scholarly journals Developing an Interactive Mathematics Multimedia Learning Based on Ispring Presenter in Increasing Students’ Interest in Learning Mathematics

2019 ◽  
Vol 10 (1) ◽  
pp. 135-150 ◽  
Author(s):  
M Saidun Anwar ◽  
Choirudin Choirudin ◽  
Eka Fitria Ningsih ◽  
Triana Dewi ◽  
Andino Maseleno

The purpose of this study is to develop a multimedia learning based on iSpring Presenter to increase students' interest in learning in mathematics. This study uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The data analysis technique used is descriptive quantitative. The results showed that the interactive mathematics multimedia learning based on iSpring Presenter has fulfilled the requirements to be considered feasible to be used in the learning process and is feasible to be used as learning support media to increase students' interest in learning through varied learning activities. 

2019 ◽  
Vol 4 (1) ◽  
pp. 17-23
Author(s):  
Teguh Arik Yuanto ◽  
Putu Sudira

This study aims to (1) realize the design of the item color selector training kit and (2) determine the feasibility of the item color selector training kit. The research uses the ADDIE Models reference, namely: analysis, design, development, implementation, and evaluation. Data collection techniques used were observation and questionnaires. The testing consists of product validation by experts, testing by teachers, and testing by students. The data analysis technique used is quantitative descriptive. The results consist of: (1) item color selector training kit design consisting of training and jobsheets. The training sections include boxes, conveyors, selectors and microcontroller circuits, the jobsheet consists of three learning activities, namely (1) introduction of PLC and training, sorting and calibration, timers and counters. (2) the feasibility level of content validation is 89.39% (very feasible), from construct validation is 91.20% (very feasible) and from the trials students get results of 79.96% (feasible). Based on this percentage, the learning tools for the color selector training kit of goods are suitable for use in the learning process.


2021 ◽  
Vol 19 (2) ◽  
pp. 275
Author(s):  
Elviana Febrianti ◽  
Neni Wahyuningtyas ◽  
Nurul Ratnawati

<p><strong>Abstrak </strong></p><p>Tujuan penelitian adalah mengembangkan multimedia interaktif “SCRIBER”<em> </em>(<em>Social Studies Learning-Based Articulate Storyline)</em> tentang Potensi Sumber Daya Alam dan Kemaritiman Indonesia yang valid dan efektif untuk digunakan dalam pembelajaran. Penelitian menggunakan metode penelitian dan pengembangan (R&amp;D) dengan model pengembangan penilaian dan analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian yaitu 2 dosen dan 32 peserta didik. Validasi instrumen menggunakan angket validasi dan angket respons peserta didik yang menunjukkan produk yang dikembangkan layak. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif dengan perhitungan skor menggunakan skala Likert dan Guttman. Hasil penelitian menunjukkan bahwa ahli media menyatakan bahwa produk yang dikembangkan termasuk pada kriteria sangat layak, penilaian materi termasuk pada kriteria sangat layak, respons peserta didik terhadap produk yang dikembangkan termasuk pada kriteria sangat baik, dan efektif digunakan dalam proses pembelajaran.</p><p> </p><p><strong><em>Abstract</em></strong></p><p><em>The research aimed to develop interactive multimedia “SCRIBER” (Social Studies Learning-Based Articulate Storyline) about the Potential of Indonesian Maritime and Natural Resources valid and effective for use in learning. The research used the research and development (R&amp;D) method with the analysis, design, development, implementation, and evaluation development model. The research subjects were 2 lecturers and 32 students. The validation of the research results was carried out by expert validators and students. The data analysis technique used descriptive qualitative and quantitative with the calculation of scores using the Likert and the Guttman scale. The results showed that the media experts stated that the developed product was included in the very feasible criteria, the material assessment included the very feasible criteria, the student's responses to the developed product included the very good criteria and the effectiveness obtained from the posttest results was higher than the pretest results.</em></p>


2021 ◽  
Vol 1 (2) ◽  
pp. 175-187
Author(s):  
Novita Anggestia ◽  
Triani Ratnawuri ◽  
Meyta Pritandhari

  Learning media is one of the needs that must be fulfilled in the learning process. The results of the pre-survey of learning media used in the Aliyah Ma'arif 9 Kotagajah Madrasah, researchers found several problems, namely the use of learning media that were less innovative in learning and the limitation of images in teaching books, worksheets and powerpoints so that students were not attracting attention in the learning process . So that learning media are needed that can attract the attention of students such as android applications, android application software assisted ispring suite as an economic learning media arranged concisely, clearly, and made in a practical form so that students are more interested and enthusiastic in learning and can understand the material. The development model used in this development is the ADDIE development model which consists of several stages, namely (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the development of android applications assisted by software ispring suite as an economic learning media it is known the results of recapitulation of data that have been carried out by learning media material experts on android applications with an average score of 86% included in the very feasible category and declared valid, the results of recapitulation from media experts with scores on average 87% fall into the category of very decent and declared valid. Furthermore, the practicality test by IPS X grade 1 students of Aliyah Ma'arif 9 Kotagajah gets an average score of 92.2% and falls into the very practical category so that it is declared practical. research shows that economic learning media using this android application is suitable for use in learning. Thus it can be concluded that the learning media of android applications are learning media that are valid and practical to be used in the learning process.


2020 ◽  
Vol 4 (3) ◽  
pp. 515
Author(s):  
Arnelia Dwi Yasa ◽  
Ketut Suastika ◽  
Nur Vita Wahyu Ningtyas

The results of the analysis of the learning process show that the teacher does not use attractive learning media and students do not pay attention to the teacher during the lesson. This result in students often experiencing misconceptions about the material of adding fractions, so there is a need for the development of learning media in the form of unloading shading boards that can support the learning process. The purpose of this study was to determine the validity, practicality, and effectiveness. This research method was a development research by adapting the ADDIE model with 5 stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The test subjects in this study were media expert lecturers, material expert lecturers, teachers and fourth grade students of SDN Ngembul 03, Blitar Regency. The data analysis technique used descriptive qualitative and quantitative. The data collection instrument used in this study was a questionnaire. The loading and unloading shading board based on the results of material validation obtained a score of 79.15% in the feasible category, the results of media validation obtained 75% with the feasible category. The results of the validation of the teacher's practicality got 83.65% in the very good category, the results of the student's practicality got 86.66% with the very good category and the results of the student's effectiveness got 81% with the very good category. The unloading shading board can be used by the teacher in the learning process to make it more interesting and fun. Provide a reference for other researchers in developing interesting and fun learning media for loading and unloading shading boards.


2019 ◽  
Vol 3 (1) ◽  
pp. 35 ◽  
Author(s):  
Rahmat Arofah Hari Cahyadi

Instructional material are an important part in determining the quality of learning. The design of the development of instructional material needs to pay attention to the development model to ensure the quality of instructional material in supporting learning effectiveness, because the development of instuctional material is basically a linear process with the learning process. One of the designs for the development of instructional material that is often used is the ADDIE Model through 5 stages; Analysis, Design, Development, Implementation and Evaluation. The ADDIE model is a learning system design model that shows the basic stages of a learning system that is easy to do. 


2018 ◽  
Vol 2 (2) ◽  
pp. 45-52
Author(s):  
Elmedi Elmedi

    To learn something well, we need to hear, see, ask questions about it, and discuss it with others. Not only that, teachers need to "do it", that is to describe something in their own way, to show their example, to try to practice their skills and to do tasks that demand the knowledge they have gained. Problems to be studied in this research are: a. How to improve learning outcomes penjaskes especially soccer game using cooperative learning methods on students SDN 44 Lubuk Anau? b. The steps taken to improve the outcome of the guidance in January 2016? This research is a research action (action research) Because research done to solve the problem of learning in class. This research also includes descriptive research, because it describes how a learning technique is applied and how desired results can be achieved. According to Oja and Sumarjan (in point sugiarti, 1997: 8) there are four different types of action research, namely: (1) teacher action research as a researcher, (2) collaborative action research, (3) research of interlinked simulative action. (4) experimental social action research. In this action research uses collaborative research forms with teacher training eyes and in the teaching and learning process in the classroom as a teacher is the teacher of training eye while peneiti acts as an observer, the full responsibility of action research is observer (researcher). Data Analysis Technique, To know the effectiveness of a method in learning activities need to be held data analysis. In this research using qualitative descriptive analysis technique, that is a research method that is describe reality or facts in accordance with the data obtained with the aim to know learning achievements achieved sisw also to obtain student responses to learning activities and student activities during the learning process To analyze the success rate or percentage of students' success after the learning process each round is done by giving evaluation in the form of practice test at the end of each round. This analysis is calculated by using simple statistic that is: For learning mastery, There are two categories of mastery learning that is individual and classical. Based on the guidance of the implementation of teaching and learning curriculum 1994 (Depdikbud, 1994) that students have complete learning when the class gets 85% who have reached the absorption. From the results of learning activities that have been done for three cycles and based on the entire pembahaan and analysis that has been done can be concluded as follows: Learning by the method of learning play methods have a positive impact in improving student learning achievement characterized by the improvement of student learning completeness in each cycle, cycle I (61,54%), cycle II (89,74%), while for affective aspect that is cycle I (84,62%), cycle II (100%) Application of learning method of play method have positive influence, that can increase student learning motivation which is indicated by the average of students' answers which states that students are interested and interested in learning method of play method so that they are motivated to learn.      


2020 ◽  
Vol 15 (1) ◽  
pp. 79
Author(s):  
Mukhammad Luqman Hakim

This research aims to produce multimedia learning and provide understanding to students of the importance of paying zakat in accordance with applicable regulations. The research subjects are 33 students of class VII.I at SMPN 7 Kediri. This study uses research and development method of Lee and Owen’s model. The procedures in research and development are needs analysis, design, development, implementation and evaluation. The data analysis uses a closed questionnaire with a Likert scale. This research and development received positive responses from experts and stated that interactive learning multimedia was feasible to use and did not require revision. A whole responses from students stated that this learning multimedia provides a new learning experience and fosters a sense of awareness of the importance and benefits of paying zakat.


2021 ◽  
Vol 4 (2) ◽  
pp. 225
Author(s):  
Ketut Yuli Ayu Wulandari ◽  
I Made Tegeh ◽  
Ndara Tanggu Renda

Teachers still do not use media/teaching materials when teaching, especially in online learning. So that teachers still do not use innovative media/teaching materials in learning. Therefore, this study aims to develop an e-module in science learning on Puberty as seen from its validity. This type of research refers to the ADDIE development model procedure that consists of the stages of analysis, design, development, implementation, and evaluation. In this study, the implementation and evaluation stages were not carried out because they are currently still in the Covid-19 pandemic period, so they must comply with health protocols. The subjects in this study were e-modules on science learning on Puberty and experts who were competent in their fields. This study used a questionnaire method in collecting data. A rating scale instrument was used in an assessment sheet for two material experts, two media experts, and two practitioners to determine e-module validity. The test results of the science e-module on the topic of Puberty were calculated and converted into a five-scale guideline table. Based on the developed e-module, the science e-module validity test results from material experts, media experts, and practitioners obtained very good qualifications and were declared valid. So that the science e-module on the topic of Puberty is suitable for use by teachers when teaching because this e-module has an attractive appearance and the content/content in the e-module is complete so that it can support student learning activities.


2018 ◽  
Vol 4 (1) ◽  
pp. 27-30
Author(s):  
Minggus Hariyanto ◽  
Endang Sri Suyati

This study aims to find out the learning activities and increase the learning outcomes of students in class XI-8 on Economic subjects using the NHT type cooperative learning model. The method used in this study is Classroom Action Research (CAR). The items in this study were all students of class XI-8, amounting to 37 people at SMAN 4 Palangka Raya. Data collection techniques needed in this study are Observation, Documentation and Test. The data analysis technique used is qualitative and quantitative. The results of the study concluded that Learning activities of students became more active. This is evidenced by the response of students to a more vibrant learning process so that it can be said that the Numbered Head Together (NHT) learning model is useful for improving economic learning outcomes, (2) There is an increase in learning outcomes. The average test results obtained by students in the first cycle 59 with the percentage of classical 35% and the second cycle obtained an average of 88 with a rate of 90% classics.


2018 ◽  
Author(s):  
Asmar Yulastri ◽  
Syaiful Islami ◽  
Ganefri

This article aims to reveal the validity of the entrepreneurship module based-product in vocational education. Based on the observation, the existing problem is the unavailability of entrepreneurship module that causes the learning process has not been maximized. The method used is Research and Development with development model Analysis, Design, Development, Implementation, and Evaluation (ADDIE). The validation process is accompanied by a discussion or direct interview with the expert on improvements to be made. The design of a product-based entrepreneurial module is consulted first with experts or experts and counselors. Then, the design is judged by the competent people who have understood the module development principle. Data collection instrument in the form of a questionnaire. The results obtained are a valid product-based entrepreneurial module on aspects of content, aspects of the format and presentation aspects.


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