scholarly journals VALIDATION OF MEDIA INTERACTIVE LEARNING IN VOCATIONAL HIGH SCHOOL

2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.

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.


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>


KOMTEKINFO ◽  
2019 ◽  
Vol 5 (3) ◽  
pp. 72-80
Author(s):  
Indra Wijaya ◽  
Latifah Annisa

Based on the research conducted at the Vocational High School (SMKN 2Padang) in Class X of Computer and Network Engineering in the odd semester, the average value of the validity test of the 3 validators was obtained for mobile web-based mobile learning media by 91.04%, so that the validity level can be interpreted very valid is used, and the average practicality assessment of mobile web-based mobile learning media is 87.67%, so the practical level can be interpreted very practically in use, and the average assessment of effectiveness test for mobile web-based mobile learning media is 88 , 57%, so that the level of effectiveness can be interpreted to be very effective to use. So, it can be concluded that the Mobile Web Based Mobile Learning Media for Computer and Basic Network subjects in class X Computer and Network Engineering of SMK Negeri 2 Padang is worthy of being used for the learning process.


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.


Author(s):  
Eko Anis Setyorini ◽  
Lilik Bintartik ◽  
Sumanto Sumanto

Abstract: This research and development is to produce a puzzle media based on audio-visual material on the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku" in class IV SDN Kauman 1 Blitar City that is valid, practical, and interesting. This study uses a research and development model or research and development. The results of audio visual based puzzle media validation obtained a value of 93.3 percent, a very valid category by material experts, media experts and users. For practicality and attractiveness audio visual based media is obtained based on the results of student responses during product trials and field trials. The attractiveness of the media scored 97.3 percent in the very interesting category. Practicality of the media scored 84.4 percent in the category of very practical. So it can be concluded that the audio visual media based puzzle is very worthy used in the learning process in the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku". Abstrak: Penelitian dan pengembangan ini yaitu menghasilkan media puzzle berbasis audio visual materi pada subtema “Indahnya Persatuan dan Kesatuan Negeriku” di kelas IV SDN Kauman 1 Kota Blitar yang valid, praktis, dan menarik. Penelitian ini menggunakan model penelitian dan pengembangan atau research and development. Hasil validasi media puzzle berbasis audio visual memperoleh nilai 93,3 persen kategori sangat valid oleh ahli materi, ahli media dan pengguna. Untuk kepraktisan dan kemenarikan media puzzle berbasis audio visual diperoleh berdasarkan hasil dari respon siswa pada saat uji coba produk dan uji coba lapangan. Kemenarikan media memperoleh nilai 97,3 persen kategori sangat menarik. Kepraktisan media memperoleh nilai 84,4 persen kategori sangat praktis. Sehingga dapat disimpulkan bahwa media puzzle berbasis audio visual sangat layak digunakan dalam proses pembelajaran pada subtema “Indahnya Persatuan dan Kesatuan Negeriku”.


2020 ◽  
Vol 4 (2) ◽  
pp. 295-307
Author(s):  
Wahyu Budiyani ◽  
Sujarwo Sujarwo

This study was aimed at improving junior high school students’ vocabulary mastery. The subjects of this study were the students grade 7 of junior high school with a total number of 60 students. The method employed in this study was the Research and Development design. The development model used is the ADDIE modification development model. The steps in the ADDIE development consist of five stages; namely analyzing, design, development, implementation, and evaluation. Product trials are carried out in three stages, namely small group trials, operational trials, and large group trials.. The instruments used in development research were observation sheets, interviews, and assessment questionnaires. A t-test was used to analyze the effectiveness of media development. The media then were validated by the media experts, material experts, and teachers. The results shows that the media is feasible with an average score of 4.55. The findings also show that the Interactive Learning Multimedia effectively enhance students’ vocabulary mastery for junior high school students and able to be used as a catalyst or alternative media teaching vocabulary. 


2020 ◽  
Vol 9 (1) ◽  
pp. 1-7
Author(s):  
Uki Hares Yulianti

Menulis teks hasil observasi sebagai salah satu materi yang harus dikuasai oleh peserta didik sesuai dengan kurikulum 2013. Permasalahan yang terjadi pada proses pembelajaran adalah pembelajaran yang kurang menimbulkan antusias belajar peserta didik. Media pembelajaran merupakan salah satu yang mempengaruhi pembelajaran efektif karena menumbuhkan antusias belajar siswa. Setelah mempelajari media pembelajaran yang sudah ada, ditemukan fakta bahwa media pembelajaran masih sederhana dan belum interaktif. Relevan dengan situasi tersebut, diperlukan media pembelajaran untuk menulis teks hasil observasi yang interaktif bermuatan konservasi yang sesuai bagi peserta didik kelas VII SMP, baik dari segi kelayakan isi, penyajian, dan bahasa. Metode yang digunakan dalam penelitian ini adalah Research and Development (penelitian dan pengembangan) dari Borg dan Gall (2003:570). Media pembelajaran interaktif ini terdiri dari empat menu yaitu permainan, kompetensi inti dan kompetensi dasar, materi, dan soal. Media pembelajaran interaktif dalam pembelajaran menulis teks hasil observasi bermuatan konservasi untuk siswa SMP kelas VII dinyatakan valid oleh ahli dan praktisi dengan skor rata-rata 3 (tiga) yang dikategorikan baik. Hasil uji keefektifan media pembelajaran interaktif dalam pembelajaran menulis teks hasil observasi bermuatan konservasi untuk siswa SMP kelas VII menyatakan media permainan interaktif ini efektif dengan bukti data uji t yang menyatakan adanya perbedaan signifikan hasil pretes dan postes. Kata Kunci: konservasi; media pembelajaran interaktif; peseta didik; teks hasil observasi   Abstract Writing an observation report is one of materials in the 2013 curriculum and it needs to be mastered by students. Meanwhile, the most frequent problem which arises during learning process is learning which does not trigger students’ enthusiasm. Interactive learning media can create an effective learning process since the media can trigger students’ enthusiasm. After studying about available learning media, it is found a fact that the learning media are still not sophisticated and interactive.  Based on that situation, an interactive learning media to write an observation report is needed for seventh grade of junior high school students. The researcher emphasizes on the content, delivery, and language of the media. The method used in this research is Research and Development by Borg dan Gall (2003:570). This interactive learning media consists of four menus, namely games, core competencies and basic competencies, materials, and exercises. This interactive learning media used to write a conservative observation report for junior high school students is valid according to experts and practitioners. It has an average score of three (3) which is categorized as good. The effectiveness test of interactive learning media used to write conservative observation reports for seventh grade of junior high school students shows that this media is effective. It is proven by t test which states the significant results of pre-test and post-test. Keywords: conservative, interactive learning media, students, observation reports


2020 ◽  
Vol 4 (3) ◽  
pp. 493
Author(s):  
Budi Kurniawan ◽  
Nuriyah Nuriyah

This research including development research (Research and Development) aims to Communication, Collaborative, Critical Thinking, and Creativity (4C)-based Ice Breaking Learning Media Developed on Integrative Thematic Learning. The subjects in this study were students and fifth grade teachers of MIS Nurul Huda, Kupang. The development model used in this study is the Four D development model which consists of 4 stages: (1) define, (2) design, (3) develop, and (4) disseminate. This 4C-based Ice Breaking learning media developed media has carried out a trial process consisting of one-on-one trials of 10 people, small group trials of 12 people and class trials of 34 students. The 4C-based Ice Breaking learning media developed have been validated by the Validator and has undergone revisions so that it gets very feasible and practical results to be used in learning because based on the research results of the Guidelines for Making 4C Ice Breaking Media and 4C Ice Breaking LKPD, and all the media in the latest book, including: puzzles, flipcharts, leaflets, sketches, and learning videos meet very valid criteria so they are very feasible and very practical to be used in the learning process. 


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