scholarly journals Pengembangan Media Pembelajaran Puzzle Melalui Kartu Angka

2018 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Romlah Umi

Childhood is a golden age. The emphasis on the importance of early childhood education is not intended to assume that children should start "going to school as early as possible". The purpose of this study is; Develop learning media to improve the ability to recognize the concept of child numbers in the form of a number puzzle card game. This research method is research and development (Research and development or R D). Based on the results of the research that has been carried out, it can be concluded that the results of preliminary research on puzzle learning media through numerical cards: the assessment of material experts gave a score of 52.86% categorized as good enough. the quality got an assessment score of 57.14% categorized as good enough. After being revised the experts gave the following values: the assessment of the experts gave an assessment score of 78.57% categorized as good, the media expert gave an assessment score of 86.67% for the aspect of view categorized as very good and for the aspect of quality got an assessment score of 88.57% categorized as very good.

Jurnal PenSil ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 24-30
Author(s):  
Gilang Mawardi ◽  
Tuti Iriani ◽  
Daryati Daryati

This research is a type of research and development that aims to produce products in the form of multimedia powerpoint-based learning media in Learning Competency courses. This development research is a Research and Development research method with the 4D (four-D) model. This research is basically done through four main stages, namely define process, design process, develop process, and disseminate process. However, the research only reaches the stage of the development process. This study uses a questionnaire as a tool to test the feasibility of the media through the validation of media experts and material experts. The results of development are multimedia powerpoint-based learning media products. Assessments by material expert lecturers get scores 4,27 categorized as "Very Good". An assessment by a media expert lecturer got a score of 3.31 which was categorized as "Quite Good". The results of the average assessment from material and media experts get the value "3,79" means that multimedia-based learning media is categorized as "Good.".


BIODIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 58-75
Author(s):  
Muswita ◽  
Upik Yelianti ◽  
Lia Kusuma

The research aims to develop and determine the feasibility of nail plant booklets in Tahura STS. This type of research is Research and Development research using ADDIE learning design models. The booklet that was developed contains 42 types of nails that grow in Tahura STS, consisting of 14 types of epipitic nails and 28 types of terrestrial nails. The booklet that was developed contains scientific names, pictures, classifications and descriptions of ferns that grow in Tahura STS. Validation of media experts was carried out twice with a final score of 85.71% with the category "Very Good". Material expert validation was carried out twice with a final score of 92.8% in the "Very Good" category. Thus the product developed is worth testing. The percentage of small group trials on booklets was 89.6% in the "very good" category. The percentage of large group trials on booklet results was 90.9% in the "very good" category. The lecturers' response to the nail plant booklet in Tahura STS was 83.9% in the "very good" category. Based on the validation of the media experts and the results of small and large group trials and lecturer responses it can be concluded that the booklet of nail plants in Tahura STS is suitable for use as a enrichment for plant taxonomy courses. Keywords: booklet, enrichment material, nail plants. Abstrak. Penelitian bertujuan untuk mengembangkan dan mengetahui kelayakan booklet tumbuhan paku di tahura STS. Jenis penelitian adalah penelitian Research and Development dengan menggunakan model desain pembelajaran ADDIE. Booklet yang dikembangkan memuat 42 jenis paku yang tumbuh di Tahura STS, terdiri dari 14 jenis paku epipit dan 28 jenis paku teresterial. Booklet yang dikembangkan memuat nama ilmiah, gambar, klasifikasi dan deskripsi dari tumbuhan paku yang tumbuh di Tahura STS. Validasi ahli media dilakukan sebanyak dua kali dengan nilai akhir 85,71% dengan kategori “Sangat Baik”. Validasi ahli materi dilakukan sebanyak dua kali dengan nilai akhir 92.8% dengan kategori “Sangat Baik”. Dengan demikian produk yang dikembangkan layak untuk diujicobakan. Persentase ujicoba kelompok kecil terhadap booklet sebesar 89,6% dengan kategori “sangat baik”.  Persentase ujicoba kelompok besar terhadap booklet hasil sebesar 90,9% dengan kategori “sangat baik”. Respon dosen terhadap booklet tumbuhan paku di Tahura STS sebesar 83,9% dengan kategori “sangat baik”. Berdasarkan validasi ahli media dan hasil ujicoba kelompok kecil dan besar serta respon dosen dapat disimpulkan booklet tumbuhan paku di Tahura STS layak digunakan sebagai vahan pengayaan mata kuliah taksonomi tumbuhan. Kata kunci: booklet, bahan pengayaan, tumbuhan paku.


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


2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Ketut Alit Adi Untara ◽  
Gustina Gustina ◽  
Ielda Paramita

This study aims to develop learning media in the form of gas steam stoves fueled by oil and describe the validity and effectiveness of the products being developed. This development and research are summarized in a study entitled the development of learning media in a gas-fired gas stove to increase students' curiosity in applied physics subjects. This study uses a media development research method known as Research and Development (R&D). From the research carried out, the following data were obtained: the results of media validation obtained very good categories, and validation test by media experts found very good category. In the curiosity test, which was initially limited to active students, the scores were very good. The results of the initial average curiosity test for the field test were obtained in the low category, and after the use of the media was tested again, and the average score was obtained in the very good category.  It can be concluded that the use of an oil-fired gas steam stove in the form of a Pertamax stove as a learning medium can increase students' curiosity about learning applied physics material.


Author(s):  
Hanafi Hasibuan

Abstrak: Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran teknik dasar bermain sepakbola menggunaan kun, agar layak digunakan di sekolah serta mengetahui efektifitas hasil latihan siswa dengan menggunakan media pembelajaran teknik dasar bermain sepakbola menggunaan kun. Metode penelitian ini adalah metode penelitian dan pengembangan. Penelitian ini merupakan penelitian pengembangan yang bertujuan menghasilkan produk berupa video pembelajaran menggiring dan mengumpan bola pada teknik dasar sepakbola dengan menggunakan kun. Hasil penelitian menunjukkan bahwa: (1) siswa setelah mengikuti proses pembelajaran menggunakan produk pengembangan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola meningkat dibandingkan sebelum mengikuti pembelajaran menggunakan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola. (2)Video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola melalui pembelajaran menggunaan kun layak digunakan pada siswa SSB PORTIS Saentis. Hasil latihan siswa melalui penggunaan video pembelajaran lebih efektif dibandingkan dengan hasil latihan siswa sebelum menggunakan video pembelajaran pada siswa SSB PORTIS Saentis.. Kata Kunci: video pembelajaran, kun, teknik dasar permainan sepak bola Abstract: The purpose of this research is to develop learning media of basic technique of playing football using kun, to be feasible to be used in school and to know the effectiveness of student training result by using learning media of basic technique of playing football using kun. This research method is research and development method. This research is a development research that aims to produce a product in the form of learning videos leads and mengumpan ball on football basic techniques using kun. The results showed that: (1) the students after following the learning process using learning media development product in the form of learning video basic technique leads and feeds on the game of football increased than before following the learning using learning media in the form of learning video basic technique lead and feed on the game of football . (2) Basic instructional video learning videos leads and feeds on the game of soccer through learning to use the proper use of kun on SSTER PORTIS Saentis students. The results of the student exercises through the use of learning videos are more effective than the results of student exercises before using video learning on SSB students PORTIS Saentis. Keywords: learning video, kun, basic soccer game techniques


2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Noor Khamidah ◽  
Sri Utaminingsih ◽  
Mohammad Kanzunnudin

ABSTRACTThis study aims to develop Pop-Up learning media based on local wisdom for the fourth grade of elementary school, Theme of 8 “Daerah Tempat Tinggalku” and to test whether the media developed is more effective than the media that teachers have applied so far in learning The research method used is Research and Development according to Borg & Gall. The research was carried in seven steps which was divided into 4 stages of research, these are preliminary research, planning and media development; validation, revision, and evaluation; and media implementation. Technique of collecting data used in this research is observations, interviews, questionnaires and tests. Based on the research data, it shows that the results of the needs analysis obtained based on preliminary research are very necessary for the development of learning media that can be used for the fourth grade in learning, that is the need to develop Pop Up media based on local wisdom. The media developed in this research is Pop Up media based on local wisdom. The media developed has passed the validity test of experts and peers. It can be concluded that the development of Pop Up media based on local wisdom is effective and worthy of use in improving the learning outcomes of fourth grade elementary school students in Kudus district


2021 ◽  
Vol 3 (3) ◽  
pp. 162-168
Author(s):  
Titik Muntiani ◽  
M. Busyro Karim ◽  
Fikri Nazarullail

This research aims to develop Mehe's video-based learning animation "Aku Anak Disiplin" to introduce discipline in children aged 4-5 years. Subject in this research and development that is children 4-5 years in Early childhood education institution Anna Husada Bangkalan. Research and development this using the model Borg and Gall. Data techniques using questionnaire (media experts questionnaire, material experts questionnaire, and child question response). Media's feasibility based on the results of the media experts is obtaining the percentage 83.5%, based on the results of the experts of the material obtained a percentage of 85%. Media's feasibility based on product test results obtained a percentage of 96%. So, it can be concluded that media learning video animation "Aku Anak Disiplin" worth it is used to introduced discipline in children aged 4-5 years.


2019 ◽  
Vol 2 (2) ◽  
pp. 165-171
Author(s):  
Fachri Ridho ◽  
Bambang Sri Anggoro ◽  
Siska Andriani

This study aims to produce an Android-based E-Learning learning media on opportunity material. This research method is Research and Development (R & D) based on Sugiyono's development model. The material expert's assessment of the learning media is included in the "Good" category with an average percentage of 79.05%. The media expert's assessment of the learning media is included in the "Very Good" category with an average percentage of 87.67%, the assessment of education practitioners on this learning media is included in the "Very Good" category with a percentage of completeness of 82.57%. In a small scale trial which was attended by 10 students in class XI obtained a percentage of 81.60%. Based on the results of the questionnaire responses that have been filled in by students, these results place the learning media on the criteria of "Very Interesting". Based on the results of a large-scale trial which was attended by 30 students of class XI, the percentage of 88.78% was included in the criteria of "Very Interesting", and the results of the testing of the effectiveness of learning media were 88.33% included in the criteria of "Very Effective".


2019 ◽  
Vol 18 (2) ◽  
pp. 127-131
Author(s):  
Mohammad Fatchurahman ◽  
Karyanti Karyanti

The objectives of this study are (1) To find out the implementation of symbolic modeling techniques and an overview of the behavior of preserving forests by adolescents. (2) Compilation of symbolic modeling techniques used to improve forest preservation behavior. The research method used is Research and Development (R & D). Research and development or development research are one of the studies which at the end of the research can be found a new model. Data analysis is done in quantitative and qualitative ways. The results of the model development that have been carried out by the researcher include a model that contains (1) Rational, (2) Objectives, (3) Assumptions, (4) Target interventions, (5) Model components, (6) Model steps, ( 7) Material, (8) Means, (9) Evaluation and indicators of success. The arranged model is tested to determine the effectiveness of the model that has been arranged. The results of the trial show that symbolic modeling techniques are effective in increasing forest preservation behavior. That means there is an increase in understanding of forest preservation behavior. Therefore, it can be concluded that symbolic modeling techniques are effective in increasing forest preservation behavior.


2018 ◽  
Vol 7 (2) ◽  
pp. 89-97
Author(s):  
Suyatmin Suyatmin ◽  
Sukardi Sukardi

Abstract   This study aimed to create learning module for kindergarten teachers, on hygiene and healthy living habits. Module that can be used to study about health and additional references on hygiene and healthy living habits. This research is a research and development in 10 steps, by adapting research and development research according to Gall, & Borg's model. Research and development research was conducted by using the following steps: (1) potentials and problems, (2) data collection, (3) product design, (4) design validation, (5) product revisions, (6) product tests, (7) product revisions, (8) product tests, (9) product revisions, and (10) mass production. This research produced a module product to learn about hygiene and healthy living habits for Early Childhood Education that had been tested in schools and validated by media experts and material experts. Evaluation results showed that the module is in accordance with the curriculum, in accordance with the characteristics of growth and development of students, and is easy, interesting, and fun for students.   Keywords : development, hygiene and healthy living habits, early childhood education     Abstrak   Penelitian ini bertujuan untuk membuat modul pembelajaran bagi guru taman kanak-kanak, mengenai kebersihan dan kebiasaan hidup sehat. Modul yang dapat dipakai untuk mempelajari kesehatan dan referensi tambahan mengenai kebersihan dan kebiasaan hidup sehat. Penelitian ini merupakan research and development dalam 10 langkah, dengan mengadaptasi penelitian research and development menurut model Gall, Gall, & Borg's. Penelitian research and development dilaksanakan menggunakan langkah-langkah : (1) potensi dan permasalahan, (2) pengumpulan data, (3)desain product, (4) validasi desain, (5) revisi produk, (6) ujicoba produk, (7) revisi produk, (8) ujicoba produk, (9) revisi produk, dan (10) produksi masal. Penelitian ini menghasilkan produk berupa modul untuk belajar mengenai kebersihan dan kebiasaan hidup sehat untuk pendidikan anak usia dini yang telah diujicoba di sekolah dan divalidasi oleh ahli media dan ahli materi. Hasil evaluasi menunjukkan bahwa modul tersebut sesuai dengan kurikulum, sesuai dengan karakteristik pertumbuhan dan perkembangan siswa, serta bersifat mudah, menarik, dan menyenangkan bagi siswa.   Kata kunci : pengembangan, kebersihan dan kebiasaan hidup sehat, pendidikan anak usia dini


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