scholarly journals Pengembangan Modul Larutan Elektrolit dan Non Elektrolit Berbasis Pendekatan Saintifik dengan Pertanyaan Probing Prompting untuk Kelas X SMA/MA

EduKimia ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 23-29
Author(s):  
Dini Yuliantika ◽  
Ellizar Ellizar

Curriculum 2013 equires learning to be able to improve students’ activeness and thinking skills. One effort that can be done is by giving probing prompting questions. This study aims to develop module of electrolyte and non-electrolyte solutions based on a scientific approach with each step containing probing prompting questions. The type of research used is RD (Research and Development) through the stages of 4-D development model. The research phase carried out include 1) define phase, 2) design stage, 3) develop stage and disseminate stage. However, the research is limited to develop stage. The module developed was tested for validity and practicality through the provision of questionnaires and processed using Cohen’s kappa formula. Based on the results of the study of validity tests on 5 validators (2 lecturers and 3 teachers), the kappa moment was 0.86 with very high validity. Meanwhile, based on the practicality test conducted at SMAN 1 2x11 Enam Lingkung by 3 teachers and 29 students, each kappa moment was 0.89 and 0.86. This shows that the module of electrolyte and non-electrolyte solutions based on the scientific approach using probing prompting for grade X SMA/MA has been valid and practical to be used in the learning process.

2021 ◽  
Vol 2 (2) ◽  
pp. 65-75
Author(s):  
Ticha Marlenza ◽  
Ellizar Ellizar

Research and development (RD) is a research to develop and produce new products. RD is used in this research to produce a new product in the form of a scientific approach module using probing and prompting questions on acid and alkaline materials along with revealing the validity and practicality of the module using 4-D development model. There are 4 steps taken, namely Define, Design, Develop, and Disseminate. Time and cost limitations prevent the disseminate stage from being realized. Questionnaires for validity and practicality are instruments used in collecting data. Using the Aiken's V formula in data analysis, the validity category was obtained for the validity test with an average V value of 0.90. For the practicality test of the teacher and students, the very practical category was obtained with an average percentage of practicality of 87% and 85%, respectively. From the results of the study, it was concluded that the module was declared practical and was also valid for use in the learning process. This research is suggested to the next researchers who are interested in conducting further research in order to reveal what has not been done in this research. Penelitian dan pengembangan (RD) merupakan suatu penelitian untuk mengembangkan dan menghasilkan produk baru. RD digunakan dalam penelitian ini untuk menghasilkan produk baru berbentuk modul pendekatan saintifik menggunakan pertanyaan probing dan prompting pada materi asam dan basa disertai mengungkap kevalidan dan kepraktisan modul menggunakan model pengembangan 4-D. Ada 4 tahapan yang dilakukan, yaitu Define, Design, Develop, dan Disseminate. Keterbatasan waktu dan biaya menyebabkan tahap disseminate tidak terealisasi. Angket validitas dan praktikalitas adalah instrumen yang digunakan dalam mengumpulkan data. Menggunakan formula Aiken’s V dalam analisa data diperoleh kategori valid untuk uji validitas dengan nilai V rata-rata sebesar 0,90. Untuk uji praktikalitas dari guru dan siswa diperoleh kategori sangat praktis dengan rata-rata persentase praktikalitas masing-masing sebesar 87% dan 85%. Dari hasil penelitian, disimpulkan bahwa modul pendekatan saintifik yang menggunakan pertanyaan probing dan prompting materi asam dan basa dinyatakan praktis dan juga sudah valid digunakan dalam proses pembelajaran. Penelitian ini disarankan kepada peneliti berikutnya yang berminat melakukan penelitian lebih lanjut agar dapat mengungkapkan hal yang belum dilakukan dalam penelitian ini.


EduKimia ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 87-93
Author(s):  
Azizah Arta ◽  
Minda Azhar

LKPD are one of the learning materials that can be used in the learning process. Buffer solution LKPD based on guided discovery learning with three levels chemistry representation. The type of this research was Research and Development (RD) with the 4D development model. 4-D models that consist of four steps: define, design, develop, and disseminate. The research was limited on develop step. The research instrument that used questionnaire in the form of validity and practicality sheet. The LKPD was validated by three UNP chemistry lectures and two chemistry teachers of SMAN 5 Padang. The LKPD was practicalited by two chemistry teachers and 28 students XII MIPA 1 of SMAN 5 Padang. Data were analyzed by Cohen’s Kappa formula. The result of validity test showed that the LKPD had a very high validity category (k= 0,86). Practicality test result showed that the LKPD has very high practicality category ( k= 0,80 dan k=0,82). The LKPD was valid and practical.


Author(s):  
Yetty Fatri Dewi ◽  
Rayandra Asyhar ◽  
Bambang Hariyadi

The purpose of this study was to develop an instrument to measure the knowledge and skills of fourth grade students in conducting scientific activities on the sub-theme of animals and plants around my house. The instrument consists of a number of items that lead the students to scientific activities (e.g.observe, ask, gather information, process and communicate information) that is equipped by a scoring rubric. The development model used is a model 4-D consists of 4 stages, namely define, design, develop, and desimanate. The validation and limited testing result shows that the scientific approach based-assessment instrument is feasible to use. The developed instruments can be used to evaluate the learning process and assists teachers in developing the competences of the students’s knowledge and skills in conducting scientific activities.


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. 169-179
Author(s):  
Siska Putri Damayanti ◽  
Eny Enawaty ◽  
Masriani Masriani

ABSTRAKPenelitian ini bertujuan untuk menentukan tingkat kelayakan dan respon guru terhadap Permainan Kartu Kuartet pada materi asam basa, dan garam di SMP Negeri 9 Pontianak. Bentuk penelitian dan pengembangan adalah (R&D) yang mengadopsi model pemngembangan ADDIE. Pengambilan data untuk mengetahui respon guru dengan cara memberikan angket kepada 3 Guru IPA di sekolah yang diteliti. Hasil pengolahan data menunjukkan bahwa Permainan Kartu Kuartet yang dikembangkan layak digunakan dalam pembelajaran ditinjau dari aspek kelayakan Bahasa 100% (sangat layak), media 100% (sangat layak) dan materi 91,66% (sangat layak), dan respon guru sebesar 81,24% terhadap Permainan Kartu Kuartet. Hal ini menunjukkan di SMP Negeri 9 Pontianak tergolong kategori sangat tinggi. Dengan demikian Permainan Kartu Kuartet dapat digunakan pada pembelajaran materi Asam Basa dan Garam sebagai media pembantu dalam pembelajaran.Kata Kunci : Kartu Kuartet, Asam Basa Garam, Kelayakan, ResponABSTRACTThis research was conducted to determine the level of feasibility and teacher response to the Quartet Card Game on acid base and salt material Junior High School 9 Pontianak. The form of research and development is (R&D) which adopts the ADDIE development model. Collecting data to determine the teacher’s response by giving a questionnaire to 3 science teachers in the schools studied. The results of data processing show that the developed quartet card game is suitable for use in learning in terms of the percentage of language feasibility of 100%, media is 100%, in the proper category and material is 91,66%, with the very feasible category, and the teacher’s response was 81,24% for the Quartet Card Game. This shows that Junior High School 9 Pontianak is in the very high category. This the Quartet Card Game can be used in leraning of Acid Base and Salt materials as an auxiliary medium in learning.Keywords: Quartet Card, Acid Base Sald, Feasibility, Response


2018 ◽  
Vol 6 (2) ◽  
pp. 93
Author(s):  
Lia Angela ◽  
Riko Aprianto

<p>Modul adalah salah satu bahan ajar yang dapat digunakan peserta didik dalam proses pembelajaran. Untuk meningkatkan hasil belajarnya, peserta didik membutuhkan modul pembelajaran biologi yang berbasis <em>contextual Taeching Learning</em> (CTL). Tujuan penelitian ini adalah untuk menghasilkan modul yang valid dan praktis. Penelitian ini merupakan penelitian <em>Research and development </em>(R&amp;D) dengan menggunakan model pengembanan 4-D (<em>four D</em>) terdiri dari tahap define, design dan develop, sedangkan tahap dessiminate tidak dilakukan. Hasil penelitian ini menunjukkan modul yang dikembangkan memiliki nilai rata-rata kevalidan yaitu 3,51 dengan kriteria sangat valid. Nilai rata-rata kepraktisan modul oleh peserta didik yaitu 3,49 dengan kategori praktis.</p><p> </p><p>Modules are one of the teaching materials that students can use in the learning process. Students need a biology learning module based on contextual learning (CTL) to increase their learning achievement. The purpose of this study was to produce a valid and practical module. This research was a Research and development (R&amp;D) study using the 4-D (four-D) development model consisting of define, design and development stages, while the disseminate stage was not carried out. The results of this study indicate that the module developed has an average value of validity 3.51 or on very valid criteria. The average value of the practicality of the module was 3.49 or on the practical category</p>


2015 ◽  
Vol 48 (1-3) ◽  
Author(s):  
I Wayan Redhana

Abstract: The development of creative thinking skill test. The study was aimed to develop free-content-creative thinking skill test used to measure students’ creative thinking skills. To develop that test, research and development utilizing Borg and Gall model was conducted. Steps of the develop-ment in the study were conducted until preliminary testing. Findings of library study indicated that indicators or scales of creative thinking skills being used to design the creative thinking skills inclu-ded fluency, originality, and flexibility. Findings of field study found that some teachers did not know if there were tests to measure students’ creative thinking skills and they did not create the creative thinking skill test. The test being developed in the study consisted of 18 items. The prelimi-nary testing produced one item needed to be revised and the remainings could be used. Reliability of test was very high with r value of 0.880. Keywords: creative thinking, flexibility, fluency, originality, test Abstrak: Pengembangan Tes Keterampilan Berpikir Kreatif. Penelitian ini bertujuan mengem-bangkan tes keterampilan berpikir bebas konten yang dapat digunakan untuk mengukur keteram-pilan berpikir siswa. Untuk mengembangkan tes tersebut, penelitian dan pengembangan model Borg dan Gall dilakukan. Tahap pengembangan pada penelitian ini sampai pada tahap uji coba terbatas. Hasil-hasil studi pustaka menunjukkan bahwa  indikator atau skala keterampilan berpikir kreatif yang digunakan untuk menyusun tes keterampilan berpikir kreatif meliputi kelancaran, keaslian, dan keluwesan. Hasil-hasil studi lapangan menemukan bahwa beberapa guru tidak mengetahui jika terdapat tes yang dapat mengukur kemampuan berpikir kreatif seseorang dan guru belum pernah membuat tes keterampilan berpikir kreatif. Tes keterampilan berpikir kreatif yang dikembangkan pada penelitian ini terdiri atas 18 butir soal. Uji coba terbatas tes menghasilkan satu butir soal direvisi, butir soal sisanya dapat dipakai. Reliabilitas tes sangat tinggi, yaitu dengan nilai r sebesar 0,880. Kata-kata Kunci: berpikir kreatif, keaslian, kelancaran, keluwesan, tes


2021 ◽  
Vol 3 (9) ◽  
pp. 720-729
Author(s):  
Muhammad Rifqi Mafatikhul Huda ◽  
Ari Wibowo Kurniawan

Abstract: Learning media is a means used to improve the learning process, the delivery of material content by educators to students by using assistive devices. The purpose of this research is to develop learning media for variations of badminton games for KKG PJOK elementary school teachers for grade IV which is packaged in an attractive way in the form of an articulate storyline application 3. The method used in this study uses the Lee and Owen research and development model, by following 5 procedures. stages. The results of data analysis showed that 91 percent of media experts, 75 percent of PJOK experts, 75 percent of learning experts, 95 percent of game experts, and 95 percent of badminton experts stated that the product was good. The results of the overall product trial involved 33 KKG teachers with 8 percentages of small group trials (81.3 percent) and 25 percentages of large group trials (82.1 percent). Based on these data, it can be concluded that this product is valid and suitable for use by PJOK teachers at SD Sananwetan District, Blitar City. Abstrak: Media pembelajaran merupakan sarana yang digunakan untuk menyempurnakan proses pembelajaran, penyampaian isi materi oleh pendidik kepada peserta didik dengan menggunakan alat bantu. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran variasi permainan bulutangkis untuk guru KKG PJOK SD kelas IV yang dikemas secara menarik dalam bentuk aplikasi articulate storyline 3.  Metode yang digunakan dalam penelitian ini menggunakan model pengembangan research and development Lee and Owen, dengan mengikuti 5 prosedur tahapan. Diperoleh hasil analisis data yang menunjukkan 91 persen ahli media, 75 persen ahli PJOK, 75 persen ahli pembelajaran, 95 persen ahli permainan, 95 persen ahli bulutangkis menyatakan bahwa produk baik. Hasil uji coba keseluruhan produk melibatkan 33 guru KKG dengan pembagian uji coba kelompok kecil 8 persentase (81,3 persen) dan uji coba kelompok besar 25 persentase (82,1 persen).  Berdasarkan data tersebut dapat disimpulkan bahwa produk ini valid dan layak digunakan oleh guru PJOK SD Kecamatan Sananwetan Kota Blitar.


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


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.


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