scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MATA PELAJARAN PRAKARYA UNTUK SISWA SMP KELAS VIII

2021 ◽  
Vol 11 (1) ◽  
pp. 40-50
Author(s):  
N. Simbolon ◽  
I.K. Suartama ◽  
L.P.P. Mahadewi

The problem in this research is by the low of the students’ learning outcomes in Craft subject and the unavailable interactive media in supporting that vocational learning. Therefore, this research aimed to develop the interactive media and to know the validity of the interactive media in Craft learning. This development research used ADDIE (Analysis, Design, Development, Implementation, Evaluation) research model . Validity result of the product was Valid with each assessment, a) the results of the review of learning content experts with a percentage of 97.5% with a very good category, b) the results of the review of learning design expert with a percentage 88.57 %  with a good category, c) the results of the review of learning media expert with a percentage 84.44% with a good category, d) the results of the review of individual trial with 93.33% with a very good category,e) the results of the review of small group trial with a percentage 94.58 % with a very good category. Based on the results, this Craft learning interactive media is worth it to use as a learning source.

2021 ◽  
Vol 3 (1) ◽  
pp. 61-69
Author(s):  
Kun Hayyuningtyas, Hamdan Husein Batubara

Abstrak  Media interaktif berbasis PowerPoint adalah media pembelajaran kembangan, berisi materi pembelajaran IPA yang dirancang tersistem untuk peserta didik di kelas 3 Madrasah Ibtidaiyah melalui program dasar powerpoint dan dikembangkan dengan ispring, agar kegiatan belajar mengajar  dapat lebih efektif dan maksimal meskipun  pembelajaran di lakukan tanpa tatap muka atau pembelajaran jarak jauh. Penelitian ini termasuk penelitian dan pengembangan (Research and Development), dengan menggunakan model penelitian ADDIE dari tahap Analyze, Design, Develop, Implement, dan Evaluate (Branch, 2009).  yg melalui beberapa tahap yaitu analisis, desain (perancangan), pengembangan, implementasi, dan evaluasi. Uji coba media pembelajaran interaktif didukung dengan penilaian kevalidan tim ahli, dan data angket kevalidan dari para responden yaitu guru guru Madrasah Ibtidaiyah, dan berdasarkan hasil penelitian 76% media pembelajaran ini layak untuk digunakan. Kata kunci : media interaktif, berbasis powerpoint, Android. Abstract PowerPoint-based interactive media is a developed learning media, containing science learning materials that are systematically designed for students in grade 3 Madrasah Ibtidaiyah through the basic powerpoint program and developed with ispring, so that teaching and learning activities can be more effective and maximal even though learning is done without face-to-face or distance learning. This research includes research and development (Research and Development), using the ADDIE research model from the Analyze, Design, Develop, Implement, and Evaluate stages (Branch, 2009). which goes through several stages, namely analysis, design (design), development, implementation, and evaluation. Interactive learning media trials are supported by a team of expert validity assessments, and validity questionnaire data from respondents, namely Madrasah Ibtidaiyah teachers, and based on research results 76% of this learning media is feasible to use. Keywords : interactive media, powerpoint based, Android.


2018 ◽  
Vol 1 (1) ◽  
pp. 51-60
Author(s):  
I Made Yoga Prasada ◽  
I Made Putrama ◽  
Gede Aditra Pradnyana

This research aimed to produce a media in the form of Digital Story Book "Satua Bali" Based Mobile that could be a container to provide a collection of Satua Bali, so it could be utilized to help maintaining the existence of Satua Bali among the community, especially children. Digital Story Book "Satua Bali" Based Mobile has some additional features, such as user can add new satua, share to the social medias, give comment, like, add as favorite, etc. This research was a type of research and development with research model of ADDIE (Analysis, Design, Development, Implementation, Evaluation). The testing process was conducted in six stages, namely test: whitebox and blackbox which obtain good result, content expert which obtains result of 96,2% (very appropriate), media expert that obtains result of 92,5% (very appropriate), users responses with UEQ method obtain good result, and compatibility is successfully implemented to 10 different devices. The final result of this research is the application of Digital Story Book "Satua Bali" which can be run on smartphone with android operating system.


2021 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Ahmad Fadillah ◽  
Westi Bilda ◽  
Hairul Saleh ◽  
Yenni Yenni

The learning process is a systematic activity deliberately designed by educators in order for the desired learning objectives to be achieved. One of the factors that affects the process of learning is a learning medium. Learning media is a tool that used by educators so that the concept or material to be delivered on target and meaningful for learners. This research was conducted at Universitas Muhammadiyah Tangerang in the mathematics education study program. The purpose of this research is to develop Ispring interactive media design. The methods used in this study are research and development with ADDIE (Analysis, Design, Development, Implementation, Evaluation) models. The stages include analysis, design, development, and implementation. Based on the validation results of the experts by getting scores of 80.34% and 80% respectively with proper criteria, and the results of small-scale trials got score of 85% and 88.34% respectively which was feasible and usable.


2020 ◽  
Vol 7 (2) ◽  
pp. 103
Author(s):  
Sriadhi . ◽  
Nailul Zahrowi Yuwanda

Abstrak: Penelitian yang dilakukan ini bertujuan untuk mengembangkan media pembelajaran interaktif terhadap efektif dan efisiensi kegiatan belajar mengajar di SMK Dwiwarna Medan. Adapun metode penelitian yang digunakan merupakan metode penelitian Research and Development (R&D). Dan untuk model desain penelitian ini menggunakan desain ADDIE (Analysis, Desain, Development, Implementation, Evaluation). Data pada penelitian ini diperoleh melalui instrument yang diadaptasi dari Sriadhi: 2018, yang terdiri dari ahli materi, ahli media dan akseptansi peserta didik. Analisis data yang digunakan pada penelitian ini juga diadaptasi dari Sriadhi: 2018 melalui hitungan statistik deskriptif. Hasil dari penelitian ini didapatkan dari validasi ahli materi dengan kategori “Sangat Layak” yang memperoleh nilai rata-rata sebesar 4,7. Dan hasil validasi yang didapatkan dari ahli media dikategorikan “Sangat Layak” dengan mendapatkan nilai rata-rata sebesar 4,3. Kata Kunci : Pengembangan, Media pembelajaran interaktif, Adobe Flash CS6, Dasar Listrik dan Elektronika. Abstract: This research aims to develop interactive learning media for effective teaching and learning activities at SMK Dwiwarna Medan. This study used Research and Development (R&D) method. And for this research model using ADDIE design (Analysis, Design, Development, Implementation, Evaluation). The data in this study were obtained through an instrument that was first adapted from Sriadhi: 2018, which consisted of material experts, media experts and student acceptance. The data analysis used in this study was also adapted from Sriadhi: 2018 descriptive statistical calculations. The results of this study were obtained from the validation of material experts with the category "Very Appropriate" who obtained an average value of 4.7. And the validation results obtained from media experts was also categorized as "Very Appropriate " with an average value of 4.3. Keywords: Development, interactive learning media, Adobe Flash CS6, Basic Electricity and Electronics


2019 ◽  
Vol 2 (3) ◽  
pp. 380-387 ◽  
Author(s):  
Arum Permatasari ◽  
Yuberti Yuberti ◽  
Welly Anggraini

Abstract: Research and development is aimed at developing a sensor lights props, knowing validator response, educators and learners to props light-based sensor arduino uno on energy materials. This study is R&D with ADDIE models which include Analysis, Design, Development, Implementation, Evaluation. This research resulted in the product in the form of props light-based sensor arduino uno in energy materials, response results validator terhdap props include: validator religion of 80% with very good criteria, the validator media 81% with very good criteria, validator material 75% by category well. For educators get a positive response at 85%. For learners, among others, the small group trial 81% and 82% field trials. Development props light-based sensor arduino uno on energy materials has been very good and getting a positive response.Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan alat peraga lampu sensor, mengetahui respon validator, pendidik dan peserta didik terhadap alat peraga lampu sensor berbasis arduino uno pada materi energi. Penelitian ini merupakan penelitian R&D dengan model ADDIE yang meliputi Analysis, Design, Development, Implementation, Evaluation. Penelitian ini menghasilkan produk berupa alat peraga lampu sensor berbasis arduino uno pada materi energi, hasil respon validator terhadap alat peraga tersebut antara lain: validator agama 80% dengan kriteria sangat baik, validator media 81% dengan kriteria sangat baik, validator materi 75% dengan kategori baik. Untuk pendidik  mendapatkan respon positif yaitu 85%. Untuk peserta didik antara lain uji coba kelompok kecil 81% dan uji coba lapangan 82%. Pengembangan alat peraga lampu sensor berbasis arduino uno pada materi energi sudah sangat baik dan mendapatkan respon positif.


Alotrop ◽  
2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Cici Romayanti ◽  
Agus Sundaryono ◽  
Dewi Handayani

The aim of this research is to determining level of feasibility and response of students from the development of e-modules in chemistry course based on creative thinking ability using the Kvisoft Flipbook Maker on material electrolyte and non-electrolyte solution in SMA Negeri 9 Kota Bengkulu. The type of research used is R & D (Research & Development), which uses the ADDIE development model (analysis, design, development, implementation, evaluation) with the limitation of stage until implementation. The results of this research show that the chemistry-based E-Module based on creative very feasible and feasible to use with the validation results from media experts was 97.7%, material expert validation was 90.2%, readability the small group trials conducted by 9 students in class X MIPA 2 was 97.04% and student responses in the large group trial conducted by 25 students in class X MIPA 1 was 86.4% (very feasible category). This shows that e-modules in chemistry course based on the ability to think creatively by using the kvisoft flipbook maker are very suitable to be used in the learning process


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dewi Prabasari ◽  
Vera Yuli Erviana

The aim of this study; 1) to find out the steps to develop MacromediaFlash 8 Professional Based on the Character of Love of the Motherland in My Cultural Diversity Subtema for 4th grade students; 2) To find out the feasibility of MacromediaFlash 8 Professional Based on Land Love; 3) To find out student responses and teacher assessments of the quality of MacromdiaFlash 8 Professional that was developed. This study is a development research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were class IV C students in a small group trial of 10 students and class IV B students in a large group trial. Techniques for collecting expert data collection (media experts, learning experts, material experts), on product trials using teacher assessment questionnaires and student responses as suggestions and input for the feasibility of MacromediaFlash 8 Professional Based on Love Characters Homeland that researchers developed. The results of the study showed that the assessment of media experts received a 77.7 score in the category "Eligible". Assessment of learning experts received a score of 86.5 with the category "Very Worthy". The assessment of material experts scored 81.6 with the "Very Worthy" category. In evaluating product trials (small groups) scored 91.85 in the "Very Worthy" category. In the assessment of usage trials (large groups) scored 91.60 in the "Very Worthy" category. The conclusion of use.


2018 ◽  
Vol 8 (2) ◽  
pp. 72
Author(s):  
Dyan Falasifa Tsani

<p>Penelitian pengembangan ini dilatar belakangi karena peserta didik memerlukan bahan ajar yang praktis ketika dipelajari di dalam kelas maupun di luar kelas. peserta didik minim pendidikan karakter yang berhubungan dengan karakter religius dan kesopanan. Sehingga peneliti mengembangkan buku saku matematika berbasis pendidikan karakter yang bertujuan untuk meningkatkan prestasi belajar serta meningkatkan nilai karakter peserta didik. Penelitian ini merupakan jenis penelitian R &amp; D (research and development). Prosedur pengembangan buku saku menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian ini adalah peserta didik kelas X IPA 1 sebagai kelas eksperimen dan X IPA 2 sebagai kelas kontrol. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif. Berdasarkan hasil penelitian dapat disimpulkan bahwa buku saku matematika berbasis pendidikan karakter pada materi trigonometri valid dengan penilaian validator termasuk dalam kategori valid namun perlu sedikit revisi dengan presentase rata-rata sebesar 70,80%. Dan juga tanggapan peserta didik terhadap buku saku termasuk pada kategori sangat baik dengan pesentase 86,60%. Efektivitas buku saku terhadap prestasi belajar peserta didik didapatkan nilai rata-rata kelas eksperimen yaitu 86,52 dan nilai rata-rata kelas kontrol yaitu 79,97. Kemudian dilakukan uji t-test mendapatkan hasil = 2,248 &gt;  = 1,668 maka diterima. Artinya rata-rata kelas yang menggunakan buku saku matematika berbasis pendidikan karakter lebih baik daripada yang tidak menggunakan buku saku. Sedangkan hasil angket penilaian pendidikan karakter didapatkan sebesar 56,6 pada pertemuan pertama dan sebesar 71,4 pada pertemuan terakhir, sehingga diperoleh skor n-gain sebesar 0,34. Hal ini menunjukkan bahwa pembelajaran menggunakan buku saku matematika trigonometri berbasis pendidikan karakter efektif meningkatkan pendidikan karakter peserta didik dengan kategori sedang.</p>


Author(s):  
Rina Wijayanti ◽  
Siti Napfiah

This research aims to produce products such as module, which supporter statistics courses in IKIP Budi Utomo Malang institutions. It can be used to enhance the students' ability to solve problems. This research development method using ADDIE models which include analysis, design, development, implementation, evaluation. Methods of data collection in this study include legibility test. Results of this study we concluded the step wrote statistics module that determining competency standards, specify the title of the module, arrange the contents of the module, cover design, legibility test, revision and production. Based on the conclusion that thelegibility test for aspects of language, presentation, and graphic declared valid while the worthiness aspect of the module is very valid. So based on student legibility test module does not need to be revised. 


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.


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