scholarly journals Desain dan Uji Coba Media Pembelajaran Berbasis Videoscribe Sebagai Sumber Belajar Pada Materi Bentuk Molekul Kelas X IPA SMA

2021 ◽  
Vol 5 (1) ◽  
pp. 17-24
Author(s):  
Astari Shakina ◽  
Neti Afrianis

This research was instigated by the importance of technology-based learning facilities for students in learning Chemistry. This research aimed at knowing validity and practicality levels of the media designed. It was conducted to the tenth-grade students of MIA 2 of State Senior High School 1 Pekanbaru in the Academic Year of 2019/2020, and they were 12 students.It was Research and Development (R&D) with Borg and Gall modification model. The subjects of this research were who tested the validity (the experts of media and material) and practicality (teachers and students). Interview and questionnaire were used to collect the data. The final product was in the form of a valid learning media. Videoscribe-based learning media on Molecular Shapes lesson developed was tested valid by the experts of media and material with 91.87% mean percentage (very valid) and it was tested practical by 2 Chemistry subject teachers and 12 students with 91.02% mean percentage. Based on these findings, it could be concluded that Videoscribe-based learning media on Molecular Shapes lesson was valid and practical, sothe testcould be done at thefurther stage.

2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran


2018 ◽  
Vol 7 (2) ◽  
Author(s):  
Guna Suprapta ◽  
Agus Adiarta ◽  
Nyoman Santiyadnya

This research aims to find out 1) the design of interactive CD-based multimeter learning media, 2) the feasibility level of interactive CD-based multimeter learning media 3) student responses after using interactive CD-based multimeter learning media. This research was a type of Research and Development (R & D) and measurement of the feasibility level for media using the Linkert scale. This research was conducted on tenth grade (X) TAV 2 students at Singaraja State Vocational High School 3. The results of the research on the media were obtained: 1) interactive CD-based multimeter learning media can be made, 2) the percentage level of media feasibility from the media validator is 95.71% with very feasible qualifications and the percentage level of media feasibility from the material validator is 98.57% with very feasible qualifications, 3) getting a response from students with very good qualifications, that is getting the percentage of student responses in small groups is 89.07% with very good qualifications and the percentage of students responses in large groups is 92.93% with very good qualifications. Based on the results of the analysis, interactive CD-based multimeter learning media on Basic Electrical and Electronics subjects can be used as learning media for tenth grade (X) TAV students at Singaraja State Vocational High School.


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.


Biosfer ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 20-28
Author(s):  
Tresna Puspa Herdani ◽  
Nurmasari Sartono ◽  
Dian Evriyani

Monopoly is one of the games that can be applied as a learning media. Modifications of this media were applied so this game intended to informed teacher about students’ cognitive ability and to increase students’ learning stimulus acceptance. The aim of this research was to develop modified monopoly game as learning media on endocrine system. The research was held at Senior High School 1 Jakarta using research and development method. Need assessment, product development, and try-out and revision were the steps in this research. In the try-out and revision step, media expert and material expert were involved as the assessors, meanwhile Biology teacher, and students grade XI at Senior High School 1  Jakarta were performed as the media user. After the whole try out process, the product received the lowest score was 72,67%, and the highest was 94,63%. And the average score was 85,66% that achieved a very good interpretation. The result of this research showed that the modified monopoly game could be utilized as one of learning media on Endocrine System at Senior High School grade XI science.


Author(s):  
Riky Gunawan Siregar ◽  
Mara Untung ◽  
M. Oky Fardian Gafari

The aims of this study is to find out the effectiveness of Adobe Flash CS5 Learning Media. This research was carried out in Public Senior High School 1 Padang, Bolak 2018/2019 Academic Year. Implementation of treatment (treatment) in the form of learning activities that are tailored to the education calendar. The population of this research and development are students of Public Senior High School 1 Padang Bolak. The result of this study The effectiveness of student learning outcomes tests got an average score of 81% with the criteria of "good" before using Adobe Flash CS5 learning media on learning to write explanatory texts got an average score of 68.7% with the criteria of "enough".


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dania Yolanda ◽  
Muhamad Sofian Hadi

This research aimed to improve the students’ speaking skill in English lesson by puppets games. This research was conducted by using Quasi-Experimental. The subject of this research was Class X MIPA of SMA Perjuangan Depok 2018/2019 academic year, which consisted of 29 students. The objective of this research was to teaching students’ speaking skill in English Lesson by using Puppets Games at Ten Grade of SMA Perjuangan Depok. The data were gathered through quantitative and qualitative data. The result of this research showed that there was increasing of students in speaking skill. The mean of pre-test was 58.34. The mean of post-test was 77. Based on the result analysis, it can be concluded that there was a significance using puppets games in teaching speaking at tenth grade senior high school. The result showed that the result of T-test calculation is 13.090 more higher than T-table 5%, it gained score 2.045. Therefore, it can be conclude that teaching speaking using puppets games is effective to improve speaking skill at the tenth grade of SMA Perjuangan Depok. The results of this study are expected to be useful to related parties such as principals, teachers, parents, students and further researchers.


Ta dib ◽  
2021 ◽  
Vol 24 (1) ◽  
pp. 1
Author(s):  
Yoki Irawan

This study aims at designing and developing multimedia-based English listening material for the first year students of an Islamic Senior High School. The study was a Research and Development (R&D) using ADDIE model. The respondents were 77 students and 4 English teachers of the first-year students of MAN 1 Kerinci. The data of this research were obtained through observation checklist, interviews, questionnaires, validation sheet, and checklist of the product practicality. The findings of product validation and try-out show that the product were interesting and easy to use with minor revisions. Further, it facilitates the students to have self-learning listening. The final product of the study is an executable file (* exe) attached on the CD. The result of the product validation, as well as the try-out, indicates that the material developed is categorized as "valid". The practicality of the material based on teachers and students’ responses indicates that the material developed is "practical" to (Nunan, 1999) use in the classroom.


2019 ◽  
Vol 14 (1) ◽  
pp. 55
Author(s):  
NFN Suharti

This development aims to create a product of anecdote learning model book based on STAD and Make A Match on the tenth grade senior high school students. It can be used to facilitate teachers and students to identify the structure of anecdote. It uses Research and Development/R&D of Dick and Carey’s learning model. The results show that it has fulfilled the standard validated by material expert test, linguist test, educational practitioner test, and media expert test with the average score of 92, very feasible/very good criteria. The students’ learning outcomes of the experimental group are excellent with the average of individual cognitive, individual affective, and the group affective score of 96. The students' learning outcomes of the field test group are excellent with the average of individual cognitive, individual affective, and group affective score of 97. The percentage of teachers and students’ response rate are 96%, excellent qualifications. It applies qualitative descriptive and descriptive statistical analysis. Based on the development findings, it can be concluded that the development of anecdote learning with STAD Model and Make A Match on the tenth grade senior high school students can be employed by teachers in the classroom learning.


2019 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Sri Saraswati ◽  
Roza Linda ◽  
Herdini Herdini

This investigation aims to develop an interactive e-module chemistry magazine-based teaching material based on Kvisoft Flipbook Maker on thermochemistry for Senior High School grade XI/MA level. The research design is a development research (Research and Development) with Plomp’s model. The object of the research is the e-module inter-addictive chemistry magazine based on Kvisoft Flipbook Maker. The data instrument collection is a validation sheet form that is given to four validators and user response sheets to two chemistry subject teachers and 30 students of Senior High School grade XI focusing on Science Class. The data analysis technique is by calculated the percentage score of the validation assessment and user response. The results revealed that the developed e-module interactive chemistry magazine based on Kvisoft Flipbook Maker filled out the valid criteria by the material validators based on content substance assessment aspect with a percentage 88.89% and learning design 97.22% and by the media validators based on display (visual communication) with a percentage96.88% and software utilization 100%. While the User responses based on the teachers' and students’ responses were in very good criteria with each score 92.61% and 86.80%.


2020 ◽  
Vol 12 (2) ◽  
pp. 108-115
Author(s):  
Rizki Dwi Cahyani ◽  
Efrini Panjaitan

This study aimed to find out whether using Tongue Twister to Improve Students’ Pronunciation Mastery at the Tenth Grade Students of SMA Swasta Melati Binjai In Academic Year 2019/2020. In this study, used Tongue Twister as the independent variable (X) and students’ pronunciation mastery as the dependent variable (Y), with the hypothesis: using Tongue Twister significantly affects students’ pronunciation mastery of the 2019/2020 tenth grade students of SMA Swasta Melati Binjai Senior High School. The population of this study was the 2019/2020 tenth grade students of SMA Swasta Melati Binjai Senior High School. Which consisted of 62 students. The sample was taken by using cluster random sampling, that consist of 62 students. Then, the sample was divided into two groups, the group taught by using Tongue Twister was as the experimental group and the group taught without Tongue Twister was as the control group. The writer used speaking test as the instrument of collecting data. The data was analyzed by using t-test formula. Based on the data analysis, it was found that the value of t-observed (t0) was higher than the value of t-table, (t-observed = 18.08 > t-table = 1.671). Therefore, the hypothesis proposed by the writer was accepted. In the other words, using Tongue Twister significantly affects the students’ pronunciation mastery of the 2019/2020 tenth grade students at SMA Swasta Melati Binjai Senior HighSchool.


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