scholarly journals Modul Digital Interaktif Berbasis Articulate Studio’13: Pengembangan pada Materi Gerak Melingkar Kelas X

2017 ◽  
Vol 6 (2) ◽  
pp. 221 ◽  
Author(s):  
Irwandani Irwandani ◽  
Sri Latifah ◽  
Ardian Asyhari ◽  
Muzannur Muzannur ◽  
Widayanti Widayanti

The aims of this research is to produce interactive digital modul based on Articulate Studio '13 on quality and interesting circle motion subject of physics learning. This is Research and Development (R&D) research by modifying 10 stages that exists into 7 stages, they are: potential and problem, information gather, product design, design validation, design revision, product testing, and product revision. The limitation of stages is done based on the need and the purpose of the research itself. Based on the result validation product, concludes that digital interactive modul of Articulate Studio'13 on circle motion subject is categorized very eligible to used. The gain percentages are from physics experts are 84,67%, from learning media experts are 85,56%, and from education experts are 84,1%. Then, the product is tested on small scale and gained interesting percentage at 84,4%. Later, on large scale gained interesting percentage at 85,0%. Based on those result, it can be conclude that interactive digital modul based on Articulate Studio'13 on circle motion subject of physics learning can be used as learning modul.Tujuan penelitian ini adalah untuk menghasilkan produk modul digital interaktif berbasis Articulate Studio’13 pada mata pelajaran fisika materi gerak melingkar yang berkualitas dan menarik. Penelitian ini merupakan jenis penelitian dan pengembangan (R&D) dengan memodifikasi 10 tahapan yang ada menjadi 7 tahapan yaitu; potensi dan masalah, pengumpulan informasi, desain produk, validasi desain, revisi desain, uji coba produk, dan revisi produk. Pembatasan tahapan ini dilakukan berdasarkan kebutuhan dan tujuan penelitian itu sendiri. Berdasarkan hasil validasi produk, diperoleh kesimpulan bahwa modul digital interaktif berbasis articulate studio’13 pada mata pelajaran fisika materi gerak melingkar diakategorikan sangat layak untuk digunakan. Persentase yang diperoleh dari ahli materi fisika sebesar 84,67%, dari ahli media pembelajaran sebesar 85,56%, dan dari praktisi pendidikan sebesar 84,1 %. Produk tersebut kemudian diujicobakan dalam skala kecil dan diperoleh persentase kemenarikan sebesar 84.4%. Selanjutnya, dalam uji coba skala besar diperoleh persentase kemenarikan sebesar 85,0%. Berdasarkan hasil tersebut, diperoleh kesimpulan bahwa modul digital interaktif berbasis Articulate Studio’13 pada mata pelajaran fisika materi gerak melingkar dapat digunakan sebagai modul pembelajaran.

2021 ◽  
Vol 13 (2) ◽  
pp. 130
Author(s):  
Suprianto Kadir ◽  
Arief Ibnu Haryanto

This study aims to develop a speed test for Gyaku Tsuki and Mawashi Geri kicks in Karate. This research is development research with steps that include potential problems, data, product design, design validation, revision design, product testing, product revision, trial use and product revision. The small scale trial was carried out on 10 Karateka who actively participate in the training at the PPLP Gorontalo Province. Meanwhile, a large-scale trial was conducted on 30 Karateka who took part in the training at the PPLP Gorontalo Province. The development research resulted in a valid and reliable form of test, so it was feasible to use it to measure the speed of the Gyaku Tsuki shot and the kick speed of Mawashi Geri.


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.


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


2021 ◽  
Vol 5 (2) ◽  
pp. 102
Author(s):  
Silvi Aryanti ◽  
Wahyu Indra Bayu ◽  
Ahmad Richard Victorian ◽  
Samsul Azhar

This study aims to determine the implementation of the use of the learning model using video in the learning of the precepts of the Sepak Takraw course. This research is research and development. The subjects of this study were students of Physical Education, Faculty of Teacher Training and Education, Universitas Sriwijaya. Small-scale product trials were conducted on 20 students, and large-scale trials were carried out on 30 students. The results of small-scale trial research obtained a percentage of 64.25 with a fairly good category, and the results of large-scale trials obtained a percentage of 77.51 with a good category. The results obtained indicate that the learning model using video is feasible to be used in learning the basic techniques of football in the takraw course. 


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".


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.


2018 ◽  
Vol 7 (3) ◽  
pp. 298-304
Author(s):  
Reefa Qudsiya ◽  
Lisdiana Lisdiana ◽  
Nugrahaningsih WH

Nervous system teaching materials available in schools do not contain scientific-related content as mandated by the 2013 curriculum. In addition, teaching materials also do not contain student character reinforcement content. The purpose of this study is to develop “Nervous Problem Based Module with a  Conservation Character” as a nervous system learning supplement. This type of research is Research and Development (R&D) using ten steps, namely identification of potential and problems, data collection, product design, product design validation, product design revisions, small scale trials, product revision I, large scale trials, product revision II, and final products. The research subjects were students of class XI of SMA N 1 Bae Kudus. Nervous Problem Based Module with a  Conservation Character  tested the feasibility, readability, and effectiveness. Feasibility tests obtained very valid results. Readability test results were very valid. Test effectiveness by applying  Nervous Problem Based Module with a  Conservation Character in learning, obtained effective results and can be used in learning. The insertion of the conservation character reinforcement in the module gives positive results on the character of students. It can be concluded that “Nervous Problem Based Module with a Conservation Character” is decent and effectively applied in the nervous system learning.


2021 ◽  
Vol 6 (3) ◽  
pp. 254
Author(s):  
Miftahul Jannah Fitri ◽  
Silvi Trisna ◽  
Iing Rika Yanti

This study aims to produce a learning device in the form of a physics module based on SETS that is valid and practical to improve students' conceptual understanding. The type used in this research is Research and Development (R&D). Subjects of this study were teacher and students of class XI MIA 1 with a total of 31 subjects. The research procedure  is the 4-D model, namely define, design, develop, and disseminate. Due to time and cost limitations, this  research is limited to the develop stage. The research instrument used was a validity questionnaire, practicality, and a description of the conceptual understanding. Furthermore, data obtained were analyzed to see the validity and practicality of the module as well as an assessment of students' conceptual understanding of dynamic fluid material. The level of understanding of students' concepts is seen from the aspects of interpretation, exemplifying, explaining, and comparing. The results showed that the physics module based on the SETS developed was categorized as very valid with an average of 82.16 and in the very practical category with a percentage of 84.29. Then for understanding the concept of students obtained a score of 94.67 in the interpretation  aspect,  86.98 in the exemplary aspect, then 81.10 and 86.61 respectively for the aspects of explaining and comparing. Learning using a physics module based on SETS is very good to be applied in order to improve students' conceptual understanding of dynamic fluid material. This was proven by the increase in students' understanding of concepts in every physics learning meeting on dynamic fluid material.


2021 ◽  
Vol 3 (2) ◽  
pp. 55
Author(s):  
Elfrida Rif’atul Chusniah ◽  
Rini Setianingsih

Penelitian ini adalah penelitian yang bertujuan untuk mengembangkan komik matematika berbasis kontekstual untuk materi lingkaran yang berkualitas baik berdasarkan tiga kriteria, yaitu valid, praktis, dan efektif. Rancangan penelitian ini adalah Research and Development (R&D). Prosedur-prosedur pengembangan yang digunakan meliputi empat langkah: (1) melakukan perencanaan produk yang akandikembangkan, (2) mengembangkan produk awal, (3) validasi dan revisi produk, (4) uji coba lapangan skala kecil dan revisi. Uji coba komik dilakukan secara terbatas oleh 10 siswa kelas VIII SMP. Teknik pengumpulan data yang diterapkan dalam penelitian ini adalah angket, sedangkan instrumen penelitian yangdigunakan meliputi lembar validasi, angket penggunaan media, dan angket respon siswa. Data penelitian dianalisis dengan deskriptif kualitatif. Hasil penelitian ini menunjukkan bahwa komik matematika dinyatakan valid dengan skor kevalidan 4 oleh ahli media dan 3,9 oleh ahli materi dari skor maksimum 5 sehingga dikategorikan valid, komik matematika dinyatakan praktis dengan hasil analisis persentase kepraktisan 76,28 % dan komik matematika dinyatakan efektif degan hasil analisis persentase keefektifan 79,4%, sehingga dikategorikan efektif. Berdasarkan hasil tersebut maka media komik ini memiliki kualitas yang baik sehingga dapat dimanfaatkan sebagai satu upaya atau alternatif media dalam proses pembelajaran sebagai upaya peningkatan kualitas pendidikan dan menciptakan suasana yang menyenangkan bagi siswa.Kata Kunci: media pembelajaran, komik matematika, lingkaranThis research is a research that aims to develop contextual based mathematical comics for good quality circle material based on three criteria, namely valid, practical, and effective. The design of this research is Research and Development (R&D). The development procedures used include four steps: (1) conducting product planning to be developed, (2) developing initial products, (3) product validation and revision, (4) small-scale field trials and revisions. Comic trials are limited to 10 students in grade VIII SMP. Data collection techniques applied in this study were questionnaires, while the research instruments used included validation sheets, media use questionnaires, and student response questionnaires. The research data were analyzed by descriptive qualitative. The results of this study indicate that mathematics comics are declared valid with a validity score of 4 by media experts and 3.9 by material experts from a maximum score of 5 so that they are categorized valid, mathematical comics are declared practical with the results of a practicality percentage analysis of 76.28% and mathematical comics are declared effective with the result of the analysis of the effectiveness percentage is 79.4%, so it is categorized as effective. Based on these results, this comic media has good quality so that it can be used as an alternative media used by teachers in the teaching and learning process in an effort to improve the quality of education and create a pleasant atmosphere for students.Keywords: learning media, mathematical comics, circles


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