Pengembangan Bahan Ajar Materi Trigonometri Berbantuan Software iMindMap pada Siswa SMA

2016 ◽  
Vol 7 (1) ◽  
pp. 39-47
Author(s):  
Rizki Wahyu Yunian Putra ◽  
Rully Anggraini

The purpose of this study is to find out how to develop teaching material trigonometric material aided iMindMap software. This type of research is research and development (R D). Sampling was done at SMAN 2 Negeri Katon Pesawaran. The results of the assessment are: the expert assessment of the material giving a score of 85,000% is categorized as highly feasible, the design expert scores 87,500% rating are categorized as highly feasible, and the media expert gives the scoring score of 79.167% categorized as feasible In small group trials, an average of 3.612 was obtained with very decent category. Then a large group trial obtained an average of 3,631 with very decent category. It can be concluded that the iMindMap software-triggered Trigonometry software module is categorized as very feasible and interesting to use in high school equivalent learning on Trigonometry material.

Author(s):  
Agung Achmadi Lumban Tobing ◽  
Sanusi Hasibuan ◽  
M. Irfan ◽  
Indrakasih Indrakasih

The main objective of this research is developing a medium for assisting passing over as a volleyball learning media. This research was conducted at FIK State University of Medan in 2021. Research at FIK UNIMED Medan will be carried out from February 9 to March 4, 2021. The type of research used is research and development, a small trial sample of 6 students and a large trial of 10 students as well as media, sports and language experts. In small group trialsvalidated by 3 experts, where the percentage of validity reaches 82% - 94.11% with valid criteria can be used. In large group trials the percentage of validity reaches 90% - 98.88%with valid criteria can be used.The small group trial sample of 6 PKO FIK UNIMED students reached 80% with valid criteria, and the large group trial sample of 10 PKO FIK UNIMED students reached 88% with valid criteria. From the test of the effectiveness and efficiency of the passing over aids with learning media experts, it reached 98.18% with valid criteria for use and sports experts reached 96.36% with valid criteria for use. On the basis of the data obtained, the development of the passing-over aids media product is deemed feasible to be developed as one of the learning media aids in volleyball game material.


2019 ◽  
Vol 4 (9) ◽  
pp. 1177
Author(s):  
Ian Rizky Maulana ◽  
Sapto Adi ◽  
Eko Hariyanto

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p class="Abstrak"><strong>Abstract:</strong> The purpose of this research and development is to produce a physical education learning product for large ball material for 7th grade junior high school. The development of physical education for large ball material for 7th grade junior high school researchers used a multimedia development model developed by Lee &amp; Owen. The results of the study on the validation of physical education learning experts obtained a percentage of 76.12% is quite valid, quite effective, quite complete, can be used but need minor improvements. The results of the research on material expert validation obtained a percentage of 94.70% very valid. While the overall average of media expert validation obtained a percentage of 94.38% is very valid. For small group trials conducted by distributing questionnaires to 20 students of Lumajang Middle School 5. The results of small group trials found that the average percentage of 94.63% was very valid. The large group trial was conducted by distributing questionnaires to 90 students of SMP Negeri 1 Lumajang, SMP 1 Sukodono and SMP Negeri 5 Lumajang. The results of a large group trial found that the average percentage of 90.02% was very valid. Overall, the research and development products are very valid and can be used as learning media.</p><p class="Abstrak"><strong>Abstrak:</strong> Tujuan penelitian dan pengembangan ini adalah untuk menghasilkan sebuah produk pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII. Pengembangan pembelajaran Pendidikan Jasmani materi bola besar untuk SMP kelas VII, peneliti menggunakan model pengembangan multimedia yang dikembangkan oleh Lee &amp; Owen. Hasil penelitian pada validasi ahli pembelajaran Pendidikan Jasmani diperoleh persentase 76,12% cukup valid, cukup efektif, cukup tuntas, dapat digunakan namun perlu perbaikan kecil. Hasil dari penelitian pada validasi ahli materi diperoleh persentase 94,70% sangat valid. Rata-rata keseluruhan dari validasi ahli media diperoleh persentase 94,38% sangat valid. Uji coba kelompok kecil dilakukan dengan penyebaran kuesioner kepada 20 siswa SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok kecil didapat persentase rata-rata sebesar 94,63% sangat valid. Uji coba kelompok besar dilakukan dengan penyebaran kuesioner kepada 90 siswa SMP Negeri 1 Lumajang, SMP Negeri 1 Sukodono dan SMP Negeri 5 Lumajang. Hasil dari uji coba kelompok besar didapat persentase rata-rata sebesar 90,02% sangat valid. Secara keseluruhan, produk penelitian dan pengembangan ini sangat valid dan dapat digunakan sebagai media pembelajaran.<strong></strong></p></td></tr></tbody></table></div>


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Fibra Cahyani ◽  
Ketut Udy Ariawan ◽  
Gede Ratnaya

This development research aims to develop the module of practical electronics engineering based on livewire application for student grade XII in Senior High School 4 Singaraja in the subject field of workshops and entrepreneurship. This research is a kind of R&D research which is adapted the development steps from development sample proposed by Sugiyono. The developed module has been validated by the experts and teacher in the subject field. In this research, Likert scale is used to the instrument calculation for the experts and student trials. The research sample in the experiment is limited with only 37 students from grade XII MIPA 4 Senior High School 4 Singaraja. The research found that the module got 92,67% of eligibility percentage level from the media experts with excellent qualification, 90% of eligibility percentage level from the material experts with excellent qualification and 88% of eligibility percentage level from the subject teachers with excellent qualification. The product trial steps got 89,97% of eligibility percentage level from the small group trial and 91,42% from the field trials, both percentages are classified as excellent qualification. Therefore, the developed modules are eligible to apply in the subject field of workshops and entrepreneurship.


2021 ◽  
Vol 1 (01) ◽  
pp. 23-34
Author(s):  
Choirudin Choirudin

The aim study to create and develop local wisdom-based learning media with Prezi applications in Social Arithmetic Materials. This type of research is Research and Development (RND), using development steps according to Borg & Gall which has been transformed by Sugiyono. The development steps are limited to six steps. Among them; 1) Results of Need Analysis; 2) Problem Identification and Data Collection; 3) Product Design Results; 4) Design Product Validation; 5) Design Revision Results (Initial Product); 6) Small Group Trial; and 7) Field Trials (Large Group Trial). Local wisdom-based learning media have been developed with the application of Prezi on social arithmetic material by collecting data on local wisdom on the livelihood of Buminabung residents by taking documentation in the form of photos and information related to the local wisdom put them on the slide Prezi. The development of local wisdom-based learning media with the application of Prezi on social arithmetic material is feasible to use in learning. The assessment of material experts and media experts with an assessment of 80% in the feasible category and 91% in the very feasible category. The results of the trials carried out were small group trials in class VII A with a feasibility percentage of 76% in the feasible category. In the field trials conducted by class VII A MTs Ma’arif 05 Buminabung, the percentage was 79% in the feasible category.


2018 ◽  
Vol 1 (3) ◽  
pp. 329-335
Author(s):  
Yosi Marenda Wirawan ◽  
Rizki Wahyu Yunian Putra

The purpose of this study is to know whether the development of teaching materials gamification for seventh-grade students is feasible and interesting for use in junior high school. The subjects of the experiment were seventh-grade students at SMP Bandar Lampung. This research method is Research and Development (R&D), which a using Borg and Gall development model. The results of the assessment are: the expert assessment of the material giving a scored with an average percentage of 76% is categorized as highly feasible, the media or design experts scored with an average percentage of 71% categorized as feasible and the linguist gave a score with an average percentage of 69% categorized as feasible. In small group trials, an average of 3,6 was obtained with very attractive and feasible categories. In the field trial, it was found that the average of 3,4 was obtained with very attractive and feasible categories and the teacher's response to the materials gamifikasi, it was found that the average of 3,3 was obtained with very attractive and feasible categorized. So it can be concluded that the gamification teaching materials on the are categorized very attractive and feasible for use in mathematics learning in junior high school.


2019 ◽  
Vol 3 (2) ◽  
pp. 321-333
Author(s):  
Rika Rani ◽  
Resdin Purba ◽  
Risnawaty Risnawaty

This study aims to describe the development of teaching material patterns, the feasibility of teaching materials, and the effectiveness of teaching materials in writing paragraphs of argumentation based on lotus techniques in class XII MAN Pematangsiantar. Kind of this research is research and development based on the model of Borg and Gall. Subject trials consist of subject experts, design experts. The results showed that: (1) validation of the content experts include the freasibility of content with an average of 82,35 in very good criteria, eligibility presentation with an average of 86,545 in the very well criteria, aspects of language with an average of 90,38% in the very well criteria, (2) validation of design experts with an average of 85,00% in the very well criteria, (3) individual testing with an average of 82,87% with a very good criteria, (4) the trial of small group with an average of 91,20% with a very good criteria, and (5) a limited field test groups with an average of 95,10% with a very good criteria, (6) the effectiveness of instructional materials with a presentation by 74,22% with good criteria. Thus, the instructional materials of argumentative paragraph based on lotus tehnic that have been developed is proper to use in the learning process as a learning resource. Keywords: Intructional naterials, argumentative paragraph, lotus tehnic based   Abstrak Penelitian ini bertujuan untuk mendeskripsikan pengembangan pola bahan ajar, kelayakan bahan ajar, dan keefektifan bahan ajar menulis paragraf argumentasi berbasis teknik teratai pada siswa kelas XII MAN Pematangsiantar. Penelitian pengembangan ini mengacu pada model Borg and Gall, yang terdiri atas materi, desain, uji coba. Data dikumpulkan melalui angket. Hasil penelitian menunjukkan bahwa: (1) validasi ahli materi kelayakan isi dengan rata-rata 82,35 pada kriteria sangat baik, kelayakan penyajian dengan rata-rata 86,54% pada kriteria sangat baik, aspek bahasa dengan rata-rata 90,38% pada kriteria sangat baik, (2) validasi ahli desain dengan rata-rata 85,00% pada kriteria sangat baik, (3) uji coba perorangan  dengan  rata-rata 82,87% dengan kriteria sangat baik, (4) uji coba kelompok kecil dengan rata-rata 91,20% dengan kriteria sangat baik, dan (5) uji kelompok lapangan terbatas dengan rata-rata 95,10% dengan kriteria sangat baik, (6) keefektifan bahan ajar dengan presentasi 74,22% dengan kriteria baik. Dengan demikian, bahan ajar paragraf argumentasi berbasis teknik teratai yang telah dikembangkan layak untuk digunakan dalam proses pembelajaran sebagai sumber belajar. Kata kunci: bahan ajar, paragraf argumentasi, berbasis teknik teratai


2017 ◽  
Vol 1 (1) ◽  
pp. 30
Author(s):  
Wahid Rohmat Setianto ◽  
Heru Widijoto ◽  
Sulistyorini Sulistyorini

Abstrack: The research was conducted with the aimed to develop practice-based audiovisual taekwondo for taekwondo in high school extracurricular Tulungagung. Thisresearch includes research and development. The products resulting from this research is packaged in a VCD. To get a result the researchers used three experts that media experts, expert coaching and taekwondo expert. As for the small group trial with 6 students obtained 86.22% and the results of testing large groups with 38 students obtained result of 89.32%. So it can be concluded that this product is valid and can be used.Keywords: taekwondo exercise, audio-visual, extracurricularAbstrak: Penelitian ini dilaksanakan dengan tujuan untuk mengembangkan latihan taekwondo berbasis audio-visual untuk ekstrakurikuler taekwondo di SMA Kabupaten Tulungagung. Penelitian ini termasuk jenis penelitian dan pengembangan. Produk yang dihasilkan dari penelitian ini dikemas dalam bentuk VCD. Untuk mendapat hasil peneliti menggunakan 3 ahli yaitu ahli media, ahli kepelatihan dan ahli taekwondo. Sedangkan untuk uji coba kelompok kecil dengan 6 siswa diperoleh hasil 86,22% serta uji cobakelompok besar dengan 38 siswa diperoleh hasil 89,32%. Jadi dapat disimpulkan bahwa produk ini valid dan dapat digunakan.Kata kunci: latihan taekwondo, audio-visual, ekstrakurikuler


Kappa Journal ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 68-79
Author(s):  
Kiki Andila ◽  
◽  
Hadma Yuliani ◽  
Nur Inayah Syar ◽  
◽  
...  

This research aims to determine: 1) the procedure for teaching materials in the form of e-modules 2) the feasibility of teaching materials in the form of e-modules 3) the responses of students to the e-modules developed. This study uses the ADDIE Model Research and Development (R&D) method. The stages are needs analysis, design, development, implementation and evaluation. The results of this study are: 1) the procedure for making teaching materials in the form of e-modules, namely analysis, design of teaching materials by determining the format of teaching materials, development, namely the validation of teaching material products through validation of media experts, materials and learning, implementation to students through small group tests. 2) the feasibility of teaching materials in the form of e-module, the results of the media expert's assessment obtained a percentage of 75% with good and feasible criteria. The results of the material expert's assessment obtained a percentage of 76.2% with good and feasible criteria. The results of the learning expert's assessment obtained a percentage of 82% with good criteria and suitable for use. 3) The results of the students' responses obtained a percentage of 85% in the very good category.


Author(s):  
Firman Benhard Silaen ◽  
Indra Kasih ◽  
Novita Sari Harahap

This study aims to produce learning media for basic basketball techniques based on Macromedia Flash for X grade high school students that can be used by students as a learning resource independently. The type of research used is research and development (R&D), namely the development of learning materials based on Macromedia Flash. This learning media development model was developed based on the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects of the trial were students of class X SMA Methodist-8 Medan which consisted of small group trials of 15 students and large group trials of 30 students. The instrument used to collect data in this research and development is a questionnaire or questionnaire. The data analysis technique used descriptive statistical analysis. The results showed that the learning media for basic techniques of basketball based on Macromedia Flash for grade X SMA students were feasible to be used as a learning resource for students. This is indicated by several assessments that have been carried out by media experts, material experts and field trials. The final result of the assessment of the media expert shows that the basic basketball technique is declared "very good" with a percentage of 86% and the results of the assessment of the material expert show the category of "very good" with a percentage of 85%. The results of the small group trial got the "Good" category with a percentage of 90.76% and the results of the large group trial got the good category with a percentage of 95.38%. 


Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.


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