scholarly journals Sparkol Learning Media: Is it Effective to Improve Students’ Mathematical Understanding?

2020 ◽  
Vol 3 (3) ◽  
pp. 329-335
Author(s):  
Meri Yani ◽  
Sulthan Shahril ◽  
Rizki Wahyu Yunian Putra ◽  
Adolf T Simatupang

The aims of this study are to find out the view of the validator on learning Sparkol media, to find out the students’ views on learning the Sparkol media, to know the effectiveness of learning by using Sparkol learning media. This research and development used the ADDIE research model. Media development based on Sparkol Videoscribe using Research and Development with Addie model which has 5 stages: Analysis, Design, Development, Implementation, and Evaluation. Student responses to the feasibility of learning media with Sparkol show that this media is feasible and attractive to students. The effectiveness of learning using Sparkol Videoscribe-based mathematics learning media was tested in the range , this result shows that the category is quite effective.

2020 ◽  
Vol 4 (2) ◽  
pp. 58
Author(s):  
Rahmah Hidayani ◽  
Ardi Widhia Sabekti ◽  
Inelda Yulita

The aim of this study was to determine the practicality and effectiveness of educational game media using the Lectora Inspire application on chemical equilibrium. This study used research and development (R&D) methods, with the ADDIE research model, namely Analysis, Design, Development, Implementation, and Evaluation. In this study only the Implementation and Evaluation stage was carried out. The test subjects in this study were 2 teachers and 20 students of class XI IPA 2 Madrasah Aliyah Negeri Tanjungpinang. The results of practicality tests using teacher questionnaire responses was 88% with the category of very practical and in terms of student responses, it was obtained a percentage of 84% with very practical criteria. In the aspect of effectiveness obtained learning outcomes with pretest and posttest scores N-Gain 0.5 results in the medium category. Based on the results of evaluations conducted by educative game media using the Lectora Inspire application on chemical equilibrium, it is declared practical, and effective for use.


2020 ◽  
Vol 10 (2) ◽  
pp. 147-161
Author(s):  
Jon Jon

Research on the Development of Online Lecture Systems which is effective in increasing the learning interest of Sekolah Tinggi Teologi Kristus Alfa Omega students aims to describe the Development of the Online Lecture System into a valid, practical and effective product. The method used in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the research that has been done, the Online Lecture System which is effective in increasing student interest in learning is valid for use in Sekolah Tinggi Teologi Kristus Alfa Omega, according to the results of the assessment of two expert teams, namely Waket 1 and Dir. Postgraduate Sekolah Tinggi Teologi Kristus Alfa Omega Semarang with 100 percentages each and the results of student responses were good, namely with a percentage of 81.4% and 81.2%


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2021 ◽  
Vol 6 (1) ◽  
pp. 40
Author(s):  
Ospa Pea Yuanita Meishanti

Augmented Reality is actually not something foreign to the general public, it's just that they don't know what Augmented Reality itself means, Augmented Reality cards can generally be found in some snacks, which the cards can be scanned through a special application available on the Playstore. However, currently researchers are making Augmented Reality for learning, in this case researchers are using bee metamorphosis, so learning becomes more interesting. This study aims to describe the feasibility of Augmented Reality media for bee metamorphosis and to determine student responses to the attractiveness of Augmented Reality media for bee metamorphosis. The development model used is the ADDIE model which includes: Analysis, Design, Development, Implementation and Evaluation. Products are validated by one media expert and one material expert. The attractiveness test was carried out on 5 students of MTs Al-Ihsan Kalijaring Jombang. Data obtained from media experts, namely 80% with proper qualifications, criteria from material experts, namely 88% with very decent qualifications, while from the data students get a score of 88.75% with qualifications strongly attractiveness. The results of the assessment of media experts, material experts and student responses show that the bee metamorphosis Augmented Reality can be used as a learning media.


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2020 ◽  
Vol 6 (1) ◽  
pp. 53
Author(s):  
Ririn Dwi Agustin ◽  
Rochsun Rochsun

Penelitian ini bertujuan untuk menghasilkan media pembelajaran matematika yang Hand Quick untuk siswa kelas VII MTs. Mafatihul Huda Pujon pada materi Bilangan Bulat. Penelitian ini di kembangkan dengan model ADDIE, yang meliputi tahap Analysis, Design, Development, Implementation dan Evaluation. Penelitian ini menghasilkan media pembelajaran matematika Hand Quick pada operasi bilangan bulat. Hasil penelitian menunjukkan bahwa:(1) Dari hasil analisis angket respon siswa diperoleh skor sebesar 3,8 dan di kategorikan efektif. (2) dari hasil analisis kevalidan diperoleh skor 3,16 yang termasuk dalam kategori valid. Berdasarkan hasil analisis kevalidan dan keefektifan maka bisa disimpulkan bahwa media Hand Quick termasuk dalam kategori baik dan layak digunakan. This study aims to produce a Hand Quick mathematics learning media for grade VII students of MTs. Mafatihul Huda Pujon on Round Number material. This research was developed with the ADDIE model, which includes the Analysis, Design, Development, Implementation and Evaluation stages. This research produces Hand Quick mathematics learning media on integer operations. The results showed that: (1) From the results of the analysis of the questionnaire responses of students obtained a score of 3.8 and categorized as effective. (2) the validity analysis results obtained a score of 3.16 which is included in the valid category. Based on the results of the validity and effectiveness analysis, it can be concluded that the Hand Quick media is included in the good and proper category.


Author(s):  
Neni Rifatul Afiah ◽  
Heni Pujiastuti

The objective of the research is to develop a valid and practical learning media using google forms for material on the limit of algebraic functions. The type of research is Research and Development (R & D) using the ADDIE model in the process of developing a learning media. The ADDIE model development procedure is Analysis, Design, Development, Implementation, and Evaluation in validation results of development research involved six students at SMAN 11 Pandeglang and six teachers who are media experts and material experts. The results of this study are (1) Produce mathematics learning media using google forms with good qualifications on the material limit of algebraic functions, (2) Media expert assessments of well-qualified learning media products, and (3) Average results of validation by students on media products with good qualifications. Keywords: learning media, e-learning, google forms, limits of algebraic functions.


2020 ◽  
Vol 2 (3) ◽  
pp. 155-122
Author(s):  
Yoshiya Hazumi

The aimed of this study was to develop learning media called pop-up book of petroleum. The method was research and development (Research and Development) with the ADDIE model of which consisted of 5 steps: Analysis, Design, Development, Implementation and Evaluation. The data were collected using questionnaire for media validation. The results showed that pop-up book was found to be 92.67% valid (very decent), meant that the developed pop-up book could be study in terms of its effectiveness in learning


2021 ◽  
Vol 3 (1) ◽  
pp. 61-69
Author(s):  
Kun Hayyuningtyas, Hamdan Husein Batubara

Abstrak  Media interaktif berbasis PowerPoint adalah media pembelajaran kembangan, berisi materi pembelajaran IPA yang dirancang tersistem untuk peserta didik di kelas 3 Madrasah Ibtidaiyah melalui program dasar powerpoint dan dikembangkan dengan ispring, agar kegiatan belajar mengajar  dapat lebih efektif dan maksimal meskipun  pembelajaran di lakukan tanpa tatap muka atau pembelajaran jarak jauh. Penelitian ini termasuk penelitian dan pengembangan (Research and Development), dengan menggunakan model penelitian ADDIE dari tahap Analyze, Design, Develop, Implement, dan Evaluate (Branch, 2009).  yg melalui beberapa tahap yaitu analisis, desain (perancangan), pengembangan, implementasi, dan evaluasi. Uji coba media pembelajaran interaktif didukung dengan penilaian kevalidan tim ahli, dan data angket kevalidan dari para responden yaitu guru guru Madrasah Ibtidaiyah, dan berdasarkan hasil penelitian 76% media pembelajaran ini layak untuk digunakan. Kata kunci : media interaktif, berbasis powerpoint, Android. Abstract PowerPoint-based interactive media is a developed learning media, containing science learning materials that are systematically designed for students in grade 3 Madrasah Ibtidaiyah through the basic powerpoint program and developed with ispring, so that teaching and learning activities can be more effective and maximal even though learning is done without face-to-face or distance learning. This research includes research and development (Research and Development), using the ADDIE research model from the Analyze, Design, Develop, Implement, and Evaluate stages (Branch, 2009). which goes through several stages, namely analysis, design (design), development, implementation, and evaluation. Interactive learning media trials are supported by a team of expert validity assessments, and validity questionnaire data from respondents, namely Madrasah Ibtidaiyah teachers, and based on research results 76% of this learning media is feasible to use. Keywords : interactive media, powerpoint based, Android.


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