scholarly journals PENGEMBANGAN MODUL MATEMATIKA 3 DENGAN MODEL NHT UNTUK MENINGKATKAN PRESTASI BELAJAR MAHASISWA PGSD UNIVERSITAS PGRI YOGYAKARTA

2018 ◽  
Vol 1 (1) ◽  
pp. 70
Author(s):  
Danuri Danuri

Abstract: This research aims to produce learning media in the form of mathematics module 3 with cooperative learning type numbered head together (NHT) to improve student learning achievement of PGSD in response aspect. students towards developed Modules. This research is a Research and Development (R&D) which using ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model with Math Module 3 product using cooperative learning type numbered head together (NHT). The development process was done by several stages of analysis, design, development, implementation, and evaluation. The development model used is a procedural development model, which is a descriptive model, outline the steps to be followed to produce the product. The results showed the quality of Mathematics Module 3 with cooperative learning type numbered head together (NHT) in good category with the percentage of idealization of 73.06% with the detail of content feasibility component in both category with the percentage of 71,39% of the idealization, the linguistic component in good category with the percentage of 74.55% of the idealization, and so are the components of the presentation in either category with an ideal percentage of 74.76%. Response to this module belongs to the category of positive responses with a score of 63.69 from the ideal maximum score of 80. Based on the post-test value, Mathematics 3 module with cooperative learning type numbered head together (NHT) has been successful in improving learning achievement by  post-test score of  77.09.

Author(s):  
Dwi Sulisworo ◽  
Ishafit Ishafit ◽  
Kartika Firdausy

Teacher ability to arrange learning environmet will affect the student’s interest in learning as well in utilizing mobile technology. The purpose of this research is to develop mobile learning using the cooperative learning approach especially Jigsaw technique. The method of this research is development research using ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The application was validated by experts for technical aspects and also students from two different grades, i.e grade VII and grade VIII on physics subject for application acceptance responses. The result showed that both technically and application acceptance were in good level. It means that this mobile cooperative learning application can used to enhance student’s learning interest.


2019 ◽  
Vol 3 (1) ◽  
pp. 35 ◽  
Author(s):  
Rahmat Arofah Hari Cahyadi

Instructional material are an important part in determining the quality of learning. The design of the development of instructional material needs to pay attention to the development model to ensure the quality of instructional material in supporting learning effectiveness, because the development of instuctional material is basically a linear process with the learning process. One of the designs for the development of instructional material that is often used is the ADDIE Model through 5 stages; Analysis, Design, Development, Implementation and Evaluation. The ADDIE model is a learning system design model that shows the basic stages of a learning system that is easy to do. 


Author(s):  
Sitti Khadijah ◽  
Sumarno Ismail ◽  
Resmawan Resmawan

Abstract:Reasoning based research generally examines the application of learning models or learning methods. So far, there are still rarely studies that examine the use of teaching materials to improve the quality of learning. This study aims to develop teaching materials related to the central angle and the circumference of the circle based on reasoning. The development model used is the ADDIE development model, namely Analysis, Design, Development, Implementation and Evaluation. The analysis was conducted by involving students of SMPN 1 Kabila as research subjects. The results showed the quality of teaching materials was declared valid with a percentage of 75%. Practicality of teaching materials based on the results of student questionnaire responses reached very good categories with a percentage of 82.82%. This shows that reasoning based teaching materials can be used in the learning process. Abstrak:Penelitian berbasis penalaran umumnya mengkaji tentang penerapan model atau metode pembelajaran. Sejauh ini, masih jarang penelitian yang mengkaji tentang penggunaan bahan ajar untuk meningkatkan kualitas pembelajaran. Penelitian ini bertujuan untuk mengembangkan bahan ajar materi hubungan sudut pusat dan sudut keliling lingkaran berbasis penalaran. Model pengembangan yang digunakan adalah Model pengembangan ADDIE, yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi) dan Evaluation (Evaluasi).  Analisis dilakukan dengan melibatkan siswa SMPN 1 Kabila sebagai subjek penelitian. Hasil penelitian menunjukan kualitas bahan ajar dinyatakan valid dengan persentase 75%. Kepraktisan bahan ajar berdasarkan hasil angket respon siswa mencapai kategori sangat baik dengan persentase 82,82%. Hal ini menunjukkan bahwa bahan ajar berbasis penalaran dapat digunakan dalam proses pembelajaran.


2018 ◽  
Vol 8 (1) ◽  
pp. 213
Author(s):  
Yeni Purwati ◽  
Buyung Buyung ◽  
Relawati Relawati

Abstract: This study aims to develop LKS and knowing the quality of the LKS developed in the aspect of validity, practicality, and effectiveness. The development of this LKS done on the material matrix of Class XI MIA SMAN 6 city of Jambi. This type of research is the development of research or Research & Developmet (R&D). This study refers to the ADDIE (Analysis, Design, Development or Production, Implementation or Delivery and Evaluations). Assessment instruments used in this development is LKS by expert validation sheet material, design experts, media experts, the evaluation sheet, pre-test and post test. The quality of LKS onaspects of validity views based on validation by experts that is meets the criteria is very good and very viable with overall average 4.14 as well as the overall percentage of 82.9%. On the practicality of views based on the results of the evaluation of field trials by students that is meet the criteria of good and viable with average 4.00 sera overall percentage of 81%. While on the effectiveness of views based on a calculation t count (th) from the results of pre-test and post-test earned amounting to 23.39 and t table (tt) of 2.02 so th greater than tt. This shows that the hypothesis was accepted and acknowledged there were significant differences between the pre-test and post-test. Calculation based on the development of LKS based PBL was declared effective.Keywords: Student Worksheet (LKS), Matrix, Development, Problem Based Learning (PBL).


2021 ◽  
pp. 263-270
Author(s):  
Denik Ristya Rini ◽  
Ike Ratnawati ◽  
Retno Tri Wulandari

This study aimed to design a flip book as a learning media using the flipbook builder application. The purpose of designing this learning media was to support the online learning process. This study used the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The products were validated by media experts and material experts. The learning media was tested on small groups and large groups. Qualitative data were converted into quantitative data which were then tabulated and analyzed in a quantitative and qualitative descriptive manner to determine the quality of the product being developed. The results showed that the learning media that was developed is good quality. Keywords: Learning media, flip books, online learning


2021 ◽  
Vol 5 (1) ◽  
pp. 87-94
Author(s):  
Fauziah Eka Safitri ◽  
Djuniadi Djuniadi

In recent years, the application and development of 3D hologram technology expanded in many areas, including to develop learning media. This research aimed at knowing the development, feasibility, effectiveness, practicability of usefulness and easiness of 3D hologram-based learning media on coconut plant theme lesson. The research has been carried out at kindergarten education with a sample of 24 students from TK Islam Al Madina Semarang. The method used is R&D with ADDIE development model, there are Analysis, Design, Development, Implementation, and Evaluation. The result reported that: the media 3D hologram for learning coconut plant has been developed by obtaining input from validator media and validator material, the developed media was considered feasible based on the media validator's assessment with score of 87% and the validator's material with a score of 80%, the developed media was effective, evidenced by mean score of post-test student's answers was 99,3, which is increase 24% compared to the pre-test 75; and the developed media was considered useful and easy to use by teacher and parents with their respective scores 82% and 92%. The overall result shows that the developed media hologram is feasible, effective, useful, and easy as a learning media.


2020 ◽  
Vol 2 (2) ◽  
pp. 126
Author(s):  
Syaiful Bagus Rahmadi Harahap ◽  
Muhammad Abdul Ghofur

The purpose of this study was to develop an Android-based mind mapping learning media for national income material to improve students' understanding of IPS Class XI specialization. This Development Research uses Analysis, Design, Development, Implementation, and Evaluation. Based on the results of trials that can be obtained that understood by students increases. The pre-test and post-test results increased by 30.6%, and the test results prove a statistically significant difference. The implications of this study confirm the application of the concept of mind mapping in interactive learning media that helps improve student learning outcomes, especially in material with complex concept construction.


2019 ◽  
Vol 12 (2) ◽  
pp. 155
Author(s):  
Maria Edistianda Eka Saputri ◽  
Irene Brainnita Oktarin

Abstrak: Penelitian ini merupakan Research and Development (R&D) yang bertujuan untuk mengembangkan dan mengetahui kualitas modul pembelajaran berbasis penemuan terbimbing pada mata kuliah Matematika Ekonomi serta mengetahui prestasi belajar mahasiswa setelah dilakukan pembelajaran menggunakan modul tersebut.  Penelitian ini menggunakan model pengembangan ADDIE yang meliputi Analysis, Design, Development, Implementation, dan Evaluation. Metode pengumpulan data yang digunakan adalah melalui lembar validasi, kuesioner dan tes. Modul ini diterapkan pada mahasiswa program studi Akuntansi dan Manajemen Semester 1 Sekolah Tinggi Ilmu Ekonomi Gentiaras Bandar Lampung T.A. 2019/2020.  Analisis data dilakukan secara deskriptif dan kuantitatif. Hasil penelitian menunjukkan bahwa: (1) Kualitas modul pembelajaran berbasis penemuan terbimbing pada mata kuliah Matematika Ekonomi berdasarkan penilaian validator ahli materi masuk dalam kategori layak, berdasarkan validator ahli media masuk dalam kategori sangat layak dan berdasarkan respon mahasiswa masuk dalam kategori sangat baik. (2) Prestasi belajar mahasiswa setelah melakukan pembelajaran menggunakan modul berbasis penemuan terbimbing pada mata kuliah Matematika Ekonomi masuk dalam kategori baik. Kata Kunci: Modul, Penemuan Terbimbing, Matematika Ekonomi Abstract: This research is a Research and Development (R&D) that aims to develop and find out the quality of learning module based on guided discovery in the Economics Mathematics course and to determine student learning achievement after using this module. This research uses the ADDIE development model which includes Analysis, Design, Development, Implementation, and Evaluation. Data collection method used were validation sheets, questionnaire and test. This module was applied to the first semester students of Accounting and Management study program Gentiaras College Bandar Lampung T.A. 2019/2020. Data analysis was done by descriptive and quantitative. The result shows that: (1) The quality of learning module based on the guided discovery in the Economics Mathematics course based on the judgment of the material expert validator was included in the feasible category, based on the media expert validator included in the very feasible category and based on the students' responses included in the very good category. (2) Student learning achievement after learning using modules based on guided discovery in the Economics Mathematics course is included in the good category. Keywords: Module, Guided Discovery, Economics Mathematics


2021 ◽  
Vol 11 (3) ◽  
pp. 232-241
Author(s):  
Nurmayani Nurmayani ◽  
◽  
Liza Ayu Khairani ◽  

The purpose of this study was to determine the feasibility and effectiveness of using Augmented Reality-based “Smart Boardbook” media. This research is a development research (Research and Development) which refers to the ADDIE development model which consists of 5 stages, namely the analysis, design, development, implementation, and evaluation stages. The research shows that the augmented reality-based “smart boardbook” media on the theme of 6 sub-theme 1 class II SD that was developed has been validated by a media expert validator in the first stage obtaining a feasibility percentage of 73.80% included in the “feasible” criteria and in stage II obtaining the results of the percentage of eligibility of 95.20% are included in the "very feasible" criteria. And according to the material expert validator in stage I the percentage of feasibility results is 75.55%. included in the "feasible" criteria and in stage II the percentage of eligibility results was 92.22%. included in the "very feasible" criteria. And according to education practitioners, the percentage of eligibility results is 98.18% including the "very feasible" criteria. The results of individual trials and small group trials each get an average score of 1 which is in the "good" category. In the field trial stage, the effectiveness criteria were achieved with the number of students reaching 17 people in the post-test or about 89.47%. Keywords: Augmented Reality, Media, Research Development, Smart Boardbook


Author(s):  
Marlina Marlina

This research discussed the issue of the development of learning module based computer technology especially a powerpoint. This module is intended to help students receive the material that was delivered by lecturer especially design structured matter which currently learning module media shaped print and the contents of the text are form module so the university students ca not see the material . Based on these problems was built a module learning computer technology with a powerpoint . The reason the manufacture of the module was structured design material with a picture and a symbol of in designing a system so it needs to ease student visualiasi received mater learning. Method of development this module use the model ADDIE (analysis, design, development, implementation and evaluation). Results in this research validated by 2 ( two ) experts namely the people of material said 80% module very reasonable used without revision and media experts said 84% module very reasonable used without revision while results trial by college students by means of pre-test and post-test. The results obtained module very well be used.


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