scholarly journals The Development of Virtual Laboratory Learning Media for The Physical Optics Subject

2018 ◽  
Vol 7 (2) ◽  
pp. 153 ◽  
Author(s):  
Arif Billah ◽  
Arif Widyatmoko

This study aims to produce virtual laboratory interactive learning media that is effective and practical for the subject of physical optics. It uses the Research and Development (R & D) method. The material in the learning media includes dispersion, diffraction, interference, and polarization. Users of this product can be directly involved in observing, measuring and taking practical data. Product development has been validated by material expert, media expert, and practitioners (teachers). This product has also been tested in one-to-one, small groups, and field trial. Based on the results of the assessment by material expert, media expert, teachers, and field trial, this learning media software is categorized as “excellent” with a value of 4.63 for validity, “medium” with an n-gain value of 0.37 for effectiveness, and “excellent” with a value of 4.49 for practicality.

2021 ◽  
Vol 3 (10) ◽  
pp. 784-789
Author(s):  
Brigita Cecilia Armanda ◽  
Sapto Adi ◽  
Prisca Widiawati

Abstract: The research aim to develop a basic technique model of lob punches that combined a badminton smash in the from of video that uses android application media. The method of this research is using Research and Development. The subject of this research is badminton athlete PB IMARA. The athlete has age criteria between 8-12 years with the number 30 athlete. The based on needs analysis that a badminton athlete PB IMARA Kediri are still deficiency on the skill level of accuracy of lob punches with smash badminton, this is known when athletes perform training activities. lack of variation lob punches with a badminton smash. data analysis result of data analysis of the validation badminton expert the percentage of 86 percent very valid category, media expert the percentage of 90 percent very valid category, then of a small groups trials with subject 8 athlete the percentage of 88 percent very valid category, the result of a large group trials with subject 22 athlete the percentage of 91 percent very valid category. Concluded a based of table classification appropriateness that a product development classified very valid and feasible use. Abstrak: Penelitian ini bertujuan untuk mengembangkan produk berupa model latihan teknik dasar pukulan lob yang dikombinasikan dengan pukulan smash bulutangkis berupa video menggunakan media aplikasi berbasis android. metode dari penelitian ini menggunakan Research and Development. Subjek yang diteliti adalah atlet bulutangkis PB IMARA Kota Kediri yang mempunyai kriteria usia 8-12 tahun dengan jumlah 30 atlet. Berdasarkan hasil analisis kebutuhan bahwa atlet di PB IMARA Kota Kediri masih kurang pada tingkat keterampilan akurasi pukulan lob dengan pukulan smash, hal tersebut diketahui ketika atlet melakukan kegiatan latihan. Kurang adanya variasi pukulan lob dengan pukulan smash bulutangkis. Hasil analisis data dengan validasi oleh ahli bulutangkis persentase sebesar 86 persen kategori sangat valid, ahli media persentase sebesar 90 persen kategori sangat valid, selanjutnya dari uji coba kelompok kecil oleh 8 atlet persentase sebesar 88 persen kategori sangat valid, uji coba kelompok besar oleh 22 atlet persentase sebesar 91 persen kategori sangat valid. Disimpulkan berdasarkan tabel klasifikasi kelayakan dari produk pengembangan yang dihasilkan, hingga memenuhi kriteria sangat valid dan layak digunakan.


2020 ◽  
Vol 8 (2) ◽  
pp. 269-279
Author(s):  
Yani Wulandari ◽  
Yayat Ruhiat ◽  
Lukman Nulhakim

The media cannot be separated from the learning process. The use of learning media that is not interesting and varied makes students bored. This research was conducted to produce learning media products in the form of based video animation of powtoon. To achieve these objectives used to Research and Development (RD) method. The development of instructional media focuses on Natural Sciences (IPA) subjects for the fifth-grade of primary schools. To find out the coherence between media and material, validity test have been conducted by media experts and material experts. The results of product validity by the two experts have obtained a very decent category. From the media, expert obtained a value of 89.8% and material experts 88.7%. Next, to find out the effectiveness of the media on the subject matter, a trial was conducted at SDIT. The results of a limited trial to learners obtained a very decent category with 96.36% and an evaluation by the educator of 91.1%. The results of the analysis by both experts and have been tested on students and educators, that the powtoon-based learning video media has met the criteria to be applied as a learning media for IPA


Author(s):  
Zulyadaini Zulyadaini

This research is aimed to develop teaching material in numerical methods in the faculty of teaching and education, Batanghari University (Jambi, Indonesia). The Research and Development (R&D) approach was used in the study. The development model used in the research is the instructional development model. After being developed, validation is done by design experts, material experts, and media experts. Then one to one learning, learning in small groups, and field trial trials were conducted. The results of the study based on validation by experts were categorized as feasible with a feasibility percentage for design validation of 90%, media validation of 87.7% and material expertise of 90.1%. On the basis of validation results and tests it is concluded that the teaching materials for learning mathematics are efficient to use.


2020 ◽  
Vol 9 (2) ◽  
pp. 211
Author(s):  
Elly Syahadati ◽  
Desi Sri Astuti ◽  
Ageung Darajat

<p align="center">Tujuan dari penelitian ini adalah untuk menjelaskan pengembangan kosakata Bahasa Inggris dan kualitas penggunaan <em>cartoon strips</em> sebagai media dalam pembelajaran Bahasa Inggris. Penelitian adalah penelitian RnD (Penelitian dan Pengembangan). Sebanyak 37 siswa kelas X SMKN 1 Sanggau sebagai subyek penelitian ini. Penelitian pengembangan ini mengikuti tujuh langkah penelitian, meliputi : 1) penelitian dan pengumpulan data,  2) perencanaan,  3) pengembangan produk awal,  4) uji coba awal,  5) revisi desain,  6) uji coba lapangan, dan  7) revisi dan penyempurnaan produk. Hasil analisis kebutuhan mengungkapkan bahwa subjek membutuhkan media yang nyata dengan warna yang menarik. Temuan lainya menunjukkan bahwa produk media pembelajaran kosakata bahasa Inggris berupa <em>cartoon strips</em> layak digunakan bagi siswa SMK. Dapat disimpulkan bahwa cartoon strips dapat diaplikasikan sebagai media dalam proses pembelajaran kosakata Bahasa Inggris di kelas.</p><br /><p align="center"><strong> </strong></p><p align="center"><em>Abstract</em></p><p><em>The purpose of this research was  to describe the development of English vocabulary and the quality of </em><em>cartoon strips</em><em> for media in English teaching learning process. This research was  a  Research and Development (RnD). The subjects were </em><em>37</em><em> students in the </em><em>X</em><em>  grade state of </em><em>SMKN 1 Sanggau</em><em>. This research development followed seven steps including: 1) researching and collecting data, 2) planning, 3) initial product development,</em><em> </em><em>4) initial trial, 5) revision, 6) field trial, 7) revision and completion of product. Based on need analysis, students need colorfull and interesting media. Therefore,  it could be concluded  that </em><em>cartoon strips</em><em> was applicable as a media in English </em><em>vocabulary </em><em>teaching learning process in the classroom..</em><strong><em></em></strong></p><p><strong><em>Keywords</em></strong><em>: </em><em>Cartoon Strips</em><em>, English Vocabulary, </em><em>SMK</em><em>, Research and Development</em><em></em></p><p> </p>


2020 ◽  
Vol 3 (2) ◽  
pp. 9-18
Author(s):  
Wahyuni Mariana ◽  
Benny Angga Permadi

The research aimed to compile HOTS textbooks based on Bloom's Taxonomy dimensions for grade 4 students at MI Dwi Dasa Warsa. The development of this book is limited to thematic subjects, namely the theme of 8 sub-themes 1 class 4. This research is a Research and Development research with a 4-D development model approach to the Thiagarajan Model which has 4 stages, namely Define, Design, and Develop ( Development) and Disseminate (Spread). This textbook was validated by 2 material experts (subject matter expert lecturers and subject teachers), 1 media expert and 24 students who were the research objects. Textbooks were tested on 24 grade 4 students of MI Dwi Dasa Warsa. Data collection used interview techniques to subject teachers and grade 4 students. The results showed that this textbook as a whole was suitable for use as teaching materials. This is indicated by the results of the validation by the material expert lecturer with a total score (X) greater than the total comparison score (138> 104.95) and is included in the category A value (very good) and the validation results by the subject teacher with a total score ( X) is greater than the total comparison score (167> 104.95) and is in the category A score or very good. Meanwhile, the results of the validation by media experts got a total score (X) greater than the total comparison score (106> 72) which was categorized as A or very good. Validation by students with the calculation of SPSS Person Correlation shows that all scores have reached more than 0.05 and can be said to be valid


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 6 (1) ◽  
pp. 73
Author(s):  
Rini Sefriani ◽  
Indra Wijaya ◽  
Menrisal Menrisal ◽  
Muharika Dewi

This study aims to determine the level of validity of Interactive Learning Modules in Creative Product and Entrepreneurship Subjects in Vocational Schools. The method used in this research is the 4-D Research and Development method. The steps of this research and development method are: (1) define, (2) design, (3) develop, and (4) assess. Based on research that has been done, the average value of the validator test assessment of the Creative Learning and Entrepreneurship Interactive learning module is 91.92%, so that the level of validity can be interpreted very validly used. In conclusion, based on the assessment and input from experts that the Interactive Learning Module on the subject of Creative Products and entrepreneurship in High Schools and Vocational Schools is feasible to be used in learning Creative Products and Entrepreneurship in Vocational High Schools.  


2018 ◽  
Vol 6 (2) ◽  
pp. 156-176
Author(s):  
Kusumawati Dwiningsih ◽  
NFn Sukarmin ◽  
NFn Muchlis ◽  
Pipit Tri Rahma

This research and development aims to develop appropriate virtual laboratory-based chemical instructional media in the subject matter of Chemical Elements. The feasibility of chemical instructional media is based on two criteria, namely media validity based on the results of the validator's assessment and media practicality based on the results of the student response questionnaire and observation of student activities. The type of research used is Borg & Gall's research and development (R & D) and carried out in four steps, namely; investigation and data collection, planning, initial development of product formats, and initial trials. The research instruments used in this research were media review sheets, media validation sheets, student response questionnaires, and student activity observation sheets. The results show that; the media were declared valid with a very valid validity category and a validity percentage of ≥61%; The media is stated to be practical based on student response questionnaires in term of students' interest in the media were 98% and 93.33% in term of convenience understanding and use, while the results of student observation show an activity of 88.75%. Based on the results of this research, the virtual laboratory-based chemistry instructional media are feasible to be used as in the subject matter of Chemical Elements.ABSTRAKPenelitian dan pengembangan (R&D) ini bertujuan untuk mengembangkan media pembelajaran kimia berbasis laboratorium virtual yang layak pada materi pokok Kimia Unsur. Kelayakan media pembalajaran didasarkan pada 2 kriteria yaitu validitas media berdasarkan hasil penilaian validator dan kepraktisan media berdasarkan hasil angket respon siswa dan observasi aktivitas siswa. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (R&D) Borg & Gall dan dilakukan dalam empat langkah yaitu; penyelidikan dan pengumpulan data, perencanaan, pengembangan awal format produk, dan uji coba awal. Instrumen penelitian yang digunakan pada penelitian ini adalah lembar telaah media, lembar validasi media, angket respon siswa, dan lembar observasi aktivitas siswa. Hasil penelitian menunjukan bahwa; media dinyatakan valid dengan kategori sangat valid dan presentase kevalidan ≥61%; Media dinyatakan praktis berdasarkan angket respon siswa dalam hal ketertarikan siswa terhadap media diperoleh presentase 98% dan 93,33% dalam hal kemudahan pemahaman dan penggunaan, sementara hasil observasi aktivitas siswa sebesar 88,75%. Berdasarkan hasil penelitian tersebut, maka media pembelajaran berbasis laboratorium virtual layak digunakan sebagai media pembelajaran pada materi pokok Kimia Unsur.


Author(s):  
Anggi Yulihar And Nora Ronita Dewi

The study deals with the developing interactive media for senior high school students. The objective of this study is to find out how to develop interactive media for better speaking skill of senior high school students. The research was conducted by using Research and Development (R&D). The subject of this research was 2016/2017 students of the eleventh grade of Class XI IPA4 in SMAN 1 Batang Kuis. The number of the students was 30 students. The data of this study was collected by using need analysis questionnaire and experts’ judgment. Need analysis questionnaire was calculated by using percentage to get the information of students’ need before developing interactive media. Experts’ judgment was calculated by using likert data, mean and criteria interval of expert judgment to know the validity of interactive media which has been developed. After the data analyzed, it was found that the experts’ judgment result was 4.80 which had a very good criteria interval. The result of the research find that interactive media is a very good to be used in teaching speaking skill.


2021 ◽  
Vol 22 (5) ◽  
pp. 481-508
Author(s):  
Robert P. Carlyon ◽  
Tobias Goehring

AbstractCochlear implants (CIs) are the world’s most successful sensory prosthesis and have been the subject of intense research and development in recent decades. We critically review the progress in CI research, and its success in improving patient outcomes, from the turn of the century to the present day. The review focuses on the processing, stimulation, and audiological methods that have been used to try to improve speech perception by human CI listeners, and on fundamental new insights in the response of the auditory system to electrical stimulation. The introduction of directional microphones and of new noise reduction and pre-processing algorithms has produced robust and sometimes substantial improvements. Novel speech-processing algorithms, the use of current-focusing methods, and individualised (patient-by-patient) deactivation of subsets of electrodes have produced more modest improvements. We argue that incremental advances have and will continue to be made, that collectively these may substantially improve patient outcomes, but that the modest size of each individual advance will require greater attention to experimental design and power. We also briefly discuss the potential and limitations of promising technologies that are currently being developed in animal models, and suggest strategies for researchers to collectively maximise the potential of CIs to improve hearing in a wide range of listening situations.


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