scholarly journals Pengembangan Media Pembelajaran Berbasis Mindjet Mindmanager 2017 pada Pokok Bahasan Usaha dan Energi

2019 ◽  
Vol 2 (1) ◽  
pp. 55-63
Author(s):  
Nurfiah Alfiani Putri ◽  
Ajo Dian Yusandika ◽  
Deden Makbuloh

Abstract: The purpose of this research is to produce mind folder based Mindjet Mindmanager 2017 on the subjects of Physics of matter and energy businesses. This research is the kind of research and development (R & D) and modification of 10 stages, into 7 stages namely; Problem identification, information gathering, product design, design validation, revision of design, product trials, and revision of the product. Restrictions on stages carried out based on the needs and objectives of such research. Based on the results of the validation of the products obtained the conclusion that learning media Mindjet Mindmanager 2017 on the subject of energy and effort diakategorikan very worth to use. Percentage of material physics experts amounted to 83%, from learning media experts amounted to 86%, and from educators of 85%. The product is then tested in small groups obtained the percentage of kemenarikan of 85%. The next major group of trials retrieved kemenarikan percentage of 85%. Based on those results, conclusion of the media learning Mindjet Mindmanager 2017 on the subject of business and energy can be used as learning modulesAbstract:Tujuan penelitian ini adalah untuk menghasilkan produk mind map berbasis Mindjet Mindmanager 2017  pada mata pelajaran fisika materi usaha dan energi yang menarik. Penelitian ini merupakan jenis penelitian dan pengembangan (R&D) dengan modifikasi 10 tahapan, menjadi 7 tahapan yaitu; Identifikasi masalah, pengumpulan informasi, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi produk. Pembatasan tahapan  dilakukan berdasarkan kebutuhan dan tujuan penelitian tersebut. Berdasarkan hasil validasi produk diperoleh kesimpulan bahwa media pembelajaran Mindjet Mindmanager 2017 pada pokok bahasan usaha dan energi diakategorikan sangat layak untuk digunakan. Persentase yang diperoleh dari ahli materi fisika sebesar 83%, dari ahli media pembelajaran sebesar 86%, dan dari pendidik  sebesar 85%. Produk tersebut kemudian diujicobakan dalam kelompok kecil diperoleh persentase kemenarikan sebesar 85%. Selanjutnya uji coba kelompok besar diperoleh persentase kemenarikan sebesar 85%. Berdasarkan hasil tersebut, diperoleh kesimpulan media pembelajaran Mindjet Mindmanager 2017 pada pokok bahasan usaha dan energi dapat digunakan sebagai modul pembelajaran

2020 ◽  
Vol 3 (1) ◽  
pp. 1-10
Author(s):  
Erina Melianti ◽  
Eko Risdianto ◽  
Eko Swistoro

ABSTRAK Penelitian ini bertujuan untuk (1) menghasilkan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X, (2) mendeskripsikan kelayakan pengembangan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X. Jenis penelitian ini adalah Research and Development (R&D) level 1 yang dilaksanakan dalam lima tahap yaitu potensi dan masalah, studi literatur dan pengumpulan informasi, desain produk, validasi desain, dan desain teruji. Validasi desain menggunakan angket dan dilakukan oleh ahli. Hasil penelitian menunjukkan bahwa telah dihasilkan media pembelajaran berbasis multimedia interaktif yang berada dalam katergori sangat valid yaitu didapatkan penilaian pada aspek materi dengan presentase 89,58% dinyatakan pada tingkat yang valid, kemudian pada aspek media dengan presentase 84,37% dinyatakan pada tingkat yang valid, dan aspek bahasa dengan presentase 93,33% dinyatakan pada tingkat yang valid. Sehingga didapat bahwa media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X dikategorikan valid dengan nilai rata-rata 89%.Kata Kunci: Macromedia Director, Multimedia Interaktif, Penelitian Pengembangan ABSTRACT This research was aimed to (1) produce learning media based on interactive multimedia that using macromedia Director on business and energy material at the grade X, (2) describe properness of developing interactive based multimedia learning that using macromedia director in effort and energy material of tenth grade. The type of this research was level 1 of research and development (R&D) was done in five stages namely, potential and problems, literature study and information gathering, product design, design validation, and proven design. Design validation used questionnaires for expert. The result of this research showed that learning media based on interactive multimedia was categoried in valid category for material aspect assessment in percentage 89,58% and then on the media aspect in 84,37% was categoried in valid level, dan language aspect in percentage 93,33% was categoried in valid level. So that it was found that interactive multimedia based learning media using Macromedia Director on business material and energy class X was categorized as valid with an average value of 89%.Keywords: Macromedia Director, Interactive Mutimedia, Research and Development


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2019 ◽  
Vol 27 (3) ◽  
pp. 1111
Author(s):  
Bronika Septiani Sianturi ◽  
Jhonas Dongoran

This research is a research and development which is aimed to produce a certain product or develop an existing product including test its effectiveness. The research and development procedures are included in stages such as: Potential and problems; Data collection; Product design; Design validation; Design revisions; Product I trial; Product I revision; Trial usage; Product Revision II; Mass product. The data analysis resulted as follows (1) in the teaching materials that have been developed on the subject matter of additives and addictive substances based on BSNP, (a) the aspects of content worthiness is 3.65 of mean, (b) the aspects of language worthiness is 3.70 of mean, (c) the aspects of the feasibility of serving with is 3.60 of mean, those score are valid and don’t need any revision and it is very decent. (2) It is the students understanding who use the material that has been developed, it obtained an average of 80.21. However the understanding of students who did not use the teaching materials developed just obtained an average of 65.00. This result shows that the understanding of students using the developed teaching materials is higher than without using developed teaching materials.


2019 ◽  
Vol 3 (1) ◽  
pp. 20-28 ◽  
Author(s):  
Farida Farida ◽  
Suherman Suherman ◽  
Sofwan Zulfikar

The purpose of this study was to produce media products based on articulate Studio'13 in mathematics subjects that were appropriate, interesting and effective in learning. This research is a type of research and development (R & D) by modifying 10 stages into 7 stages, namely; potential and problems, information collection, product design, design validation, design revisions, product trials, and product revisions. Assessment of media feasibility is carried out by material experts and media experts. Assessment and attractiveness of students. The effectiveness of the product is seen as a percentage > 75% of the number of students who passed the KKM. This research resulted in Articulate Studio '13 learning media proven to be valid and feasible to be used as learning media after getting a score of 88.3% from 3 material experts, and a value of 86.1% from 3 media experts. For attractiveness assessments get the criteria "very feasible" based on small-scale trials that get an assessment of 77%, and large-scale trials get a value of 80%. After the final assessment was made it was stated that 79.17% of students passed the KKM than  the media was declared effective. So that it can be concluded that the development of learning media has carried out is deemed feasible, interesting, and effective to use in learning.


Jurnal Ecogen ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 439
Author(s):  
Fauzana Alfiani ◽  
Tri Kurniawati ◽  
Menik Kurnia Siwi

This study aims to develop webtoon as learning media for learning social studies (economics) in junior high school. The methods of this study is a research and development refers to the development model Sugiyono using five stages, namely the potential and problems, information gathering, product design, design validation and design improvements. Data collection techniques in this research and development using the documentation of records and media development activities currently also using for validation expert qutionnaire.Based on the results of validation by experts, the obtained value of the average score on the media 4.7with the category of Very Good for the placement and selection of colors in the image on the media is appropriate, presentation of the material is appropriate, developed learning media is easy to use by the user. In the material obtained an average score of 3.7 with the category of Good because of the depth of material on the media is enough, the presentation of the material has been understood and it is systematic, the range of material is in conformity with the purpose of learning. On language obtained an average score of 3.57 with the category of Good because of the language used in the media can be understood, writing in the material is appropriate terms, sentences medium used in a simple and straight forward, the language used in accordance with the emotional maturity of learners. In order to obtain the overall average is 4.02 with the category of Good and can be said to be "worth it" as a learning medium..Keyword: Media Education, Comics, webtoon


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2019 ◽  
Vol 15 (2) ◽  
pp. 24-32
Author(s):  
Yuliansah Yuliansah

Mutu pendidikan dipengaruhi oleh banyak faktor, salah satu faktor yang mempengaruhi mutu pendidikan adalah kualitas pembelajaran di sekolah. Salah satu indikator sebuah pembelajaran yang berkualitas dapat dilihat dari hasil belajar yang diraih siswa. Motivasi belajar dapat mempengaruhi pencapaian prestasi belajar peserta didik. Pemanfaatan media dalam proses pembelajaran di kelas untuk membuat suasana pembelajaran menjadi menyenangkan serta dapat menumbuhkan motivasi belajar peserta didik. Salah satu media pembelajaran yang dapat dimanfaatkan dalam meningkatkan motivasi dan prestasi belajar peserta didik adalah media powerpoint berbasis animasi. Penelitian ini bertujuan untuk mengetahui apakah pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatkan motivasi belajar dan prestasi belajar peserta didik didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas. Subjek penelitian ini adalah semua peserta didik kelas X Administrasi Perkantoran berjumlah 34 orang. Hasil penelitian ini menunjukkan bahwa 1) Pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatan motivasi belajar peserta didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas, 2) Pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatan hasil belajar peserta didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas. Kata kunci : Media Pembelajaran, Powerpoint, Motivasi Belajar, Prestasi Belajar   Abstract: The Effectiveness Of Learning Media Powerpoint Based Animation In Increasing Motivation And Learning Achievement. The quality of education is affected by many factors, one of the factors that affect the quality of education is the quality of learning at school. One of the indicators of a quality learning can be seen from the results of the study earned students. Learning motivation may affect the achievement of the learning achievements of students. The utilization of the media in the process of learning in the classroom to create an atmosphere of learning into fun learning motivation can grow as well as learners. One of the media learning which can be utilized in improving learning and achievement motivation of learners is a media-based powerpoint animation. This research aims to find out whether the utilization of media learning powerpoint based animation can increase motivation and learning achievements learning educates learners on standards of competence to make and keep the archives to ensure the integrity. The subject of this research is all learners class X Office Administration amounted to 34 people. The results of this study indicate that 1) utilization of instructional media in powerpoint based animation can improve the learning motivation of learners on the standard of competence to make and keep the archives to ensure the integrity of media Utilization, 2) powerpoint animation based learning can improve the learning results of students on the standard of competence to make and keep the archives to ensure integrity. Key word : learning media, powerpoint, motivation of learnier, the learning achievements


2020 ◽  
Vol 7 (1) ◽  
pp. 61-77
Author(s):  
Ahmad Zubaidi

This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of  Borg and Gall model through analysis, design, and testing. Eligibility is based on the expert validator test and the final operation field test. The results of the study can be concluded that: 1) Preparation of the Test Instrument refers to the 5 objectives or indicators of Mahmud Kamil an-Naqah into 50 questions in product design using the Kahoot! application, 2) From the results of the expert validator it is known that the results of the material quality are obtained by an average 5.37 and the media quality of the application is obtained by an average of 4.75 (very feasible), 3) After being obtained from the main field test to 20 students there are 6 questions or 12% that are not feasible because they are invalid and have not discrimination index, then the author revise and test the revision results to 70 students with 100% valid results and are suitable for use.


2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


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