scholarly journals Development of Islamic Value-based Picture in Biology Learning with the ISI-ARE Model

2019 ◽  
Vol 4 (2) ◽  
pp. 237-246
Author(s):  
Agus Pahrudin ◽  
Syafrimen Syafril ◽  
Ro'inatuz Zahro ◽  
Akbar Handoko ◽  
Nova Erlina Yaumas ◽  
...  

The development of Islamic-based learning models and pictures media recently has become the focus of research in Indonesia, especially the integration between the values of science and religion. This study aimed to develop pictures of media based on Islamic values in Biology learning for high school students. The research and development procedures proposed by Borg & Gall and ADDIE model proposed by Kurt which had been modified into the ISI-ARE (Investigate, Strategy, Improve, Assessment, Realization, and Estimation) model was used as the research method. The data was collected through investigations and questionnaire validation by four experts (material, media, language, and religion). The investigation questionnaire and a media feasibility response questionnaire were distributed to two experienced biology teachers and 20 tenth-grade students (10 males and 10 females). The results showed that the media, religion, and language experts stated that the developed Islamic-based pictures media was highly feasible to be used with the obtained percentage of 90.30 %, 83.70 %, and 81.50 %. However, the material experts rated the media as feasible (75.00 %) and the teachers and students respectively rated the media as highly feasible with a percentage of 75.40 % and 87.20 %. This study illustrates that the Islamic values-based pictures media can be used as an alternative in biology learning.

Ta dib ◽  
2020 ◽  
Vol 23 (1) ◽  
pp. 1
Author(s):  
M. Zaim ◽  
Refnaldi Refnaldi ◽  
Elsa Elfiona

Using technology in teaching and learning process has become a must in this era, because it facilitates the teachers and students to be connected to the learning materials. The purposes of this research were to develop mobile-based authentic listening materials and to find out the validity and practicality of the developed product. This is a research and development study that followed the ADDIE model. The respondents of the research were the tenth-grade students of SMA Pembangunan Padang. The instruments of this research were need analysis questionnaire, validation sheet, evaluation sheet, and practicality sheet. The results of the study were (1) The listening materials needed by the students and teachers were identified. The authentic listening materials were developed using the android application with Adobe Animate CC 2019 and were validated by two experts in English language teaching and one expert in media development. (2) The developed listening material was valid and practical both by the English language experts and the Media Development expert. Therefore, the developed product is appropriate to be used by the students and teachers as supplementary media in teaching and learning listening skill.


2021 ◽  
Vol 7 (2) ◽  
pp. 202
Author(s):  
Renny Firdawati ◽  
Maison Maison ◽  
Nazarudin Nazarudin

This research and development aim to develop mobile learning media using the Appy Pie application for high school students. The research and development stages are carried out using the ADDIE model. The instruments used for validation in this development research are (1) a validation questionnaire filled in by the validator to determine the media's feasibility, (2) a teacher and student response questionnaire to assess user perceptions of the media used. There are two kinds of data collecting and analysis methods: qualitative methods to collect data and describe comments and suggestions for improvement from the validators and quantitative methods to collect and analyze responses from teachers and students. Based on the validation results of media development carried out by design, material, and media experts, it is stated that the media is valid and can be tested. The results of the teacher's response obtained a percentage of 90% in the very good category, the results of student responses in the one-on-one trial obtained a rate of 91.56% in the very good category, the results of student responses in small group trials received a percentage of 90.27% in the very good category


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


2018 ◽  
Vol 4 (2) ◽  
Author(s):  
Maulida Ulfa Hidayah ◽  
Sonja V. T. Lumowa ◽  
Didimus Tanah Boleng

The 21st-century biology learning requires technology-based learning which is potential in improving students’ learning outcomes. This research aimed to examine the validity and effectiveness of web-based learning media on Archaebacteria and Eubacteria on learning process. This web-based learning media was structured by using 4-D Thiagarajan model. The research was conducted at three SSHSs of Samarinda. The data were obtained from validators’ (media expert, material expert, and linguist), teachers’, and students’ opinion by using questionnaire; while the effectiveness was determined based on students’ test score and their response. The results showed that the web-based learning media was very valid with the average score from experts as high as 95.27%. Moreover, this media has been proven to improve the student’s cognitive learning outcomes (gain score 0.39) and well responded by both teachers and students.  


Author(s):  
Nailul Himmi ◽  
Lia Bidari Agustin Hatwin

Abstrak. Penelitian pengembangan ini bertujuan untuk membuat bahan ajar matematika berupa modul pada materi sistem pertidaksamaan dua variabel berbasis GeoGebra terhadap kemampuan visual thinking matematis siswa SMA kelas X, serta mengetahui kualitas bahan ajar ditinjau dari kevalidan, kepraktisan, dan keefektifan. Pengembangan modul dilakukan berdasarkan model ADDIE dengan tahapan analisis, desain, development, implementation, dan evaluation. Instrumen yang digunakan berupa lembar penilaian modul untuk ahli materi dan ahli media untuk mengukur kevalidan, angket respon siswa untuk mengukur kepraktisan, serta soal tes visual thinking untuk mengukur keefektifan media. Uji coba produk dilakukan sebanyak 3 kali di SMA Negeri 8 Batam pada kelas X MIPA 5 yang mengimplementasikan Kurikulum 2013. Hasil penelitian ini berupa modul sistem pertidaksamaan dua variabel berbasis GeoGebra terhadap kemampuan visual thinking matematis siswa SMA kelas X. Berdasarkan hasil penelitian diperoleh bahwa modul dikatakan sangat valid (3,46), praktis (3,04) dan efektif (89%), serta kemampuan visual thinking matematis siswa dengan rata-rata kelas 89,61. Kata Kunci: Modul, visual thinking, dan Geogebra Abstract. This development research aims to create mathematics teaching materials in the form of modules on the material of the system of inequality of two variables based on GeoGebra on mathematical visual thinking ability of high school students of class X, and to know the quality of teaching materials in terms of validity, practicality and effectiveness. The module development is based on the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. Instruments used in the form of a module assessment sheet for material experts and media experts to measure validity, questionnaire responses to students to measure practicality, as well as visual thinking test to measure the effectiveness of the media. Trial of the product is done 3 times in SMA Negeri 8 Batam in class X MIPA 5 which implements Curriculum 2013. The result of this research is a modulation system of inequality of two variables based on GeoGebra to visual thinking ability mathematically high school students of class X. Based on the research results obtained that the module is said Excellent (3.46), practical (3.04) and effective (89%), as well as students mathematical visual thinking ability with grade average of 89,61. Keyword: Module, visual thinking, and GeoGebra.


2019 ◽  
Vol 4 (3) ◽  
pp. 414
Author(s):  
Nurul Zakiyatin Nisak ◽  
Murni Saptasari ◽  
Aloysius Duran Corebima

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract:</strong> This study was aimed to develop a valid biology learning module based on SQ4R model as a learning material for high school students. This study adapted the ADDIE model. The validity of the module was known from the expert validation scores and student responses. The results showed that the validation scores from module expert was 85.45% (valid), material experts was 97.5% (very valid), field practitioners was 98.1% (very valid) and very good student responses with score of 94.96%. Based on these results, it can be concluded that the developed biology learning module based on SQ4R model is classified as valid and practical to be used in the learning process as learning material for high school students.</p><p class="Abstract"><strong>Abstrak:</strong><em> </em>Tujuan penelitian ini yakni untuk mengembangkan modul pembelajaran biologi berbasis model SQ4R yang layak digunakan sebagai bahan belajar untuk siswa SMA. Penelitian ini mengadaptasi model pengembangan ADDIE. Kelayakan modul diketahui dari skor validasi para ahli dan respon siswa. Hasil penelitian menunjukkan perolehan skor validasi ahli bahan ajar sebesar 85,45% (layak), ahli materi sebesar 97,5% (sangat layak), praktisi lapangan sebesar 98,1% (sangat layak) serta respon siswa yang sangat baik dengan perolehan nilai sebesar 94,96%. Berdasarkan hasil tersebut, dapat disimpulkan bahwa modul pembelajaran Biologi berbasis model SQ4R yang dikembangkan tergolong layak dan praktis digunakan dalam proses pembelajaran sebagai bahan belajar untuk siswa SMA.</p></td></tr></tbody></table></div>


2021 ◽  
Vol 2126 (1) ◽  
pp. 012012
Author(s):  
S Saehana ◽  
I K Werdhiana ◽  
N Tuljannah ◽  
A Izzah

Abstract The aim of this study is to produce Simple IPA KIT as science learning media for dynamic electricity material. This Simple IPA KIT contains several puzzle blocks that could be set into several electrical circuits. The type of the study was Research and Development, which refers to the model of Puslitjaknov (a team in the Center for Policy and Inovation Studies). The five-scales Likert questionnaire were used to obtain the data. The product was assessed by the media and material experts, physics teachers and high school students. The result of media experts showed a percentage value of 85%, in “Very Good” category, while it was 80% in “Good” category for material expert assessment. Meanwhile, the responses of teachers and students showed 95.6% and 84%, respectively, with “Very Good” category. It indicates that the Simple KIT media is suitable for learning media.


2020 ◽  
Vol 5 (1) ◽  
pp. 557-567
Author(s):  
Moses Kollo

This study aims to determine: (1) Learning media used by history teachers so far; (2) Development of the Kupang Japan cave visualization media; and (3) Effectiveness of the application of the Japanese Cave Visualization Media in Kupang in learning history. This research was conducted on students of class XI IPS at Sudirman Kupang High School. This research is a research or development called research and development (R&D) by adopting the ADDIE model. The results showed that (1) the use of media in history learning that took place so far in class XI of Sudirman Kupang high school was still said to be minimal; (2) after learning in the classroom using the Kupang Japan cave visualization media, class XI students at SMA Sudirman Kupang felt it was important to visit the Kupang Japan cave site; (3 the development of instructional media is carried out through several stages including (a) the selection of material stage, namely selecting the subject used in the development activities, (b) the design of the development that is examining other references relevant to the subject matter of the research, (c) producing the learning video; d) product validation by both material experts and media experts as a result of the media is suitable for use (4) effectiveness test of Japanese cave visualization media developed through three stages namely one-on-one trials of 3 students, small group trials of 10 students and field trials were carried out on class XI IPS as a control class and class XI IPA as an experimental class with 27 students in each class.The results of the three stages of the trial were declared "Good". Thus, the Japanese cave visualization media was stated effective to increase motivation to learn history of class XI Sudirman Kupang high school students.


2020 ◽  
Vol 21 (3) ◽  
pp. 250-256
Author(s):  
Paula Viviana Queiróz Dantas ◽  
Ana Graciela Voltolini ◽  
José Bertoloto

ResumoO presente trabalho tem como objetivo estabelecer um diálogo oportuno sobre as orientações e recomendações oferecidas pela Base Nacional Comum Curricular — BNCC no tocante ao Ensino Médio com relação às tecnologias digitais e a mídia na área de Linguagens e suas tecnologias. As Tecnologias Digitais de Informação e Comunicação — TDIC estão presentes em todas as esferas da sociedade contemporânea. Esses recursos configuram novos hábitos, com os quais são estabelecidas relações e se executam tarefas, como o acesso à informação e o ato de ensinar e aprender. Em observância a BNCC e o contexto, o artigo apresenta as perspectivas pensadas a respeito deste assunto. Este trabalho tem como base teórica Recuero (2009), Freire e Guimarães (2011), Gabriel (2013), entre outros. Para tanto, está em desenvolvimento pesquisa qualitativa com alunos do Ensino Médio de uma escola pública de Cuiabá/MT, utilizando o grupo focal como técnica para a coleta de dados. É possível concluir, de modo preliminar, que há influência do conteúdo das redes sociais digitais em vários aspectos da vida social dos estudantes, bem como a necessidade de desenvolver habilidades para reconhecer as nuances das mensagens das redes. Dessa maneira, se espera que a pesquisa possa auxiliar a escola e os professores, inseridos nesse contexto de sociabilidade digital, a buscar alternativas e proposições com o objetivo de uma relação saudável e crítica com o universo cibernético. Palavras-chave: Redes Sociais Digitais. Ensino Médio. TDIC. AbstractThis paper has as its main purpose to establish a proper dialogue about the orientation and recommendation offered by BNCC, regarding the High School and related to digital technologies besides the media in the Language area and its technologies. The Information and Communication Digital technologies - TDIC are present in all groups of contemporary society. These resources configure new habits, which ones we establish a relation with and execute tasks, like the information access and the teaching and learning act. Considering the BNCC and its context, the paper presents the viewed perspective withing this subject. This essay has as a theoretical basis Recuero (2009), Freire and Guimarães (2011), Gabriel (2013), and others. Therefore, a qualitative research was developed with High School students from a public school of Cuiabá/ MT, using the focused group collecting data technique. It is possible to conclude in a preliminary way, that there is an influence of digital social web in many sources of student's real life, as well the need to develop skills to help recognize features in the web messages. Thus, there is an expectation over this research as a support to teachers and students, included in the context of digital sociability, looking for alternatives and choices focused on a healthy and critical relationship with cybernetic universe. Keywords: Digital Social Networks. High School. TDIC


2021 ◽  
Vol 9 (1) ◽  
pp. 69
Author(s):  
Andika Widiyana ◽  
Risya Pramana Situmorang ◽  
Marisa Christina Tapilouw

This study aims to: 1) develop animation media-based Discovery Learning on the circulatory system material, 2) determine the feasibility of the media-based Discovery Learning on the circulatory system material, and 3) examine the effectiveness of the media in increasing the dimensions of scientific literacy on content dimension in class XI IPA SMA. This type of research is research and development using the ADDIE model as steps for product development. The test instrument is used to measure the content dimension of scientific literacy content. The subjects of this study were high school students of class XI Science with a total of 30 students at Yasiha Gubug by taking purposive sampling. The media is validated by the validator of media experts, material experts, and  Biology teachers as a user. The results of media expert' validation concluded that media was valid with a score of 83.19% and material expert judgment obtained a score of 82.77% included a valid category. Test the effectiveness of the product using paired sample t-test with the acquisition of 0,000 <0.05 means that the animation media-based Discovery Learning is significant to the content dimension of scientific literacy. Based on the N-gain test, animation media-based Discovery Learning can also increase the content dimension of scientific literacy of score 52% with enough categories.


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