scholarly journals Development of Mixed Learning Media (MLM) Assisted by Student Worksheet on The Topic of The Effect of Molarity on Light Index

2021 ◽  
Vol 4 (2) ◽  
pp. 204-213
Author(s):  
Ekri Pranata Ferdinand Baifeto ◽  
Maghfira Aulia ◽  
Julia Edwina Hasbi ◽  
Resti Sundari ◽  
Dadi Rusdiana

The purpose of this study was to develop mixed learning media (MLM) and test the feasibility of learning media. The study was conducted using the research and development method which refers to the ADDIE model with four main steps, analysis, design, development, and implementation. The instrument used is a questionnaire consisting of a learning media questionnaire, student worksheet questionnaire, and student response questionnaire. Respondents in this study were 4 eleventh grade students. The results showed the feasibility of learning media with a score of 92.5%; in the aspect of serving by 93.3%; on the aspect of the feasibility of the content of 91.6%; on the language aspect by 91.5%; 95.8% on the concept and task aspects. Based on the results of the validation score, the student worksheet was declared very valid. Based on the results of student questionnaire data, an average score of 94.9%. The results showed that the learning media were valid and practical to use for virtual experiments.

2021 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Yolanda Nur Anjeli ◽  
Nur Latifah

This research and development aims to determine the steps to produce finger puppet media on the speaking skills of fourth grade students of SD Negeri Tangerang Regency and to determine the quality of finger puppet media based on validity and quality aspects in terms of the assessment of media expert validators, material experts, practical experts. and student response questionnaires. The development model used in this study uses the ADDIE model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The results of this research and development show the level of validity of media experts and material experts with very good criteria and an average score of 4,3.The quality level of the expert practitioners' assessment and student response questionnaires with very good criteria and an average score of 4,9


2020 ◽  
Vol 1 (1) ◽  
pp. 1-10
Author(s):  
Evi Rahmawati ◽  
Irnin Agustina Dwi Astuti ◽  
N Nurhayati

IPA Integrated is a place for students to study themselves and the surrounding environment applied in daily life. Integrated IPA Learning provides a direct experience to students through the use and development of scientific skills and attitudes. The importance of integrated IPA requires to pack learning well, integrated IPA integration with the preparation of modules combined with learning strategy can maximize the learning process in school. In SMP 209 Jakarta, the value of the integrated IPA is obtained from 34 students there are 10 students completed and 24 students are not complete because they get the value below the KKM of 68. This research is a development study with the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The use of KPS-based integrated IPA modules (Science Process sSkills) on the theme of rainbow phenomenon obtained by media expert validation results with an average score of 84.38%, average material expert 82.18%, average linguist 75.37%. So the average of all aspects obtained by 80.55% is worth using and tested to students. The results of the teacher response obtained 88.69% value with excellent criteria. Student responses on a small scale acquired an average score of 85.19% with highly agreed criteria and on the large-scale student response gained a yield of 86.44% with very agreed criteria. So the module can be concluded receiving a good response by the teacher and students.


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.


2020 ◽  
Vol 8 (2) ◽  
pp. 70-74
Author(s):  
M. Agphin Ramadhan ◽  
R. Eka Murtinugraha

The purpose of this research is to develop an e-module for the Statistics subject in the Building Engineering Education study program, Jakarta State University. E-module development using Adobe InDesign software. This research is included in development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, dan Evaluation). Two experts, who are material experts and media experts, validate the product. The product is an e-module which consists of 6 modules. Based on the validation, the average score of the material expert's assessment of modules 1 - 6 was 84% in the very feasible category. The average score of the media expert's assessment of modules 1 - 6 is 88.67% in the very feasible category. Based on the results of the validation, the Statistics E-Module is very feasible to use.


2021 ◽  
Vol 4 (2) ◽  
pp. 118-133
Author(s):  
Romy Desmara Fendi ◽  
Agus Suyatna ◽  
Abdurrahman Abdurrahman

Critical thinking skill which is one of the important abilities in the 21st century is important to be trained in learning. The purpose of this research is to develop an AR-based worksheet on dynamic electrical material that is valid, practical, and effective to stimulate students’ critical thinking. The development model used the ADDIE model which consists of analysis, design, development, implementation, and evaluation steps. The product developed was tested for validation, practicality test, and effectiveness test. The results of the validity test obtained a value of 81.80% with a valid category. The results of the practicality test obtained a percentage of 80.85% with good criteria. The results of the effectiveness test showed an N-Gain value of 0.67 with the moderately effective category. From the average pretest and posttest scores, it can be seen that the posttest average score increased by 39.04 which indicates that the use of AR-based worksheets can improve students’ critical thinking. It can be concluded that AR-based worksheets on the concept of dynamic electricity developed are valid, practical, and effective to stimulate students’ critical thinking.


2020 ◽  
Vol 5 (2) ◽  
pp. 292-304
Author(s):  
Kuncahyono ◽  
Dian Fitri Nur Aini

This study aims to (1) produce a valid e-module guidelines for active student learning in elementary schools that are valid; (2) produce eligibility guidelines for student active learning oriented e-modules in Elementary Schools, and (3) produce practical student learning oriented e-module guidelines. This research uses ADDIE model development research design which consists of 5 levels, namely analysis, design, development, application, and evaluation. The results showed that the results of the validation trial of teaching materials experts and material experts, the average score obtained was 83.95 with valid criteria. The results of user trials (teachers and students) then the average score obtained is 3.5 very well / very practical


2017 ◽  
Vol 7 (1) ◽  
pp. 101
Author(s):  
Mohammad Fatkhurrokhman ◽  
Endi Permata ◽  
Ratna Ekawati ◽  
Setria Utama Rizal

Penelitian pengembangan ini bertujuan untuk mendeskripsikan kualitas perangkat pembelajaran berupa Rencana Pelaksanaan Pembelajaran (RPP) dan Modul Praktik (Lab Sheet) pada mata kuliah Teknik Digital menggunakan pendekatan Project Based Learning. Kualitas produk pengembangan dinilai berdasarkan: (1) aspek kevalidan, (2) aspek kepraktisan, dan (3) aspek keefektifan mahasiswa. Prosedur pengembangan perangkat pembelajaran mengacu pada model pengembangan ADDIE (analysis, design, development, implementation, dan evaluation). Kualitas kevalidan perangkat pembelajaran memenuhi kriteria valid ditunjukkan oleh skor rata-rata RPP masuk dalam kategori sangat baik, dan skor rata-rata Lab Sheet yang dikategorikan baik. Kualitas kepraktisan perangkat pembelajaran memenuhi kriteria praktis ditunjukkan oleh skor rata-rata respon mahasiswa masuk dalam kategori sangat baik, skor rata-rata respon dosen masuk dalam kategori baik, dan persentase hasil observasi pembelajaan masuk dalam kategori sangat baik. Kualitas keefektifan perangkat pembelajaran ditinjau dari kemampuan mahasiswa memenuhi kriteria efektif ditunjukkan oleh persentase ketuntasan siswa yaitu 93,10% yang berarti sangat baik dan skor rata-rata kemampuan mahasiswa yaitu 82,68 yang berarti baik.Kata kunci: perangkat pembelajaran, project based learning, penelitian pengembangan (ADDIE model) THE TEACHING DEVICES DEVELOPMENT OF DIGITAL ENGINEERING USING PROJECT BASED LEARNING IN DEPARTMENT OF ELECTRICAL ENGINEERING EDUCATIONAbstractThis development study was aimed to describe the quality of the learning device in the form of Learning Implementation Plan (RPP) and Practice Module (Lab Sheet) on  Digital Engineering course using Project Based Learning approach. Quality of product development was assessed by considering the aspects of: 1) validity, 2) practicality, and 3) the effectiveness of the student. The development procedure refers to the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The quality of the learning device validity fulfills the criteria of being ‘valid’ indicated by the average score of RPP which is categorized as very good, and the average score of Lab Sheet which is categorized as good. The quality of learning device practicality fulfills the criteria of being ‘practical’ indicated by the average score of students’ response which is categorized as very good, the average score of lecturers’ response which is categorized as good, and the percentage of learning observation result which is categorized as very good. The quality of the effectiveness of the learning device observed in terms of students’ ability effectively meets the criteria of being ‘effective’ indicated by the percentage of students’ completeness (93.10%) which means very good and the average score of students’ ability (82.68), which means good.Keywords: learning of equipment, project based learning, research of development (ADDIE-Model)


2017 ◽  
Vol 9 (2) ◽  
pp. 19-27
Author(s):  
Muhammad Damris ◽  
Syamsurizal Syamsurizal ◽  
Eliza Yuliani

Chemical learning that is boring and unattractive makes students less interested in learning. For that developed multimedia learning by using software Swish Max 4. The purpose of this study was to develop multimedia learning using Swish Max 4 on radioactive and to know its impact on the learning experience of students at class XII IPA SMA N 8 Kota Jambi. This study is a development study that adapts the ADDIE model. Stage in the development research are analysis, design, development and evaluation. Instrument sheets used collecting data were questionnaire of student needs, media validation questionnaire,material validation questionnaire, teacher assessment questionnaire and students response questionnaire. The main result of this study is a multimedia learning on radioactive using Swish Max 4, that equipped with video and animation. This multimedia learning on radioactive is good based on validation results from media experts and material experts. From the results of product trials of chemistry teachers and students response at Class XII IPA SMA N 8 Jambi, this media can be used to help students in learning independently. Based on the results of study concluded that multimedia learning on radioactive using Swish Max 4 is good for use in learning and get student response to multimedia learning is very good with score 82,4%.  


JURNAL PETIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 70-77
Author(s):  
Dian Rahadian ◽  
Ikeu Suryani ◽  
Siti Husnul Bariyah

Permasalahan ini di latar belakangi atas permasalahan kurangnya keaktifan siswa kelas X SMA Negeri 6 Garut pada mata pelajaran Teknologi Informasi dan Komunikasi. Tujuan penelitian ini yaitu untuk mengetahui : 1) perancangan penggunaan metode pembelajaran berbasis praktikum dengan performance assessment; 2) mengetahui implementasi metode pembelajaran berbasis praktikum dengan performance assessment; dan 3) untuk mengetahui hasil penerapan metode pembelajaran berbasis praktikum dengan performance assessment. Penelitian yang dilakukan merupakan jenis penelitian Mix Method, bahwa analisis data dilakukan dengan kualitatif dan kuantitatif dengan desain penelitian yang mengacu pada Model ADDIE (Anayisis, Design, Development, Implementation dan Evaluation). Model ADDIE ini digunakan untuk mengembangkan perangkat pembelajaran berupa RPP dengan pemilihan metode pembelajaran yang digunakan adalah metode praktikum dengan performance assessment. Untuk subjek penelitian yaitu kelas X MIPA 2 dengan jumlah siswa sebanyak 31 siswa. Data dikumpulkan dengan observasi/ penelitian secara langsung, penilaian kinerja (performance assessment), angket respon siswa dan observasi guru. Berdasarkan hasil penelitian, untuk implementasi metode pembelajaran berbasis praktikum dengan performance assessment terlebih dahulu merancang RPP sesuai dengan kebutuhan dan karakteristik siswa. Setelah perancangan RPP selesai dirancang maka implemenatasinya di sesuaikan dengan rencana yang telah disusun/ dirancang. Untuk hasil penilaian kinerja (performance assessment) didapatkan 67,74% siswa dengan kategori sangat baik,  22,58% siswa dapat dikategorikan memiliki kinerja baik dan 9,68% siswa dikategorikan memiliki kinerja cukup, tidak ada siswa yang memiliki kinerja kurang atau rendah, dan rata-rata nilai penilaian kinerja (performance assessment) yaitu 79,07 menunjukan bahwa penilaian siswa pada Performance Assessment dalam kategori BAIK. Sedangkan, nilai rata-rata angket tanggapan siswa yaitu 83,61% yang termasuk pada kategori angket siswa BAIK / TERTARIK. Dapat disimpulkan bahwa penggunaan metode pembelajaran berbasis praktikum dengan performance assessment dapat meningkatkan keaktifan siswa, karena dengan penggunaan performance assessment siswa dituntut untuk berperan aktif dalam pembelajaran. Kata kunci :Metode Pembelajaran Berbasis Praktikum, Performance Assessment, Keaktifan Siswa  Abstract    This problem is due to the lack of activeness of class X students of SMA 6 Garut in the subject of Information and Communication Technology. The purpose of this study is to find out: 1) the design of the use of practical based learning methods with performance assessment; 2) knowing the implementation of practicum-based learning methods with performance assessment; and 3) to find out the results of the application of practicum-based learning methods with performance assessment. The research conducted is a type of Mix Method research, that data analysis is done qualitatively and quantitatively with a research design that refers to the ADDIE Model (Anayisis, Design, Development, Implementation and Evaluation). ADDIE model is used to develop learning tools in the form of lesson plans with the selection of learning methods used are practical methods with performance assessment. For research subjects, class X MIPA 2 with a total of 31 students. Data were collected by direct observation / research, performance assessment (questionnaire), student questionnaire responses and teacher observation. Based on the results of the study, for the implementation of practicum-based learning methods with performance assessment in advance designing lesson plans in accordance with the needs and characteristics of students. After the design of the lesson plan is completed, the implementation is adjusted to the plan that has been prepared / designed. For the performance assessment results obtained 67.74% of students with very good categories, 22.58% of students can be categorized as having good performance and 9.68% of students are categorized as having sufficient performance, there are no students who have poor or low performance, and the average value of performance assessment (performance assessment) which is 79.07 shows that the assessment of students on Performance Assessment in the GOOD category. Meanwhile, the average value of the student response questionnaire was 83.61% which was included in the GOOD / INTERESTED student questionnaire. It can be concluded that the use of practical based learning methods with performance assessment can increase student activity, because by using performance assessment students are required to play an active role in learning. Keywords : Practicum Based Learning Method, Performance Assessment, Student Activity


2018 ◽  
Vol 3 (2) ◽  
pp. 114-131
Author(s):  
Desya Rossa Deviana ◽  
Erlina Prihatnani

This study aims to develop Monopoly Mathematics Media (Monomath) to learning mathematical probability exercises at junior high school. Using the ADDIE model consist of five phases - Analyze, Design, Development, Implementation, and Evaluation to develop this Monomath Media. This Monomath has gone through validity, practicability, and effectiveness test. The result of this research showed that the Monomath obtained a total average score for all aspect were 78.1% of validity matter expert and 80.8% of validity media expert, which means the media is valid. In the feasibility, the study result obtained a total average score for all aspect was 82.5%, which means the media has met practical criteria. The field trials result were obtained an average score of 95.46 for the posttest. It is higher than pretest average score was 54.83. The result of the student questionnaire showed that an average score of 90% which means the student give a positive response to the Monomath they used. Thus, the result of Monomath to learning mathematical probability is valid, practical, and effective.


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