scholarly journals Aplikasi Android Contruct 2 untuk Media E-Learning pada Materi Peluang

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 5 (1) ◽  
pp. 141-154
Author(s):  
Nisaul Jamilah

Using media in language teaching has various weaknesses in terms of design, material aspects, and in terms of language. Based on this, the problem of this research "How is the development, feasibility, response of students to the power point learning media ispring the presenter on vocabulary material?" The research aims to: develop power point learning media, ispring presenters in vocabulary material and knowing the feasibility, effectiveness, and response of students to the ispring presenter's power point learning media. This research was conducted using the Research and Development (R & D) method which adopted the development of Borg & Gall. Instruments for data collection using questionnaires and interviews. Based on the results of this study, it was found that the development of the powerpoint ispring presenter included three main points, design, material and language. The feasibility of the validation results of the media expert team obtained an average percentage of 84%. The results of the validation of the material expert team obtained an average percentage of 89%. And the results of the validation of the linguist team gained an average percentage of 92%. The response of students to the attractiveness of learning media based on small-scale trials obtained an average score of 86.5% with interpretation criteria "Very Interesting", and in large-scale trials obtained an average score of 95.7% with interpretation criteria "Very Interesting". While the average score of a teacher as users is 86% with "Very Worth" interpretation criteria. Abstrak Penggunaan media pembelajaran yang selama ini digunakan memiliki berbagai kelemahan dilihat dari segi desain, materi, dan bahasa. Berdasarkan hal tersebut, penulis merumuskan masalah “Bagaimana pengembangan, kelayakan, respon peserta didik terhadap media pembelajaran power point ispring presenter pada materi kosakata?”. Adapun penelitian ini bertujuan untuk: mengembangkan media pembelajaran power point ispring presenter pada materi kosakata dan mengetahui kelayakan, keefektifan serta respon peserta didik terhadap media pembelajaran power point ispring presenter. Penelitian ini dilakukan dengan metode Research and Development (R&D) yang mengadopsi pengembangan dari Borg & Gall. Instrumen pengumpulan data menggunakan angket dan wawancara. Berdasarkan hasil penelitian ini diperoleh bahwa, pengembangan power point ispring presenter mencakup tiga hal pokok, yaitu desain, materi dan bahasa.. Kelayakan hasil validasi tim ahli media memperoleh presentase rata-rata sebesar 84%. Hasil validasi tim ahli materi memperoleh presentase rata-rata sebesar 89%. Dan hasil validasi tim ahli bahasa memperoleh presentase rata-rata sebesar 92%. Respon peserta didik terhadap kemenarikan media pembelajaran berdasarkan uji coba skala kecil diperoleh skor rata-rata 86,5% dengan kriteria interprestasi “Sangat Menarik”, dan pada uji coba skala besar diperoleh skor rata-rata 95,7% dengan kriteria interprestasi “Sangat Menarik. Sedangkan skor rata-rata pendidik sebagai pengguna adalah 86% dengan kriteria interprestasi “Sangat Layak”. Kata Kunci: Media Pembelajaran, Power Point Ispring Presenter, Kosakata


2021 ◽  
Vol 12 (2) ◽  
pp. 157-168
Author(s):  
Deni Septi Wulandari ◽  
Benny Hendriana

ABSTRAKPenelitian ini bertujuan untuk menghasilkan suatu produk berupa media pembelajaran pengenalan huruf berbasis Augmented Reality (AR) pada anak usia 4-5 tahun. Dikarenakan belum adanya media pembelajaran pengenalan huruf berbasis AR, yang mana pembelajaran tersebut dapat memfokuskan dalam pembelajaran pengenalan, pengejaan serta menirukan suara huruf pada media. Metode yang digunakan pada  penelitian ini adalah metode penelitian R&D (Research and Development) dengan model pengembangan ADDIE. dengan lima tahap yaitu analisis, desain, pengembangan, implementasi dan evaluasi. Media pembelajaran berbasis Augmented Reality ini telah di validasi oleh beberapa pakar yaitu pakar media, pakar bahasa dan pakar materi. Hasil validasi oleh pakar media rata-rata sebesar 86% dengan kategori sangat valid, hasil validasi oleh pakar bahasa rata-rata sebesar 78% dengan kategori valid dan hasil validasi oleh pakar materi rata-rata sebesar 89% dengan kategori sangat valid. Selain divalidasi oleh beberapa ahli, media pembelajaran ini juga telah di uji coba kepada guru dan orangtua. Hasil uji coba terhadap guru TK Kartika X-12 sebesar 90,6% dengan kategori sangat valid dan orangtua dengan hasil rata-rata skala kecil dan skala besar sebesar 95,5% dengan kategori sangat valid. Dari hasil tersebut, maka dapat disimpulkan bahwa media pembelajaran pengenalan huruf pada anak usia 4-5 tahun berbasis Augmented Reality dapat dikategorikan valid dan layak digunakan serta bisa dikembangkan.Kata kunci: Augmented Reality, Media Pembelajaran, Pengenalan Huruf ABSTRACTThis study aims to produce a product in the form of Augmented Reality-based letter recognition learning media for children aged 4-5 years. Because there is no AR-based letter recognition learning media, which learning can focus on learning recognition, spelling and imitating the sound of letters on the media. This research method uses the R&D (Research and Development) research method with the ADDIE. This Augmented Reality-based learning media has been validated by several experts, namely media experts, linguists and material experts. The average validation result by media experts is 86% in the very valid category, the average validation result by linguists is 78% in the valid category and the validation results by material experts are on average 00% in the valid category. Besides being validated by several experts, this learning media has also been tested on teachers and parents. The test results on TK Kartika X-12 Kindergarten teachers were 90.6% with a very valid category and parents with an average result of a small scale and a large scale of 95.5% with a very valid category. From these results, it can be concluded that the learning media for recognizing letters in children aged 4-5 years based on Augmented Reality can be categorized as valid and feasible to use and can be developed.keywords: Augmented Reality, Learning Media, Letter Recognition


10.29406/522 ◽  
2017 ◽  
Vol 4 (1) ◽  
Author(s):  
Ety Setiawati ◽  
Hanum Mukti Rahayu ◽  
Anandita Eka Setiadi

ABSTRAKProses pembelajaran memerlukan tambahan referensi selain buku paket dan LKS. Penelitian ini bertujuan untuk mengembangkan media pembelajaran modul animalia, yang memenuhi aspek kevalidan, kepraktisan, respon positif siswa dan keefektifan media tersebut. Metode penelitian yang digunakan yaitu pengembangan (R&D) model 4-D, meliputi tahap Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan) dan Disseminate (Penyebaran), tetapi tahap Disseminate (Penyebaran) tidak dilakukan. Hasil penelitian menunjukkan kevalidan dan kepraktisan pada aspek bahasa sebesar 90% (sangat valid dan sangat praktis), aspek materi sebesar 86,33% (sangat valid dan sangat praktis) dan aspek kegrafikan sebesar 90% (sangat valid dan sangat praktis). Berdasarkan uji coba skala kecil dan uji coba skala besar, respon siswa terhadap media pembelajaran modul positif, sehingga media dapat digunakan dalam proses pembelajaran. Kefektifan media pembelajaran diperoleh berdasarkan nilai postest. Ketuntasan klasikal kelas eksperimen sebesar 83% dan ketuntasan klasikal kelas kontrol sebesar 61%, yang menunjukkan bahwa media pembelajaran modul animalia dinyatakan efektif. Berdasarkan hasil yang diperoleh, menunjukkan bahwa media pembelajaran modul layak digunakan untuk siswa dalam pembelajaran biologi materi animalia.Kata kunci: Pengembangan, media pembelajaran, modul, animalia ABSTRACT Learning process needs a learning reference such as modul. This study aimed to develop modul which concist of Animal content. Decent Modul if it meets the criteria of validity, practicality, student’s positive response and effectiveness. This study is Research and Development (R&D) method with 4D model (Define, Design, Develop without Disseminate). The result showed that the validity and the practically to language was 90% (very valid and very practical), to material was 86,33% (very valid and very practical), to graphical aspect was 90% (very valid and very practical). Based on the try out with small scale and large scale, student’s response to the media was positive, so modul can be used in the learning process. The effectiveness of the media was obtained from post test, with a percentage of 83% classical completeness in experiment class and a percentage of 61% classical completeness in control class. This result indicate that the modul fit for use as a learning reference in the material of animalia.Keyword: Development, learning reference, modul, animalia


2021 ◽  
Vol 3 (1) ◽  
pp. 50-60
Author(s):  
Ayu Nur Shawmi ◽  
Nurhaidah Widiani ◽  
Afni Novita Dewi

This research is motivated by the learning media carried out in schools that look less effective and less attractive.Because learning in the classroom does not use alternative media other than thematic books. From the existing problems, environmental-based picture story books were developed with the aim of (1) being able to produce picture story books with the help of correl draw applications and Photoshop soft ware. (2) knowing how appropriate the picture book media is. (3) to determine the feasibility of validation response to the developed media. This type of research is Research and Development (R&D) by using the steps of the research and development method according to Borg and Gall, modified by Sugiyono. The stages in research and development are potential and problems, collecting data, product design, product validation, product revision, product testing, and product revision. The results of the validation on picture story books by linguists obtained an average percentage of 90% with very feasible criteria, material experts obtained an average percentage of 97% with very feasible criteria, media experts obtained an average percentage of 92% with very feasible criteria. The assessment on the response of educators obtained an average percentage of 99% with very feasible criteria, and students' responses to small-scale trials at Wates State Elementary School in Central Lampung obtained an average percentage of 90% with very feasible criteria, as well as large-scale trials at schools in MI Al-Hikmah Bandar Lampung get an average percentage of 89% with very decent criteria. It was concluded that the environmental-based storybook with the help of correl draw applications and Photoshop soft ware for thematic learning subjects of class II SD / MI on the theme of caring for animals and plants developed were suitable for use as learning media. Penelitian ini dilatar belakangi oleh media pembelajaran yang dilaksanakan di sekolah terlihat kurang efektif dan kurang menarik. Dari pemasalahan yang ada buku cerita bergambar dibuat kemudian dikembangkan menjadi buku cerita berbasis lingkungan hidup dengan tujuan untuk (1) dapat menghasilkan produk buku cerita bergambar dengan bantuan aplikasi correl draw dan soft ware potoshop. (2) mengetahui bagaimana kelayakan media buku cerita bergambar. (3) untuk mengetahui respon kelayakan validasi terhadap media yang dikembangkan. Jenis penelitian ini adalah Reseach and Development (R&D) dengan menggunakan langkah-langkah metode penelitian dan pengembangan menurut Borg and Gall yang dimodifikasi oleh Sugiyono. Adapun tahapan dalam penelitian dan pengembangan yaitu potensi dan masalah, mengumpulkan data, desain produk, validasi produk, revisi produk, uji coba produk, dan revisi produk. Hasil validasi pada buku cerita bergambar oleh ahli bahasa memperoleh rata-rata persentase 90% dengan kriteria sangat layak, ahli materi memperoleh rata-rata persentase 97% dengan kriteria sangat layak, ahli media memperoleh rata-rata persentase 92% dengan kriteria sangat layak. Penilaian pada respon pendidik memperoleh rata-rata persentase 99% dengan kriteria sangat layak, dan respon peserta didik pada uji coba skala kecil di Sekolah Dasar Negeri Wates Lampung Tengah memperoleh rata-rata persentase 90% dengan kriteria sangat layak, serta uji coba skala besar pada sekolah di MI Al- Hikmah Bandar Lampung memperoleh rata-rata persentase 89% dengan kriteria sangat layak. Disimpulkan bahwa buku cerita begambar berbasis lingkungan hidup dengan bantuan aplikasi correl draw dan soft ware potoshop mata pembelajaran tematik kelas II SD/MI pada tema merawat hewan dan tumbuhan yang dikembangkan layak digunakan sebagai media pembelajaran.


2020 ◽  
Vol 11 (2) ◽  
pp. 151-158
Author(s):  
Elfrida Nurutstsany ◽  
Saifullah Hidayat ◽  
Nur Hayati

Learning resources need to be developed based on current developments. The purpose of this research was to develop an Islamic-based Botanical Encyclopedia and test its quality. The method used to develop the encyclopedia was Research and Development (RD) with the 4D model (Design, Define, Develop, and Disseminate) proposed by Thiagarajan in 1974 as the development model. The research instrument had been validated by the material, media, and integration experts. The average percentage of the validation result was 88% (a very valid category). The small-scale trial obtained a percentage of 89% (very valid), and the large-scale trial obtained a percentage of 85% (very feasible category). The results indicated that the developed Islamic-based Botanical encyclopedia could be used as a resource for independent learning.


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.


2020 ◽  
Vol 11 (1) ◽  
Author(s):  
Lesy Luzyawati ◽  
Lissa Lissa

The textbooks used so far have not utilized learning resources to the fullest, such as the utilization of existing potential in the surrounding environment, planting values, and environmental awareness.Biodiversity textbook based on ethnobiology studies of the Suku Dayak Losarang is a product of the development of textbooks that can be used in biology learning on the concept of biodiversity.This study aims to look at the feasibility of biodiversity textbooks based on the ethnobiology study of the Suku Dayak Losarang Tribe and see the effectiveness of the textbook in biology learning in class X senior high school. This type of research is Research and Development (R&D) with eight stages of development models. Product Textbooks are validated by experts and practitioners using validation sheets. The validation results show that the book is suitable for use because it is good in terms of content worthiness, linguistics, and presentation. The textbook was tested on a small scale test and continued with a large scale test. The results of the effectiveness test using the different test showed that the biodiversity textbook based on the Suku Dayak Losarang was effectively used in biologylearning. Student responses to textbooks also scored high on all indicators.AbstrakBuku ajar yang digunakan selama ini belum memanfaatkan sumber belajar secara maksimal, seperti pemanfaatan potensi yang ada di lingkungan sekitar, penanaman nilai, dan kesadaran lingkungan hidup. Buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang merupakan produk pengembangan buku ajar yang dapat digunakan dalam pembelajaran biologi pada konsep keanekaragaman hayati. Penelitian ini bertujuan untuk melihat kelayakan buku ajar biodiversitas berbasis kajian etnobiologi Suku Dayak Losarang dan melihat efektivitas buku ajar tersebut dalam pembelajaran biologi di kelas X. Jenis penelitian ini ialah Research and Development (R&D) dengan 10 tahapan model pengembangan. Produk Buku ajar divalidasi oleh para ahli dan praktisi dengan menggunakan lembar validasi. Hasil validasi menunjukkan buku layak digunakan karena sudah baik dalam hal kelayakan isi, kebahasaan, dan penyajian. Saran dari validator dijadikan acuan dalam merevisi buku ajar biodiversitas Suku Dayak Losarang. Buku ajar hasil revisi diujicobakan pada uji skala kecil (satu sekolah) dan dilanjutkan uji skala besar (tiga sekolah). Hasil uji efektivitas menggunakan uji t menunjukkan bahwa buku ajar biodiversitas berbasis Suku Dayak Losarang efektif digunakan dalam pembelajaran biologi. Respon siswa terhadap buku ajar juga mendapat nilai tinggi pada semua indikator. Artinya buku ajar biodiversitas berbasis kajian Suku Dayak Losarang dapat digunakan pada pembelajaran keanekaragaman hayati di kelas X SMA dan dapat disebarluaskan khususnya di Kabupaten Indramayu. Kata kunci: Keanekaragaman hayati, Buku ajar, Suku Dayak Losarang, Etnobiologi, Pembelajaran Biologi


2020 ◽  
Vol 9 (2) ◽  
pp. 72-77
Author(s):  
Siti Eva Ariyanti Eva Ariyanti

Dalam seni tari, guru kelas II SD Negeri 03 Bawu diketahui belum menggunakan media pembelajaran yang inovatif, sehingga diperlukan media yang inovatif dalam pembelajaran. Penelitian ini bertujuan untuk mengembangkan media kartu kuartet DIKDA seni tari berbasis outdoor learning pada materi gerak keseharian dan alam. Untuk mengembangkan media tersebut digunakan penelitian Research and Development (R&D) diadaptasi dari Sugiyono. Penelitian ini diikuti oleh siswa kelas II SD Negeri 03 Bawu berjumlah 41 siswa. Teknik analisis data meliputi analisis data produk, analisis data awal, dan analisis data akhir berupa uji t-tes dan uji n-gain. Hasil pengembangan media kartu kuartet DIKDA Seni Tari berbasis outdoor learning sangat layak digunakan dengan memperoleh hasil persentase sebesar 96,88% oleh ahli media, 96,88% oleh ahli materi dan 93,75% oleh ahli bahasa. Dari hasil skala kecil tanggapan siswa terhadap media sangat baik dengan persentase 100% dan 92% dari tanggapan pada skala besar mendapatkan persentase 97,9% dari siswa dan 100% dari guru. Hasil uji peningkatan rata-rata diperoleh hasil sebesar 0,567 pada skala kecil dan 0,466 pada skala besar. Simpulan penelitian media kartu kuartet DIKDA Seni Tari berbasis outdoor learning materi gerak keseharian dan alam layak dan efektif dalam meningkatkan hasil belajar psikomotorik siswa kelas II Sekolah Dasar.   Kata Kunci: Media Pembelajaran; kartu kuartet DIKDA; outdoor learning; Seni Tari  In dance education, in the second grade aof Bawu 03 elementary school had not used innovative learning media, so that media development was needed in learning. This research aimed to develop, to find out the results of feasibility, and test the effectiveness of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material. The type of this study was Research and Development (R & D) adapted from Sugiyonos theory. The participants of this study were the second grade at Bawu 03 elementary school in the number of 41 students. Data analysis techniques included product data analysis, initial data analysis, and final data analysis in the form of t-test and n-gain test. The results showed that learning media in the media of DIKDA quartet cards on dance education based on outdoor learning was very feasible to use by obtaining a percentage of 96,88% by media experts, 96.88% by material experts and 93,75% by language experts. The results of small scale got a percentage of 100% of students and 92% of teachers and on a large scale get a percentage of 97,9% of students and 100% of teachers. The results of the test large scale got on average obtained results of 0.567 on a small scale and 0.466 on a large scale. The conclusion of this research was the media of DIKDA quartet cards on dance education based on outdoor learning on daily and natural motion material was feasible and effective in improving students psychomotor learning outcomes in the second grade.   Keywords: learning media; quartet card DIKDA; outdoor learning; dance education


2020 ◽  
Vol 27 (1) ◽  
Author(s):  
Pirman Ginting ◽  
Yenni Hasnah ◽  
Mutia Febriyana

This study aims to produce an innovative learning model based on Microblogging Edmodo.  This research was conducted through the application of Research and Development (R&D) methods which included several stages of research, it is started from designing SCL learning models based on microblogging edmodo, validation, and trials (small and large scale). The results of the study showed that the innovation of student-centered learning models based on edmodo e-learning microblogging was feasible to be applied in the learning process. It can be seen from the validation reaches 79.16%. The feasibility of the application is also strengthened by the increasing of the average percentage from audience validation. It results of 77.33% in small-scale trials and 91.30% in large-scale trials. This percentage shows that SCL learning models based on e-learning microblogging edmodo can be applied to students


2018 ◽  
Vol 7 (4.9) ◽  
pp. 220
Author(s):  
Khairudin . ◽  
Karmila Suryani ◽  
A. D. Trisno George Selvi ◽  
Uswatun Hasanah

This study aims to develop a Problem-Based Learning (PBL)-oriented module for Educational Statistics course, and to test whether or not such such module is feasible to be used as learning material for the students. The module was developed by applying ADDIE research and development model which includes the following stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The module eligibility was tested by media experts, materials experts, and students. The results of testing showed that the feasibility of the module according to the media and material experts are 82.6% and 87.9% respectively. In addition, the practicality tests in a small scale resulted in an average percentage of 85.03%, and the module effectiveness test obtained a percentage of 65%. Therefore, it can be concluded that the Educational Statistics module for the students is worth developing and feasible to be used as a guide in the learning process at the Faculty of Teacher Training and Education. 


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