scholarly journals PENGEMBANGAN MODUL BAGI SISWA TEKNIK KOMPUTER JARINGAN PADA MATA PELAJARAN PEMROGRAMAN DASAR

Author(s):  
Rengga Nofrianti ◽  
Muhammad Anwar Anwar

This study explains how the learning module is developed on basic programming of Computer Network Engineering students. This study aims to determine the validity, practicality, and effectiveness of the basic programming module of Computer Network Engineering class X at SMK N 5 developed by problem solving strategy. This study is Research and Development (R & D) research by 4D modul implementation. The Development of instructional module using ADDIE model which consist of five stages such as Analysis, Design, Development, Implementation and Evaluation. There were three instruments that is used to collect the data in this research like validity questionnaire, practicality questionnaire and and effectiveness sheets. Based on the result carried out, this research has shown that the score for module validity from expert of learning material development is 0,82 and expert of learning media development is 0,77. Then for practicality, based on teacher responses the average score of 87% and 88% for students responses. So instead, it can be concluded that the module on basic programming is effective based on the average scores of experimental class that it was 80, compared by the average score of control class of 72.  Keywords: Module, Basic Programming, Research and Development, ADDIE.

2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


Author(s):  
Hasmai Bungsu Ladiva ◽  
Rafhy Febryan Putera ◽  
Yesi Anita

This study aims to develop a value-based teaching material for Citizenship Education (PKn) together with the local wisdom of the Minangkabau community to build the national character of the fifth grade students of Elementary School. The research conducted is research and development with the ADDIE research model which is an acronym in English from the stages of analysis, design, development, implementation, and evaluation. By participating in the development stage of the ADDIE model, teaching material development is carried out by combining the values of togetherness found in the local wisdom of the Minangkabau community in a single unit of learning material. Data obtained from the validation of teaching materials, classroom learning practices, and the effectiveness of learning from student learning outcomes. The results of this study indicate that the development of Pkn teaching materials based on the values of togetherness of the Minangkabau community has been successfully carried out based on data on the validity, practicality, and effectiveness of teaching materials in learning in Class V of Elementary School.Keywords: Development Research, Minangkabau, PKn, SD Togetherness Value.


2021 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Yolanda Nur Anjeli ◽  
Nur Latifah

This research and development aims to determine the steps to produce finger puppet media on the speaking skills of fourth grade students of SD Negeri Tangerang Regency and to determine the quality of finger puppet media based on validity and quality aspects in terms of the assessment of media expert validators, material experts, practical experts. and student response questionnaires. The development model used in this study uses the ADDIE model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The results of this research and development show the level of validity of media experts and material experts with very good criteria and an average score of 4,3.The quality level of the expert practitioners' assessment and student response questionnaires with very good criteria and an average score of 4,9


2020 ◽  
Vol 2 (2) ◽  
pp. 104
Author(s):  
Fanny Fashiri ◽  
Nora Susanti

This study aims to know the feasibility of an interactive learning material based on a website that innovated based on BSNP. The research method used Research and Development (R&D) with the ADDIE models which consist of five stages are analysis, design, development, implementation, and evaluation. Data collected technique used for feasibility was a questionnaire of BSNP was given to experts lecture. The analysis results of this research are the interactive learning material based on the website was feasible that used questionnaire of BSNP showed a score of the truth, breadth, and depth of concept aspects was 4.66, material and question device aspects was 4.56, language structure aspects was 5.0, display of media aspects was 4.83, software engineering aspects was 4.33, usefulness aspects was 4.66. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic was 4.67. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic shows that this media is very eligible and can be used in the learning process.


Author(s):  
Citra Indah Maharani Laoli And Yeni Erlita

The objective of this study is to develop suitable procedure text materials for reading skill, for computer and network engineering students. It was found that procedure text materials provided in the students’ textbook were not suitable to the needs and interests of computer and network engineering students. This research was conducted based on educational research and development (R&D) through five steps, namely: gathering data, analyzing data, developing procedure text materials, validating procedure text materials, and revising procedure text materials. The subject of this study was XI-3 TKJ students at SMK Harapan Stabat and the instruments used to collect the data were observation list, questionnaire, and interview. Based on the needs analysis conducted there were 6 procedure texts related to computer and network engineering developed. These texts were accompanied by vocabularies and 12 varied exercises. These developed procedure text materials had been validated by two experts and the average score gotten is 4.18. It is categorized “Good” since the mean is within the interval 3.40 < ≤ 4.19. It means that the developed procedure text materials for reading skill are suitable for the eleventh grade students of computer and network engineering.


2020 ◽  
Vol 3 (2) ◽  
pp. 14-29
Author(s):  
Rizqa Barokatunisa

This study aims to determine the concept of developing language teaching or material mahârah istim 'and mahārah kalâm in Arabic matriculation at MAN 1 Boyolali. This research uses research and development (R&D) methods that are used to produce a particular product. The steps taken are needs analysis, learning design, product development, validation of media experts and material experts, teacher and/or student responses, revisions, and final / product development. Data collection methods used were observation, tests, documentation, and interviews. The concept of developing material in this study there are five, namely analysis, design, development, evaluation and revision. There are seven steps in the design of learning material development in this study, namely: Requirement analysis, Learning design, Product development (teaching material), Product validation, Teacher and student responses, Revision, and Product material/teaching material. According to the data obtained from observations and interviews shows that the matriculation program is proven effective in improving students' ability in learning Arabic, especially in mahārah istimâ ’and mahārah kalâm. Abstrak Penelitian ini bertujuan untuk mengetahui konsep pengembangan bahasa ajar atau materi mahârah istimâ’ dan mahârah kalâm dalam matrikulasi bahasa Arab di MAN 1 Boyolali. Penelitian ini menggunakan metode research and development (R&D) yang digunakan untuk menghasilkan suatu produk tertentu. Langkah – langkah yang dilakukan adalah analisis kebutuhan, desain pembelajaran, pengembangan produk, validasi ahli media dan ahli materi, respon guru dan atau siswa, revisi, dan hasil akhir/ produk pengembangan. Metode pengumpulan data yang digunakan adalah observasi, tes, dokumentasi dan wawancara. Konsep pengembangan materi dalam penelitian ini ada lima, yaitu analisis, perancangan, pengembangan, evaluasi dan revisi. Langkah – langkah dalam desain pengembangan materi pembelajaran dalam penelitian ini ada tujuh, yaitu : Analisis kebutuhan, Desain pembelajaran, Pengembangan produk (materi ajar), Validasi produk, Respon guru dan siswa, Revisi, dan Produk materi/ bahan ajar. Menurut data yang dipeoleh dari observasi dan wawancara menunjukkan bahwa program matrikulasi terbukti efektif untuk meningkatkan kemampuan siswa dalam pembelajaran bahasa Arab khususnya dalam mahârah istimâ’ dan mahârah kalâm. Kata Kunci: Pengembangan Materi, Mahârah Istimâ’, Mahârah Kalâm, Program Matrikulasi


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


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2021 ◽  
Vol 12 (1) ◽  
pp. 135-148
Author(s):  
Putri Utami ◽  
Dian Hidayati

The development and advancement of science and technology can provide effectiveness and interactivity in the world of education. The school website is a technology product that must be used by schools. This study aims to develop and determine the feasibility of a website programming module to improve teachers' abilities in managing school websites. This research is a Research and Development (RnD) development research using the ADDIE development method. Data collection techniques using interviews and questionnaires then analysed using qualitative and quantitative data. The subjects of this study were media experts, teachers and operators at SMA Negeri 1 Cepogo. The results of this study indicate that research and development have carried out using the ADDIE model steps, namely (Analysis, Design, Development, Implementation, Evaluation). The average assessment by the score expert validation test obtained was 87.1 included in the "Very Good" category, the response of the phase 1 field test teacher and stage 2 field test obtained an average value of 81.8 in the "Very Good" category. The quantitative data analysis took the average results of the assessment of expert validation tests and user trials. The score is 84.45 with the category "Very Good" and shows that the website programming module is suitable for use by teachers in managing school websites.


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