scholarly journals Media Pembelajaran Interaktif Berbantu Software Lectora inspire

2018 ◽  
Vol 1 (2) ◽  
pp. 237
Author(s):  
Hamidah Nursidik ◽  
Indah Resti Ayuni Suri

This research and development aims to know the prevalence of interactive learning media products assisted software lectora inspire and to know the response of learners to interactive learning media assisted software lectora inspire on material relations and functions that have been developed. The method used in this research is 7 stages from 10 stages of research and development method from Brog and Gall which have been modified by sugiyono. The stages are potential and problems, data collection, product design, validation, design improvement, product testing, and product revision. Instrument data collection used is validation sheet and questionnaire response of learners. Based on the results of the study showed: Interactive learning media assisted software lectora inspire on material relations and class X functions developed with Brog and Gall modified by sugiyono declared feasible to be used by experts materials and media experts with good criteria with assessment of average material experts 4,2 and the media expert 3,5. Student response to interactive learning media assisted software lectora inspire on material relation and function get good criterion with average value 4,0167.

2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Desy Cobena Manurung

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2019 ◽  
Vol 4 (2) ◽  
pp. 97-105
Author(s):  
Basori Basori ◽  
Desy Yanty Cobena

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”. The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


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.


2018 ◽  
Vol 1 (2) ◽  
pp. 149
Author(s):  
Dita Andini ◽  
Nanang Supriadi

This study aims to develop animation media using Macromedia flash based on the conceptual understanding of the subject of rectangle and rectangle. The research and development method used is 4D model proposed by Thiagarajan consisting of 4 stages, namely: (1) define; (2) design; (3) develop and (4) disseminate. Researchers use data collection techniques is a questionnaire in the form of Likert scale for the response of learners. The result of the research is the animation media using Macromedia flash based on the concept of the subject of rectangular and rectangle that is suitable for learning media. The feasibility of learning media obtained from the validation of material experts with an average score of 3.40 is categorized valid and validation of media experts with an average score of 3.32 are categorized as valid. Student response to learning media obtained in small group test is very interesting with an average score of 3.64. In the large group, test obtained criteria attractiveness is very interesting with an average score of 3.47.


2020 ◽  
Vol 8 (1) ◽  
pp. 41-45
Author(s):  
Nur Izza Fadhliani ◽  
Bambang Indiatmoko ◽  
Agus Yuwono

Objectives of the research are (1) to know the necessity of learning Javanese speech, (2) to know the prototype development of media pepipak video, (3) to know the product validation of media pepipak video for speech learning. This research uses the research and development approach. The development of this media is through five steps, i.e (1) potential problems, (2) data collection, (3) product design, (4) test expert validation, (5) design improvement. The instrument of this research is the nontest instrument in the form questionnaire. Based on the analysis results, the necessity of learning Javanese speech shows the teacher and the students need media pepipak video. The prototype results of media pepipak video have duration 04.18 minutes which consist of: (1) opening of media, (2) content of media, (3) closing of media. The test expert validation of the materials and media are obtained percentage 71.76% and 78,82% which includes a good category with some revisions, that is on the opening of media which is added the identity of the media maker.    


Author(s):  
Nurul Istiqomah ◽  
Ifa Aristia Sandra E

This research and development aims to determine the feasibility level of the material in the traditional early childhood crank game media. The media development method used in this development was adapted from the Thiagarajan 4-D development model. Data collection techniques from the results of a questionnaire or questionnaire. The results of the validation carried out by two material experts are as follows: 1) Conformity with Basic Competence (KD) is 4 with 80% eligibility criteria. 2) Learning aspect is 3.6 with 72% eligibility criteria. 3) Material presentation is 4 with 80% eligibility. So it can be concluded that the material on the traditional crank game media "WORTH" to be presented.


2018 ◽  
Vol 6 (2) ◽  
pp. 173
Author(s):  
Husnul Khatimah ◽  
Septiana Dwi Utami ◽  
Saidil Mursali

LKS has been implemented in schools in general and has not presented problems related to local wisdom in learning so that students do not develop their skills. The research objective is to develop LKS based on local wisdom and improve problem-solving skills. The type of research Research and Development that uses a 4D model includes defining, designing, developing, and disseminating. The instruments in the study were validation sheets, learning implementation observation sheets (RPP), observation sheets for problem-solving skills, and student response questionnaires. Data collection techniques used is validation, observation, questionnaire, documentation. The results showed that the development of local wisdom-based LKS was feasible with a validity level of 3.59 (valid / non-revised categories). The implementation of RPP learning with an average value of 88.4% (very good category), problem-solving skills of students with an average value of 75 (good category), with quality improvement reaching at 0.42 (medium category), average value the student response questionnaire is 3.70 (very good category). Based on the above results it can be concluded that the LKS based on local wisdom that has been developed is declared valid/not revised and is feasible to use and can improve students' problem-solving skills.


2018 ◽  
Vol 1 (1) ◽  
pp. 113
Author(s):  
Lailatul Siamy ◽  
Farida Farida ◽  
Muhamad Syazali

The purpose of this study is to determine the response of students and the experts to multimedia-based interactive learning media with the approach of contextual teaching and learning (CTL) on wake-up space that has been developed. The method used in this research is 7 stages from 10 stages of development and development method from Borg and Gall which have been modified by sugiyono. The 7 stages are potential and problems, data collection, product design, product validation, design improvement, product testing and product revision. The instrument of data collection used is questionnaire of student response and material expert validation. Based on data analysis obtained from material experts and media experts stated that interactive multimedia-based learning media with contextual teaching and learning approach (CTL) is feasible to use, and data analysis obtained from students stated that interactive multimedia is very good. This means that interactive multimedia developed by researchers can be used as a learning resource for students of SMP / MTs class VIII


Mangifera Edu ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 1-19
Author(s):  
Inggriani Inggriani ◽  
Kurnia Ningsih ◽  
Andi Besse Tenriawaru

This research aims to determine the feasibility of a video powtoon learning media application based on guided inquiry submater application of the concept of substance pressure in organism as a learning media for students and to find responses by students to the powtoon video media. This research is Research and Development (R&D) research with the Borg and Gall development model which consists of ten stages, this research has only reached the seventh stage which includes potentials and problems, data collection, product design, product validation, design revisions, product trials, and product revisions. The instruments used were the media validation sheet and the student response questionnaire validation sheet which was validated by 5 validators and the student response questionnaire. The subjects were students of class XI SMP Negeri 3 Pontianak. The validation results obtained CVR and CVI values, namely 1 which has met the minimum limit of 0.99 so that it is declared valid. The product trial obtained an overall average score for aspects (cognition, affection, conation) which was 83,57% so it is categorized as very strong. It can be concluded that the powtoon video media based on guided inquiry sub material is suitable for use as a learning medium.


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