scholarly journals PENGEMBANGAN PROTOTYPE TRAFFIC LIGHT MIKROKONTROLER BERBASIS RDUINO MEGA PADA MATA PELAJARAN TEKNIK PEMROGRAMAN MIKROPROSESOR DAN MIKROKONTROLER DI SMK NEGERI 1 PERCUT SEI TUAN

Author(s):  
Berynta Dalimunte ◽  
Panahatan Sitorus

Abstract The purpose of this research is to develop a Prototype Traffic Light Microcontroller based on Arduino Mega. This research was conducted in class XI TAV SMK Negeri 1 Percut Sei Tuan. This development research uses the Borg and Gall research model adapted from Sugiyono. Product data is in the form of qualitative data obtained from suggestions from media experts and practitioners and in the form of qualitative data from media experts and practitioners. The results of the study are: (1) Making the Prototype Traffic Light learning media the steps include making the product design developed, collecting supporting materials, finishing, protootype assessment by media experts and practitioners, product revision. (2) The results of the feasibility of the Ttraffic Light Prototype are as follows: the assessment of the Prototype by the media obtained a score of 90.25% in the very feasible category, the Prototype assessment by the practitioner obtained a score of 93.5% with the very feasible category. (3) The results of the eligibility of the Job Sheet Prototype by the practitioner obtained a chord of 92% in the very feasible category. Key Words: Development of traffic light prototype, Arduino mega, R&D AbstrakPenelitian ini bertujuan untuk mengembangkan Prototype Traffic Light Mikrokontroler berbasis Arduino Mega. Penelitian ini dilakukan  di kelas XI TAV SMK Negeri 1 Percut Sei Tuan. Penelitian pengembangan ini menggunakan model penelitian Borg and Gall yang diadaptasi dari Sugiyono. Data produk berupa data kualitatif yang didapat dari saran dari ahli media dan praktisi serta berupa  data kualitatif yang berasal dari ahli media dan praktisi. Hasil penelitian adalah : (1) Pembuatan media pembelajaran Prototype Ttraffic Light langkah-langkah meliputi membuat desain produk yang dikembangkan, mengumpulkan bahan-bahan pendukung, Finishing, penilaian Protootype oleh ahli media dan praktisi, revisi produk. (2) Hasil kelayakan Prototype Ttraffic Light sebagai berikut : penilaian Prototype oleh media diperoleh skor 90,25% dengan kategori sangat layak, penilaian Prototype oleh praktisi diperoleh skor 93,5% dengan kategori sangat layak. (3) Hasil kelayakan Job Sheet Prototypeoleh praktisi diperoleh akor 92% dengan kategori sangat layak. Kata Kunci:  Pengembangan prototype traffic light, arduino mega, R&D

BIODIK ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 164-172
Author(s):  
Bambang Sri Anggoro ◽  
Nukhbatul Bidayati Haka ◽  
Hawani Hawani

The problem in this study is that there is no teaching material that is associated with the hadith Qur’an in  the  school  that  has  Islamic  nuances,  the teaching material used more material and a few of picture as help from the materials, study aims develop magazine learning media feasibility, attractiveness  in  the  cognitive  domain  of  student.  This   type   of   research   is   a   development   research  (Research  and  Development),  using  the  development procedure of Borg ang Gall up to step 7, the data obtained will be analyzed with deccriptive percentages and qualitative data. The result of the study showed that the hadist learning media based on the biological magazine of the Qur’an was very suitable to used as ,learning meddia for class X students. This can be seen from the percentage of media expert validation of 82,8%, material expert validation 87,5%, linguits by 83%, and religious experts by 87,5%, teacher responses by 84,56%, and students’ responses by 81,8%. From the Reselt of study it can be concluded that the biological learning media based on the hadith Qur’an with viral material is very feasible to be used as medic learning in SMA/MA Key Words: Biology, Bio Magazine, Hadith Qur'an Abstrak : Masalah dalam penelitian ini adalah belum adanya bahan ajar yang berkaitan dengan Al-Qur’an hadist disekolah yang buansa islam. Bahan ajar yang digunakan lebih banyak menyajikan berupa materi dan minim gambar sebagai pembantu  dari materi tersebut. Penelitian bertujuan untuk mengembangkan media pembelajaran majalah, kelayakan, kemenarikan dalam ranah kognitif peserta didik Jenis penelitian ini merupakan penelitian pengembangan (Reseaarch and Developmwnt) dengan menggunakan prosedur pengembangan Borg and Gall sampai dengan langkah 7, data yang diperoleh akan dianalisis dengan deksriptif persentase dan data kualitatif. Hasil penelitian menunjukkan bahwa media pembelajaran majalah biologi berbasis Alquran hadist sangat layak digunakan media pembelajaran peerta didik kelas X. Hal ini dapat dilihat dari hasil persentase validasi ahli media sebesar 82,8%, validasi ahli materi sebesar 90,45%, ahli bahasa diperoleh 83%, ahli agama sebesar 87,5%, respon pendidik sebesar 84,56%, meunjukkan kriteria sangat menarik, dan respn peserta didik sebesar 81,8%. Dari hasil penelitian dapat disimpulkan bahwa media pembelajarn majalah biologi berbasis Alquran hadist dengan materi virus sangat layak digunakan sebagai media pembelajaran di SMA/MA di Lampung. Kata kunci : Al-Qur’an Hadist, Biologi, Majalah Bio


2018 ◽  
Vol 4 (1) ◽  
pp. 1-10
Author(s):  
Mia Novita Ningrum ◽  
Novi Ratna Dewi ◽  
Parmin Parmin

Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan modul pop-up berbasis inkuiri terbimbing tema tata surya. Penelitian ini merupakan penelitian pengembangan yang terdiri dari sepuluh langkah dalam pelaksanaannya. Modul yang dikembangkan kemudian divalidasi oleh 3 ahli materi dan 3 ahli media untuk mengetahui kelayakan produk. Hasil penelitian menunjukkan bahwa penilaian kelayakan modul pop-up berbasis inkuiri terbimbing oleh ahli materi dan media memperoleh skor rata-rata 54 dan 39 dengan kriteria sangat layak. Uji coba skala kecil untuk mengetahui keterbacaan modul mendapatkan rata-rata skor 36,89 dari siswa dan 11,9 dari guru dikategorikan sangat baik. Hasil skor N-gain diperoleh  kriteria sedang sampai tinggi sebesar 93,75% dan siswa mendapatkan nilai posttest ≥75 sebesar 84,4%. Berdasarkan hasil penelitian dapat disimpulkan bahwa modul pop-up berbasis inkuiri terbimbing tema tata surya layak dan efektif digunakan dalam proses pembelajaran. Development of pop-up module with inquiry guided-based in the solar system’s theme for 7th grade students AbstractThis research aims to determine the feasibility and effectiveness of pop-up module with the inquiry guided based in the solar system’s theme. This research is a development research using research model that cited from Sugiyono (2015) which consists of ten steps in the implementation. Then, the modules which developed were validated by 3 material experts and 3 media experts to determine the feasibility of the product. The results show that the feasibility assessment of pop-up module with inquiry guided based is guided by material and the media experts obtain an average score of 54 and 39 with very reasonable criteria. Small-scale experiment  aims to determine the legibility of the module earned an average score of 36.89 from students and 11.9 from teachers. The classical exhaustiveness obtained is 84,4%, the average og gain normality is 0,55 with medium criterion. Based on the results of the research can be concluded that the pop-up module with inquiry guided-based in the solar system’s theme is feasible and effective use in the learning process.


2021 ◽  
Vol 3 (7) ◽  
pp. 519-532
Author(s):  
Ari Hakiim Putra ◽  
Ari Wibowo Kurniawan ◽  
Mu’arifin Mu’arifin

Abstract: This research and development aims to develop application learning media about variations of volleyball games for the KKG PJOK Elementary Schools in Senduro District, Lumajang Regency. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The results of the whole product trial involved 22 teachers of KKG PJOK, Senduro District, Lumajang Regency. The results of the study showed the product was included in the very valid category with a percentage of 80.2 percent in small group trials with 8 activity participants and 80 percent in large group trials with 14 activity participants. So it is concluded that the product development of learning media variations of volleyball games based on the articulate storyline application has very valid criteria and is suitable for use in learning activities. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran aplikasi tentang variasi permainan bola voli untuk KKG PJOK Sekolah Dasar di Kecamatan Senduro Kabupaten Lumajang. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 22 guru KKG PJOK Kecamatan Senduro Kabupaten Lumajang. Hasil dari penelitian menunjukan produk termasuk dalam kategori sangat valid dengan hasil persentase 80,2 persen pada uji coba kelompok kecil dengan jumlah 8 peserta kegiatan dan persentase 80 persen pada uji coba kelompok besar dengan jumlah 14 peserta kegiatan. Sehingga disimpulkan bahwa produk pengembangan media pembelajaran variasi permainan bola voli berbasis aplikasi articulate storyline memiliki kriteria sangat valid serta layak dipakai pada kegiatan pembelajaran.


2020 ◽  
Vol 3 (1) ◽  
pp. 33
Author(s):  
Linda Indiyarti Putri ◽  
Abdul Basir

The students’ difficulties on understanding the material and the lack of the enthusiasm in learning mathematics, especially in angle measurement material were be the basic reasons for this research. In addition, conventional learning methods that characterized by lectures were still often used by teachers in learning. Therefore, the learning not being more active, effective, and enjoyable. The development of educational learning media like analog clock board was one of the solutions to improve students’ understanding. This research aims to determine the effectiveness of analog clock board as learning media to solve mathematics learning problems. The development model used was a 4D development research model. The results of media validation stated that analog clock board was feasible to be used in mathematics learning for angle measurement  material. In addition, the results of the questionnaire shown that 90% of teachers and 100% of students stated the media was "very interested". The experiment results showed that analog clock board was more effective to improve students' understanding on angle measurement.


Author(s):  
Anwar Saleh ◽  
Sahat Siagian

Abstract The purpose of this research is to develop interactive learning multimedia in the form of an interactive CD, using several software including Lectora Inspire, Adobe Photoshop CS6, Bandycam, and AMR to MP3 Converter. This development research used the Borg and Gall research model adapted from Sugiyono. The target of this research is the Expert Lecturer at the State University of Medan. The eligibility test of interactive learning multimedia was carried out by media validators, material validators, and acceptance validators. Based on the data analysis conducted, it shows that the resulting learning multimedia is good with a score of 4.4 for material validation, a score of 4.5 for media validation, and a score of 4.2 for validation of acceptances. So the results of the validation show that the learning multimedia developed is eligible for use. Key Words: Interactive Multimedia, Lectora Inspire Software, Electrical Lighting Installation AbstrakTujuan dari penelitian ini adalah mengembangkan multimedia pembelajaran interaktif dalam bentuk CD interaktif, menggunakan beberapa software diantaranya Lectora Inspire, Adobe Photoshop CS6, Bandycam, dan AMR to MP3 Converter. Penelitian pengembangan ini menggunakan model penelitian Borg and Gall yang diadaptasi dari Sugiyono. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Uji kelayakan multimedia pembelajaran interaktif dilakukan oleh validator media, validator materi, dan validator penerimaan. Berdasarkan analisis data yang dilakukan menunjukkan bahwa multimedia pembelajaran yang dihasilkan baik dengan skor validasi materi 4,4, validasi media skor 4,5, dan validasi penerimaan skor 4,2. Sehingga hasil validasi menunjukkan bahwa multimedia pembelajaran yang dikembangkan layak untuk digunakan.Kata Kunci: Multimedia Interaktif, Software Lectora Inspire,  Instalasi Penerangan Listrik


AL MURABBI ◽  
2020 ◽  
Vol 5 (2) ◽  
pp. 17-21
Author(s):  
Nella Kusuma

This Development Research aims to develop a teaching material for vocational skills in fashion design designed to enhance student skills, as well as reveal the validity, practicality and effectiveness of the media. This study uses a Research and development development model that focuses on the IDI Method. Data analysis techniques used qualitative data through questionnaires and analyzed statistically. The results obtained from this research and development are as follows: (1) The learning module is a printed module for deaf students in Class X Semester 1 in the Vocational Fashion Dress subject. (2) Practicality of fashion skills skills module for deaf students in Class X Semester 1 based on the teacher's response after going through practicality was declared practical with an average total of 69.6%. (3) Practicality of fashion skills skills modules for deaf students in class X semester 1 based on students' responses after going through practicality was declared practical with an average total of 65%.


Author(s):  
Siti Dyah Purwatiningsih ◽  
Bachtiar S. Bachri ◽  
Rachma Hasibuan

The purpose of this study is to analyze the feasibility and effectiveness of the circuit game of the recognize me have in developing gross motor skills and children's language in group A at RA Al-Qodir Wage Sidoarjo. This development research use the Dick & Carey research and development model. The result of the development are circuit game products to develop gross motor skill and children’s language in group A. The development of the media includes material about the introduction of indonesian culture, namely traditional clothes in Indonesia. The study was conducted in class A1 at RA Al-Qodir Wage Sidoarjo. Based on the formative test to experts and children obtained qualitative and quantitative data, qualitative data are suggestions from experts and quantitative data in the form of a percentage of child observasion sheets. From the percentage of asessment of formative tests experts and also children, the circuit game is feasible and effective to be used in learning to develop gross motor skills and children’s language in group A in RA Al-Qodir Wage Sidoarjo.


Author(s):  
Rico Faul Yohannes Sinaga ◽  
Nelson Sinaga

Abstract Development of Android-based Mobile Learning Media with Ispring Suite in Electrical Motor Installation Subjects Class XI Department of Electrical Installation Engineering at Imelda Private Vocational School Medan, 2020. This study aims to find out the design of a media Development of Android-based Mobile Learning Media with Ispring Suite in Electrical Motor Installation Subjects Class XI Department of Electrical Installation Engineering at Imelda Private Vocational School Medan and test the feasibility of Android-based Mobile Learning learning media designed as a learning medium for students. This research was conducted on grade XI students of TITL SMK Swasta Imelda Medan in the 2019/2020 school year. This research was tested to lecturers and teachers. The procedure of developing Android-based learning media in the subjects of installing a simple building electric motor installation packaged in the form of interactive softcopy/CD software is carried out using the R&D method of ADDIE development design. As well as the media feasibility validation processAbstract must reflect the overall substance of the article content and be able to help readers determine its relevance to their interests and decide whether to read the document in its entirety, esearchers use the ADDlE method in research and development. The results of this study showed the validation of the poll of media experts with an average of 4.20 interpretations is very good and very worthy to be used as a medium of learning. Validation of material experts (content experts) with an average of 4.72 interpretations is very well used as a medium of learning. User validation with an average of 4.16 interpretations is very good and very worthy to be used as a learning medium. Key Words: Development, Learning Media, Electrical Motor Installation AbstrakPengembangan Media Pembelajaran Mobile Learning Berbasis Android dengan Ispring Suite pada Mata Pelajaran Instalasi Motor Listrik  Kelas XI Jurusan Teknik Instalasi Tenaga Listrik di SMK Swasta Imelda Medan, 2020. Penelitian ini bertujuan untuk mengetahui rancangan sebuah media Pengembangan Media Pembelajaran Mobile Learning Berbasis Android dengan Ispring Suite pada Mata Pelajaran Instalasi Motor Listrik  Kelas XI Jurusan Teknik Instalasi Tenaga Listrik di SMK Swasta Imelda Medan dan menguji kelayakan media pembelajaran Mobile Learning berbasis Android yang dirancang sebagai media pembelajaran bagi siswa. Penelitian ini dilakukan pada siswa kelas XI TITL SMK Swasta Imelda Medan tahun ajaran 2019/2020. Penelitian ini diuji cobakan kepada Dosen dan Guru. Prosedur pengembangan media pembelajaran berbasis Android pada mata pelajaran memasang instalasi motor listrik bangunan sederhana yang dikemas dalam bentuk software softcopy/CD interaktif dilakukan dengan menggunakan metode R&D desain pengembangan ADDIE. Serta proses validasi kelayakan media, peneliti menggunakan metode ADDlE dalam penelitian dan pengembangan (Research and Development). Hasil penelitian ini menunjukkan validasi angket ahli media dengan rata-rata 4,20 interpretasi sangat baik dan sangat layak digunakan sebagai media pemebelajaran. Validasi ahli materi (pakar konten) dengan rata-rata 4,72 interpretasi sangat baik digunakan sebagai media pembelajaran. Validasi user dengan rata-rata 4,16 interpretasi sangat baik dan sangat layak digunakan sebagai media pembelajaran. Kata Kunci: : Pengembangan, Media Pembelajaran, Instalasi Motor Listrik


2021 ◽  
Vol 3 (7) ◽  
pp. 508-518
Author(s):  
Deby Risma Subekti ◽  
Lokananta Teguh Hari Wiguno ◽  
Ari Wibowo Kurniawan

Abstract: The purpose of research is to develop a learning tool for self-defense pencak silat based on the Smart Application Creator. This research uses the research model developed by Lee and Owen and adapts several steps from the Borg and Gall model. The stages of this research are: 1) needs analysis, 2) product design, 3) product development and expert justification, 4) implementation (small and large group trials), and 5) product evaluation. The data obtained in this research are quantitative and qualitative data. Both data were obtained from filling out the expert justification questionnaire sheet, small group trials and large group trials. The subjects of this research are teachers of KKG PJOK Elementary Schools in Karangan District, Trenggalek Regency. From the results of the justification of the experts, the media experts obtained 98 percent product worthiness, 85 percent learning experts, 81 percent PJOK experts, 98 percent elementary school game experts, while self-defense pencak silat experts obtained 95 percent product worthiness results. Meanwhile, the results of filling out the questionnaire sheet for small and large group trials by the KKG PJOK elementary school teachers in the trial activities obtained a percentage of 85.9 percent and 88.5 percent. Based on the validity level criteria, it can be concluded that the Smart Application Creator is included in the "very valid" level or worth it for use in the learning process of self-defense pencak silat. Abstrak: Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran seni bela diri pencak silat berbasis aplikasi Smart Application Creator. Penelitian ini menggunakan model penelitian Lee dan Owen serta mengadaptasi beberapa langkah dari model Borg dan Gall. Tahapan penelitian ini, yaitu: 1) analisis kebutuhan, 2) desain produk, 3) pengembangan produk dan justifikasi ahli, 4) pelaksanaan (uji coba kelompok kecil dan kelompok besar), dan 5) evaluasi produk. Data yang diperoleh pada penelitian ini yaitu data kuantitatif dan data kualitatif. Kedua data tersebut diperoleh dari pengisian lembar angket justifikasi ahli, uji coba kelompok kecil dan uji coba kelompok besar. Subjek pada penelitian ini, yaitu guru KKG PJOK Sekolah Dasar Kecamatan Karangan Kabupaten Trenggalek. Dari hasil justifikasi para ahli, pada ahli media didapatkan hasil kelayakan produk sebesar 98 persen, ahli pembelajaran 85 persen, ahli PJOK 81 persen, ahli permainan SD 98 persen, sedangkan ahli bela diri pencak silat sebesar 95 persen. Sementara itu, hasil pengisian lembar angket uji coba kelompok kecil dan kelompok besar oleh guru KKG PJOK Sekolah Dasar pada kegiatan uji coba diperoleh persentase hasil 85,9 persen dan 88,5 persen. Berdasarkan kriteria tingkat validitas, dapat disimpulkan bahwa aplikasi Smart Application Creator termasuk dalam tingkat “sangat valid” dan layak untuk digunakan dalam proses pembelajaran bela diri pencak silat.


2021 ◽  
Vol 3 (7) ◽  
pp. 533-542
Author(s):  
Muhammad Fahmi Amiruddin ◽  
Ari Wibowo Kurniawan

Abstract: This research and development aims to develop massage therapy learning media based on the articulate storyline application which can later be used in learning in the PJKR FIK UM department and can make it easier for students to understand massage therapy material. The method used is the Research and Development approach with a development research model with the steps (1) needs analysis, (2) doing product design (design), (3) product development (development), (4) implementation or (implementation), and (5) product evaluation (evaluation). The test results of the whole product involved 60 students of PJKR FIK UM. Based on the results of data analysis obtained from trials with aspects of ease, clarity, attractiveness, suitability, and usefulness, the average result is 95 percent in small group trials with 10 students as subjects and 90 percent in large group trials with 50 students as subjects. Based on the results of data analysis, it can be concluded that the product of developing massage therapy learning media based on the articulate storyline application can be said to be suitable for use as massage therapy learning media for students majoring in PJKR FIK UM. Abstrak: Penelitian dan pengembangan ini bertujuan untuk mengembangkan media pembelajaran terapi masase berbasis aplikasi articulate storyline yang nantinya dapat digunakan dalam pembelajaran di jurusan PJKR FIK UM dan dapat mempermudah mahasiswa dalam memahami materi terapi masase. Metode yang digunakan yaitu pendekatan Research and Development dengan model penelitian pengembangan dengan langkah-langkah (1) Analisis kebutuhan (analysis), (2) melakukan desain produk (design), (3) pengembangan produk (development), (4) pelaksanaan atau (implementation), dan (5) evaluasi produk (evaluation). Hasil uji coba keseluruhan produk melibatkan 60 mahasiswa PJKR FIK UM. Berdasarkan hasil analisis data yang diperoleh dari uji coba dengan aspek kemudahan, kejelasan, kemenarikan, kesesuaian, dan kegunaan mendapatkan hasil rata-rata sebesar 95 persen pada uji coba kelompok kecil dengan jumlah subjek 10 mahasiswa dan 90 persen pada uji coba kelompok besar dengan jumlah subjek 50 mahasiswa. Berdasarkan hasil analisis data dapat disimpulkan bahwa produk pengembangan media pembelajaran terapi masase berbasis aplikasi articulate storyline dapat dikatakan layak digunakan sebagai media pembelajaran terapi masase untuk mahasiswa jurusan PJKR FIK UM.


Sign in / Sign up

Export Citation Format

Share Document