scholarly journals Pengembangan Media Poster sebagai Suplemen Pembelajaran Fisika Materi Tata Surya

2018 ◽  
Vol 1 (3) ◽  
pp. 187-196 ◽  
Author(s):  
Ajo Dian Yusandika ◽  
Istihana Istihana ◽  
Erni Susilawati

Abstract: This study aims to develop poster media and find out the feasibility of this learning media. This research uses research and development methods or Research and Development (R & D) conducted in three schools. The development procedure follows the Borg and Gall procedure which can be done more simply by involving 10 main steps, but the researcher only limits the seven stages in this study. The technique of collecting data in this study was using a questionnaire. Based on the results of data analysis after the product was validated by media and material expert validators, the final product produced fulfilled the eligible criteria with an average score of media experts at 89%, material experts at 85%, the attractiveness of students by 83% for the trial small group of 82% and educator responses of 81%. The poster media is worthy of being used as a medium for learning physics. Abstrak: Penelitian ini bertujuan untuk mengembangkan media poster dan mengetahui kelayakan media pembelajaran ini. Penelitian ini menggunakan metode penelitian dan pengembangan atau Research and Development (R&D) yang dilakukan di tiga sekolah. Prosedur pengembangan mengikuti prosedur Borg and Gall yang dapat dilakukan dengan lebih sederhana dengan melibatkan 10 langkah utama, tetapi peneliti hanya membatasi pada tujuh tahapan saja pada penelitian ini. Tehnik pengumpulan data dalam penelitian ini adalah dengan menggunakan angket. Berdasarkan hasil analisis data setelah produk divalidasi oleh validator ahli media dan materi, produk akhir yang dihasilkan telah memenuhi kriteria layak dengan skor rata-rata dari ahli media sebesar 89%, ahli materi sebesar 85%, hasil kemenarikan peserta didik sebesar 83% untuk uji coba kelompok kecil sebesar 82% dan tanggapan pendidik sebesar 81%. Media poster sudah layak digunakan sebagai media pembelajaran fisika.

Author(s):  
A.Zaky Al-Ghozali ◽  
Dwi Yulianti ◽  
Undang Rosidin

This study aims to develop and determine the feasibility of interactive flash media in Newton law learning using a research and development model with ADDIE (Alaysis, Design, Development, Implementation, and Evaluation) development methods. Interactive flash media in learning Newton's laws is validated by material experts and media experts, and trialled in small group trials and field trials. Data collection techniques using observation and questionnaires. The research instrument used was a structured questionnaire using a Likert scale. Data analysis technique is descriptive. The results of this research and development of interactive flash media are categorized as appropriate to be used as learning media in learning Newton's laws of natural science subjects. This can be seen from the results of the assessment of material experts worth 3.75 feasible categories, media experts worth 4.12 feasible categories, small group trials worth 3.01 feasible categories, and field trials worth 3.27 very decent categories. So get a total average score of 3.54 which is included in the feasible category


Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


2019 ◽  
Vol 8 (1) ◽  
pp. 86
Author(s):  
Fadilla Fitri ◽  
Adriani Adriani

AbstrakPenelitian ini bertujuan menghasilkan media berbentuk modul pembelajaran yang valid dan praktis yang dapat membantu mahasiswa dalam pembelajaran Teknologi Busana khususnya Teknik Pembuatan Kantong. Penelitian ini merupakan penelitian dan pengembangan atau research and development yaitu motode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji kelayakan produk terserbut. Prosedur pengembangan menggunakan model 4D. Karena keterbatasan peneliti maka penelitian ini hanya sampai tahap develop saja. Modul ini diuji validitas nya oleh 2 orang ahli media dan 2 orang ahli materi. Uji praktikalitas dilakukan pada mahasiswa S1 Tata Busana angkatan 2018 dengan jumlah 30 orang. Teknik analisis data menggunakan presentase. Berdasarkan hasil penelitian, uji validitas dilakukan kepada validator memperoleh skor 81,14% dengan kategori sangat valid. Sedangkan hasil uji praktikalitas yang dilakukan kepada dosen dan mahasiswa diperoleh 88,07% dengan kategori sangat praktis. Modul ini berada dalam kriteria layak digunakan sebagai media pembelajaran mata kuliah Teknologi Busana.Kata Kunci: modul, media pembelajaran, teknologi, busana.AbstractThis research aims to produce valid and practical learning media in the form of learning modules that can help students in learning Fashion Technology, especially in Sewing Pocket Techniques. This research is research and development, the research method used to produce certain products and test the expedience of these products. The development procedure uses a 4D model. Because of the limitations of the researchers, this study only reached the develop stage. This module is tested for its validity by 2 media’s experts and the subject’s experts. Practical tests are carried out on 2018 Bachelor of Fashion students with 30 people. Data analysis techniques use percentages. Based on the results of the study, the validity test performed on the validator scored 81.14% with a very valid category. While the results of practical tests conducted to lecturers and students obtained 88.07% with very practical categories. This module is in the proper criteria to be used as a learning media for Fashion Technology courses. Keywords: module, learning media, technology, clothing.


2020 ◽  
Vol 4 (2) ◽  
pp. 31
Author(s):  
Syahrul Yanuar Ramadhan ◽  
Ari Wibowo Kurniawan ◽  
Dona Sandy Yudasmara ◽  
Mu'arifin Muarifin ◽  
Febrita Paulina Heynoek ◽  
...  

Tujuan penelitian pengembangan ini adalah mengembangkan dan menguji kelayakan produk perangkat pembelajaran berbasis model pembelajaran Project Based Learning dalam pembelajaran pendidikan jasmani, kesehatan dan rekreasi materi sepakbola di Sekolah Dasar Kabupaten Pasuruan. Dalam penelitian ini menggunakan metode Research and Development (R&D). Pengumpulan data menggunakan instrumen angket/kuesioner. Subjek uji coba kelompok kecil berjumlah 6 guru PJOK dan uji coba kelompok besar berjumlah 8 guru PJOK. Berdasarkan hasil  analisis data menunujukkan uji coba kelompok kecil dengan tingkat kelayakan 84%, uji coba kelompok besar dengan tingkat kelayakan 88%. Hasil dari penelitian dapat disimpulankan bahwa produk pengembangan perangkat pembelajaran layak digunakan. Abstract____________________________________________________________ The purpose of this development research is to develop and test the feasibility of learning products based on the Project Based Learning learning model in physical education, sports and health learning soccer motion material in Pasuruan Regency Elementary School. In this study using the method of Research and Development (R&D). Data collection using a questionnaire / questionnaire. Small group trial subjects were 6 PJOK teachers and large group trials were 8 PJOK teachers. Based on the results of data analysis, it shows a small group trial with a feasibility level of 84%, a large group trial with a feasibility level of 88%. The results of the study can be concluded that the product development of learning devices is feasible to use.


2021 ◽  
Vol 5 (2) ◽  
pp. 224-236
Author(s):  
Nur Hasaniyah

This study aimed to develop speaking skills teaching materials for anthropology-based tourism in the Arabic Language and Literature Department, Maulana Malik Ibrahim State Islamic University Malang; This study used Research and Development adapted from the Borg and Gall development model. The data were collected using the following instruments: interviews, participatory observation, questionnaires, and tests. The techniques of data analysis included qualitative and statistical descriptive.  The results of this study were the availability of speaking skills teaching materials developed for anthropology based tourism in the Arabic Language and Literature Department, Maulana Malik Ibrahim State Islamic University Malang in the form of a textbook, entitled: “Al Arabiyyah li As Siyaahah: Ta`lim Maharah Al Kalam li As Siyaahah ála Asas Antropologi.” This textbook consists of 3 main sections: introduction, learning materials, and closing; As for the opinion of students, this product is good because it can contribute to increasing student enthusiasm and learning outcomes; and the T-test with SPSS shows that the average score of students on the posttest was higher than the pretest and statistically shows a significant increase.


2019 ◽  
Vol 5 (2) ◽  
pp. 137-141
Author(s):  
Annis Kandriasari ◽  
Robinson Situmorang ◽  
Suyitno Muslim ◽  
Jhoni Lagun Siang

The purpose of this study was to produce a video storyboard guide for bread processing practicum and the feasibility level of a practical guide video storyboard in a Bread Processing practicum course. This research uses research and development methods, conducted with the development of practicum guide video storyboards. Data collection techniques through interviews and questionnaires. Data analysis techniques using quantitative and qualitative data analysis. The procedure for developing instructional media is carried out by preparing an outline of the contents of the material, preparing a description of the material and preparing a storyboard. Furthermore, validation of the assessment by material experts, media experts, learning experts to assess the feasibility of the contents of the storyboard. The results of the expert material assessment showed that the storyboard was feasible, the assessment of the storyboard media experts in the feasible category, the assessment of the learning expert was very feasible to be developed into a practicum guidance video.


IBTIDA' ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 156-163
Author(s):  
Choerul Anwar Badruttamam ◽  
Dwi Rosyidatul Kholidah ◽  
Khofifah

The purpose of this media development is to producemedia product puzzle afun mufrodatthat is used in learning Arabic for grade 1, especially in the material, .بيتي so that it can make active learning, increase Arabic vocabulary mastery, andimprove speaking skills in vocabulary pronunciation. This type of research is a research and development (Researchand Development/R & D), which refers to the ADDIE models, with specs include 5 stages of media development are: 1). Analysis, 2). Design, 3). Development, 4). Implementation, 5). Evaluation. The form of research used by researchers isdescriptive with quantitative and qualitative data analysis. The results of research and development ofmedia puzzle mufrodat indicate that media is puzzle mufrodatappropriate to be used as a medium for learning Arabic for grade 1 to improve speaking skills. This can be seen from the results of validation by several experts and field trials that reached very valid criteria. The results of the validation test of material experts reached a 95% feasibility level, linguists reached 92% and media experts reached 93.8%. The results of the studentresponse questionnaire reached 97.8%. Based on the results of the multiple choicetask, an average score of 85 was obtained, the matching task obtained an averagescore of 84.5 and the task in the form of an oral test mentioning mufrodat obtainedan average score of 96.


2021 ◽  
Vol 8 (3) ◽  
pp. 211
Author(s):  
Nurul Safira ◽  
Sahrul Saehana

This research was conducted to develop and know the quality and feasibility of learning video media for the earthquake theme using four-step teaching materials development (4S-TMD). This research is a type of research and development that refers to Borg and Gall's development design. This study's subjects were students of class XI IPA Al-Qomar (N = 18) MAN Insan Cendekia Palu. Data collection was done by using a questionnaire method. The validation data analysis results of material experts and media experts show an average score of 3, or with a percentage of 75% with a good category, the teacher's assessment shows an average score of 3.84 in a good category. Students' responses show an average score of 3.28, or with a percentage score of 82% with the category agree completely. The results of this study indicate that the earthquake theme learning video media developed using four-step teaching materials development (4S-TMD) is feasible and can be used as a learning medium. This research implies that the teaching media that are processed using appropriate methods make learning more interesting. The resulting instructional videos can also be used as learning media in class, in groups, or independently. 


BIODIK ◽  
2019 ◽  
Vol 5 (3) ◽  
pp. 197-214
Author(s):  
Ade Suryanda ◽  
Eka Putri Azrai ◽  
Anita Julita

The development of additional learning resources in the form of biology pocketbook based on mind map (Biomap) was carried out by referring to the ADDIE development model, then being tested for its feasibility by media experts, materials, languages, teachers and students. The method of data collection uses a feasibility questionnaire adapted from the Badan Standar Nasional Pendidikan or BSNP. Data analysis was carried out by changing the total score of the test results in the form of percentages then converted into qualitative data using guidelines for interpreting product feasibility. The data obtained is used as a reference for product improvement. The results of the assessment conducted by linguists obtained an average score of 87.5%, media experts amounted to 86.1%, material experts amounted to 87.55%, trials to teachers amounted to 82.5%, trials for small group students amounted to 86,17% and a large group of 89%. The overall average score is 86.47%. Based on the interpretation of scores, the products developed obtained a category very feasible to use as an additional learning resource. Abstrak. : Pengembangan sumber belajar tambahan berupa buku saku biologi berbasis mind map (Biomap) dilakukan  dengan merujuk model pengembangan ADDIE, selanjutnya diuji kelayakannya oleh para ahli media, materi, bahasa, guru serta siswa. Penelitian ini bertujuan untuk menguji kelayakan buku saku biologi berbasis mind map (BIOMAP) bahan belajar mandiri berdasarkan pandangan ahli. Metode pengumpulan data menggunakan angket uji kelayakan yang diadaptasi dari Badan Standar Nasional Pendidikan atau BSNP. Analisis data dilakukan dengan mengubah skor total hasil uji ke dalam bentuk persentase selanjutnya diubah menjadi data kualitatif menggunakan pedoman interpretasi kelayakan produk. Data yang diperoleh digunakan sebagai rujukan untuk perbaikan produk. Hasil penilaian yang dilakukan oleh ahli bahasa memperoleh skor rerata 87,5%, ahli media sebesar 86,1%,  ahli materi sebesar 87,55%, uji coba kepada guru sebesar 82,5%, uji coba kepada peserta didik kelompok kecil sebesar  86,17% dan kelompok besar sebesar 89%. Rerata skor secara keseluruhan sebesar 86,47%. Berdasarkan interpretasi skor, produk yang dikembangkan memperoleh kategori sangat layak digunakan sebagai sumber belajar pendukung.


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