI subjects in class VIII.


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


2019 ◽  
Vol 2 (3) ◽  
pp. 363-371
Author(s):  
Agna Deka Cahyanti ◽  
Farida Farida ◽  
Rosida Rakhmawati

Abstract: This research aimed to develop tool of evaluation(online/offline tests) using Ispring Suite 8 to math learning at the junior high school. This research method used research and development model (R&D) by using a test instrument development model that includes measuring instrument specifications, statement or question writing, statement or question review, instrument assembly, test, selection and assembly of instruments, instrument administration and scaling and norms writing. The data analysis techniques used expert questionnaire validation and students’ questionnaire response. The results obtained: first, material expert validation got the final percentage of 87% with very reasonable criteria, the media expert got the final percentage of 85,5% with very reasonable criteria, the linguist got the final percentage of 84% with very reasonable criteria, and the second, the final percentage result of students' response was 87,6% with very interesting criteria. So it can be concluded that the development of online tests using Ispring Suite 8  is very suitable to be used in tool of evaluation learning of mathematicsAbstrak: Penelitian ini bertujuan untuk mengembangkan alat evaluasi (online/offline tes) menggunakan Ispring Suite 8  pada pembelajaran matematika pada tingkat SMP. Metode penelitian ini menggunkaan model research and development (R&D). Dengan menggunakaan model pengengembangan intrumen tes yang meliputi spesifikasi alat ukur, penulisan pernyataan atau pertanyaan, penelaahan pernyataan atau pertanyaan, perakitan instrumen, uji coba, seleksi dan perakitan instrumen, administrasi instrumen dan penulisan skala dan norma. Teknik analisis data menggunakan angket validasi ahli dan angket respon peserta didik. Hasil penelitian yang diperoleh: pertama validasi ahli materi mendapat persentase akhir sebesar 87% dengan kriteria sangat layak, ahli media mendapat persentase akhir sebesar 85,5% dengan kriteria sangat layak, ahli bahasa mendapat persentase akhir sebesar 84% dengan kriteria sangat layak, dan yang kedua hasil persentase akhir respon peserta didik sebesar 87,6% dengan kriteria sangat menarik. Sehingga dapat disimpulkan bahwa pengembangan tes online/offline menggunakan ispring suite 8 sangat layak digunakan sebagai alat evaluasi pada pembelajaran matematika.


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