scholarly journals THE DEVELOPMENT OF KOLB LEARNING STYLE AND 4C's 21ST CENTURY SKILL INTEGRATION E-BOOK IN PEDAGOGY SUBJECT

2020 ◽  
Vol 3 (1) ◽  
pp. 6-9
Author(s):  
Tiara Santika ◽  
Ganefri Ganefri ◽  
Nizwardi Jalinus ◽  
Syahril Syahril ◽  
Fahmi Rizal ◽  
...  

This research was based on the demands of the 21st century in which teachers should have 4 skills (critical thinking, creativity, collaboration, and communication).  Teachers are required to change the way of teaching that initially (teacher-centered) turns into (student-centered) and able to participate to follow the development of technology. Therefore,  E-book learning is needed that can present material pedagogy integrated with kolb learning and 4C's. This research aims to produce the final product in the form of valid e-book media learning, practical and effective in pedagogy subject. This was a research and development (Research and Development) research. This development research used ADDIE development model consisting of 5 stages which were Analysis, Design, Development, Implementation and Evaluation). Based on the results, e-book validation testing conducted by three validators, it obtained Aiken's score 0.9 with a valid category. The test results practicalities of the teachers and the students were 86% in the practical category. The effectiveness test results was 89.65%. Thus, it can be concluded that this research has produced a pedagogical e-book which is valid, practical and effective.

Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


2020 ◽  
Vol 4 (1) ◽  
pp. 62
Author(s):  
Nur Atika ◽  
Yenita Roza ◽  
Atma Murni

This research was motivated by the lack of learning tools that can improve students' Mathematical Communication Skills (KKM). Activities that can encourage students to improve KKM have not been designed by the teacher in the learning device properly. This study aims to produce learning tools by applying Problem Based Learning models to improve KKM. This development research used the ADDIE development model with the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of Syllabus, RPP, LKPD and KKM validation results showed highly valid criteria with percentages of 91.67%, 91.30%, 89.09%, and 87.15%, respectively. Practicality results indicate a very practical criterion with the percentage of small group trials at 95.57%, large group trials at 96.07%, and teacher responses at 96.25%. The effectiveness test results state that KKM of students who use learning tools with PBL models is better than KKM of students who use conventional learning.


2020 ◽  
Vol 11 (1) ◽  
pp. 79-87
Author(s):  
Ghullam Hamdu ◽  
Nur Itsna Rostiana

This study aims to find the right design that can be used by students in achieving 4C abilities (communication, collaboration, critical thinking, and creativity).This research is a Research and Development research with this research stage starting from needs analysis, drafting design, validation, testing and final revision. This research was conducted at two different elementary schools in the City of Tasikmalaya. The LKS test was conducted by describing the changes in the results of the LKS entries by grade 5 students in groups at two different elementary schools in the city of Tasikmalaya, West Java. The resulting design is a LKS that is based on the STEM learning stages and the revision LKS is based on the results of student entries in the LKS. The results of this LKS become an indication of how students can complete assignments by understanding the various commands or activities contained in the LKS in writing.


Author(s):  
Ratih Puspasari

Latar belakang penelitian ini adalah selama proses perkuliahan Teori Graf berlangsung buku yang digunakan oleh mahasiswa mengacu pada berbagai buku teks yang beredar di pasaran namun urutan penyampaiannya tidak seragam dan terstruktur. Buku teks khusus teori graf sangat jarang sekali ada. Kalaupun ada, seringkali masuk pada sub bab matematika diskrit, sehingga dosen sering mengalami kesulitan untuk meramu materi yang sesuai dengan silabus dan RPS. Ketidaktersediaan buku Teori Graf yang dijadikan acuan sebagai sumber belajar menyebabkan mahasiswa sulit memahami konsep. Tujuan dari penelitian ini adalah menghasilkan buku ajar kompilasi Teori Graf yang berkualifikasi baik dan layak diterapkan dalam perkuliahan teori graf oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Penelitian ini merupakan penelitian dengan model ADDIE yang terdiri dari analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuesioner. Hasil validasi buku ajar teori graf menunjukkan bahwa ahli isi/materi menilai buku ajar berkualifikasi baik, ahli desain pembelajaran menilai buku ajar berkualifikasi baik, dan ahli media pembelajaran menilai buku ajar berkualifikasi baik. Rerata hasil uji pada kelompok kecil baik dosen maupun mahasiswa menunjukkan bahwa buku ajar yang dihasilkan berada pada kualifikasi baik. Hasil penelitian pengembangan adalah buku ajar kompilasi teori graf berkualifikasi baik, layak, dan siap digunakan oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Kata kunci: buku ajar kompilasi, teori graf, model ADDIE.   ABSTRACT The background of this research is, during the Graph Theory lecture, the books used by students are textbooks on the market which have an unstructured contents and order. Special textbooks on graph theory are very rare, even if they are often included in the sub-chapter of discrete mathematics, so that lecturers often have difficulty compiling material that is in accordance with the syllabus and lesson plans. The unavailability of the graph theory book as learning sources has made the lack of students’ understanding the concept. The purpose of this study is to produce good quality and feasible text theory compilation textbooks in lectures on graph theory by lecturers and students at STKIP PGRI Tulungagung. This research is a development research. The development model used in this study is the ADDIE model, which includes five steps: analysis, design, development, implementation, and evaluation. Data is collected using questionnaire. The results of the validation of graph theory textbooks are content/material experts assess textbooks as well qualified, learning design experts assess textbooks as well qualified, and learning media experts assess textbooks as well qualified. The average test results in small groups both lecturers and students indicate that the textbook is in good qualification. Thus the development research stated that the textbook compilation of qualified graph theory is good, feasible, and ready to be used by lecturers and students at STKIP PGRI Tulungagung. Keywords: compilation textbook, graph theory, ADDIE model.


2019 ◽  
Vol 7 (3) ◽  
pp. 111
Author(s):  
Komang Bayu Triana ◽  
Kadek Rihendra Dantes ◽  
I N Pasek Nugraha

Sejalan dengan perkembangan ilmu pengetahuan ditemukan bahwa listrik dan magnet memiliki keterkaitan satu dengan yang lainnya, magnet dalam sebuah sistem pembangkitan terdapat pada bagian generator, dimana generator ini dapat menghasilkan listrik oleh putaran yang bersamaan dengan putaran turbin dengan adanya bantuan sumber-sumber energi. Namun ternyata magnet juga dapat menjadi sumber energi penggerak bagi generator itu sendiri. Penelitian ini dilakukan berdasarkan konteks permasalahan dalam hal ini menyangkut tentang perangcangan desain free energy generator berbasis magnet neodymium sebagai sumber energi kelistrikan sekaligus pengisian (recharging) yang akan diterapkan pada prototype ganesha electric generasi II UNDIKSHA. Penelitian pengembangan desain ini menggunakan perangkat lunak Solidworks 2018, tujuan penelitian ini antara lain (1) untuk mengetahui bagaimana cara perancangan free energy generator, (2) untuk mengetahui tingkat kelayakan desain berdasarkan penilaian dari ahli materi, (3) untuk mengetahui tingkat kelayakan desain berdasarkan uji kelompok kecil dan besar. Penelitian ini menggunakan rancangan Research and Development. Sedangkan untuk model yang digunakan yaitu Quality Function Deployment (QFD). Berdasarkan hasil analisis data yang dilakukan, diperoleh kesimpulan bahwa penelitian pengembangan desain free energy generator berbasis magnet neodymium mendapatkan hasil validasi yaitu (1) hasil tanggapan ahli materi 91% dengan kualifikasi sangat layak, (2) hasil tanggapan kelompok kecil 93,33% dengan kualifikasi sangat layak, dan (3) hasil tanggapan kelompok besar 91,64% dengan kualifikasi sangat layak. Kata Kunci: Listrik, Desain, Free Energy Generator, Recharging.In line with the development of science knowledge, it had been found that the electricity and magnetism have relevance to one another. Magnets in a generation system are located on the generator, where this generator can produce electricity by spinning along with the turbine rotation with the help of energy sources. But apparently, the magnet can also be a source of driving energy for the generator itself. This research was conducted based on the context of the problem. In this case, concerned on the design of free energy generator neodymium magnetic based on the source of electricity as well as the recharging that would be applied to the Ganesha Electric Prototype, Generation II, UNDIKSHA. This design development research used software Solidworks 2018. The purpose of this study were; (1) to find out how to design free energy generators, (2) to determine the level of design feasibility based on the assessment of material experts, (3) to determine the level of design feasibility based on small and large test groups. This study used a design Research and Development. Whereas the model used is Quality Function Deployment (QFD). Based on the results of data analysis conducted, it was concluded that the research development of design free generator neodymium magnetic based on validation results obtained; (1) the results of material expert responses 91% with very decent qualifications, (2) the results of small group responses 93.33% with very decent qualifications, and (3) the results of a large group response of 91.64% with very decent qualifications. Keywords: Electricity, Design, Free Energy Generator, Recharging


2020 ◽  
Vol 5 (5) ◽  
pp. 677
Author(s):  
Muhammad Khalil ◽  
Mohamad Amin ◽  
Betty Lukiati

<p><strong>Abstract:</strong> The aims of this development research are to produce teaching materials in the form of bioinformatics module based on problem-based learning titled analysis of the potential of natural compounds <em>in silico</em> as drug candidates that meet the requirements for validity and practicality to be used in bioinformatics courses. The research method used is research and development method with ADDIE development model which consists of five stages. The validation test result by media experts, material experts, and field practitioners in sequentially obtained the percentage of 98.15%, 91.07%, and 95.97%. The practicality test results obtained a percentage of 87.46%. The conclusion of this development research is the bioinformatics module that has been developed has met the requirements of validity and practicality and can be used without revision.</p><strong>Abstrak:</strong><em> </em>Tujuan dari penelitian pengembangan ini adalah untuk menghasilkan bahan ajar berupa modul bioinformatika berbasis <em>problem-based learning</em> berjudul analisis potensi senyawa alami secara <em>in silico </em>sebagai kandidat obat yang memenuhi syarat kevalidan dan kepraktisan untuk dapat digunakan pada matakuliah bioinformatika. Metode penelitian yang digunakan berupa metode penelitian dan pengembangan (<em>research and development</em>) dengan model pengembangan ADDIE yang terdiri atas lima tahapan. Hasil uji validasi oleh ahli media, ahli materi dan praktisi lapangan secara berurutan diperoleh persentase 98.15%, 91.07%, dan 95.97%. Hasil uji kepraktisan diperoleh persentase 87.46%. Kesimpulan dari penelitian pengembangan ini adalah modul bioinformatika yang telah dikembangkan telah memenuhi syarat kevalidan dan kepraktisan serta dapat digunakan tanpa perlu revisi.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


2020 ◽  
Vol 2 (3) ◽  
pp. 155-122
Author(s):  
Yoshiya Hazumi

The aimed of this study was to develop learning media called pop-up book of petroleum. The method was research and development (Research and Development) with the ADDIE model of which consisted of 5 steps: Analysis, Design, Development, Implementation and Evaluation. The data were collected using questionnaire for media validation. The results showed that pop-up book was found to be 92.67% valid (very decent), meant that the developed pop-up book could be study in terms of its effectiveness in learning


2021 ◽  
Vol 5 (2) ◽  
pp. 364
Author(s):  
Zulfarina Zulfarina ◽  
Tuti Mailani ◽  
Wan Syafii

The purposes of this study are to develop a PDEODE-WEB based Blended Learning model, and determine the quality of the developed PDEODE-WEB based Blended Learning model on digestive system material in terms of validity, practicality, and effectiveness. This study employed a 4D development research (R&D) which consists of Define, Design, Development, and Disseminate. The results showed that the validation of material and media experts for content validation was 3 with very important categories. Analysis from a learning expert for the construction validation category obtained 4.03 with the very good category. The results of the limited trial obtained a score of 81.47 in the good category and the practicality test obtained 90.6 which could be categorized as very practical. The effectiveness test was carried out obtained the N-Gain of 0.6 with the medium category. The PDEODE-WEB Blended Learning model that was developed meets the criteria of validity, practicality, and effectiveness as a solution for the development of learning in the 21st century.


JURNAL PETIK ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 36-42
Author(s):  
Yuli Fitrianingsih

This study aims to develop a culture-based mathematics comic learning media using research and development or R & D methods with the ASSURE model. This development research was conducted in three Junior High Schools (JHS) in one sub-district, Pasar Minggu sub-district, South Jakarta. This research has been tested to various experts, namely: two material experts with very good categories and a percentage of 86%, 72% from one linguist with a good category, 96% from one development expert with a very good category, and get a percentage 3,4 with a good category from one graphic design expert. While the results of one to one test evaluations get an average of 84% which falls into the good category, small group test with a percentage of 85% with a very good category, and a large group test using the t-test results obtained tcount > ttable. Based on the evaluation results from several experts, using learning media in the form of mathematical comics is considered feasible and can increase students' interest and learning outcomes.


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