scholarly journals PENGEMBANGAN MEDIA INTERAKTIF PADA MATA PELAJARAN DASAR LISTRIK KELAS X TEKNIK INSTALASI TENAGA LISTRIK SMK SWASTA IMELDA MEDAN

Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif

2020 ◽  
Vol 4 (2) ◽  
pp. 63
Author(s):  
Muhammad Kharis Syarifuddin ◽  
Kusumawati Dwiningsih

This research is aims to describe the validity of interactive multimedia based on Android in the ion bonding sub material. This research uses Thiagarajan's 4-D development research consisting of Define; Design; Development and Disseminate. However, this research is limited to the Development stage of Thiagarajan in Ibrahim (2014). Multimedia validity is reviewed from the aspect of content validity and construct validity. This multimedia was validated by 2 Unesa chemistry lecturers and 1 chemistry teacher with the research instrument used in the form of a multimedia validation sheet then the results of the validation resulted in a validation score. Based on data analysis, it can be concluded that android-based interactive multimedia on the ion bond sub-material is valid for use with percentage content validation and construct validity respectively 91.85% and 89.61% with highly valid criteria.


2018 ◽  
Vol 6 (1) ◽  
Author(s):  
Purwanti Suci Muji Daryamti ◽  
Fitriani Fitriani ◽  
Raudhatul Fadhilah

The development research is initiated by the lack of students’ knowledge in determining the Properties of Ionic and Covalent Compounds, and aimed at designing the student worksheet. Using Research and Development model of 3D (Define, Design, and Develop), this study included validation sheet, teacher and students questionnaires, and pretest posttest as the instruments. The study reveals a number of findings. First, the average score of validation criteria was 99,43% (strongly valid), with an average score of media expert by 89,58% (strongly valid). Second, the results of practicality criteria taken from the students respon were 85,53% (strongly practical), and from the teacher respon was 98 ,75% (strongly practical). Third, the effectiveness criteria of pretest and posttest after taught by Predict-Observe-Explain (POE) worksheet and counted by N-gain was considered very good (0,701). In conclusion, Predict-Observe-Explain (POE) Based Worksheet is effectively used as teaching materials in Properties of Ionic and Covalent Compounds class of the tenth grade students of Pharmacy atPanca Bhakti Vocational School Sungai Raya.Keywords: Students worksheet, Predict-Observe-Explain (POE), Properties of Ionic and Covalent Compound


2021 ◽  
Vol 18 (2) ◽  
pp. 142
Author(s):  
Mely Tri Octavina ◽  
Susanti Susanti

Perkembangan IPTEKS di era revolusi industri 4.0 serta berlakunya sistem kurikulum 2013 dalam pembelajaran, guru diharapkan dapat menyesuaikan perkembangan zaman yang ada. Salah satu cara untuk memanfaatkan teknologi yang ada adalah dengan mengembangkan media interaktif dengan memanfaatkan smartphone android. Dengan memanfaatkan smartphone android berbantu aplikasi yang menarik peserta didik dapat belajar kapanpun dan dimanapun sehingga pembelajaran berlangsung dengan baik.Terdapat beberapa aplikasi yang beragam untuk mendukung media interaktif salah satunya yakni Lectora Inspire. Tujuan dari penelitian ini ialah untuk mengembangkan media interaktif program Lectora Inspire berbasis android pada materi jurnal penyesuaian perusahaan jasa. Penelitian ini adalah jenis penelitian pengembangan yang mengadaptasi model pengembangan 4D yang dikembangkan oleh Thiagarajan meliputi tahap pendefinisian, perancangan, pengembangan dan penyebarluasan. Namun dengan keterbatasan waktu yang dimiliki penelitian ini hanya sampai pada tahap pengembangan. Subjek uji coba penelitian adalah ahli materi, ahli media dan 20 peserta didik kelas XI Akuntansi dan Keuangan Lembaga 4 SMK Negeri 10 Surabaya. Menggunakan angket sebagai instrumen penelitian, serta menggunakan analisis deskriptif kuantitatif sebagai teknik analisis data. Untuk mengetahui tingkat kelayakan media interaktif dilakukan beberapa langkah yakni telaah media, revisi, validasi, dan uji coba yang dilakukan secara terbatas. Hasil validasi yang diperoleh dari ahli materi menunjukkan rata-rata sebesar 81,30%, ahli media 84%, dan respon peserta didik sebesar 93,33%. Sehingga dapat disimpulkan bahwa Media Interaktif Program Lectora Inspire berbasis android sangat layak dijadikan sebagai media pembelajaran Akuntansi.The development of science and technology in the era of the industrial revolution 4.0 and the implementation of the 2013 curriculum system in learning, teachers were expected to be able to adapt to the existing developments. One way to take advantage of existing technology was to developed interactive media using an android smartphone. By utilizing an android smartphone with an attractive application, students could learn anytime and anywhere. Therefore the learning process went well. Several different applications supported interactive media, one of it which was Lectora Inspire. The purpose of this study was to developed interactive media for the Android-based Lectora Inspire program on service company adjustment journal material.This research was a type of development research that adapted the 4D development model developed by Thiagarajan which includes the stages of definition, design, development, and dissemination. However, due to the limited time, this research had, it only reached the development stage. The subjects of the research trial were material experts, media experts, and 20 students of class XI Accounting and Financial Institutions 4 SMK Negeri 10 Surabaya. Using a questionnaire as a research instrument, and using quantitative descriptive analysis as a data analysis technique. To determine the feasibility level of interactive media, several steps were taken, they are media review, revision, validation, and limited trials. The validation results obtained from material experts showed an average of 81.30%, media experts 84%, and the response of students was 93.33%.From the result above it can be concluded that the Interactive Media of the Android-based Lectora Inspire Program is very worthy of being used as a medium for learning Accounting.


2021 ◽  
Vol 9 (2) ◽  
pp. 167
Author(s):  
Triana Rejekiningsih ◽  
Mochamad Kamil Budiarto ◽  
Sudiyanto Sudiyanto

This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA. 


2018 ◽  
Vol 7 (1) ◽  
pp. 1-12
Author(s):  
Zam Immawan Alam ◽  
Firdha Razak

AbstrakPenelitian ini adalah penelitian pengembangan (Research and Development) dengan uji coba terbatas yang bertujuan untuk mengembangkan lembar kegiatan siswa matematika berbasis metode penemuan terbimbing. Subjek penelitian ini adalah siswa kelas XII IPS 3 SMA Negeri 1 Segeri dengan jumlah siswa sebanyak 27 orang. Prosedur pengembangan yang digunakan dalam penelitian ini adalah model ADDIE yang meliputi lima tahap, yaitu tahap analisis, tahap desain, tahap pengembangan, dan tahap implementasi dan evaluasi. Lembar Kegiatan Siswa  yang dikembangkan dengan metode penemuan terbimbing divalidasi dan mengalami beberapa kali revisi sehingga didapatkan hasil yang layak untuk digunakan. Hasil dari uji coba terbatas menunjukkan bahwa (1) skor rata-rata yang diperoleh siswa pada tes hasil belajar adalah 81,21 dari skor ideal 100 dengan standar deviasi 8,51; (2); banyaknya siswa yang tuntas belajar adalah 25 dari 27 orang (92,59%); (3) aktivitas siswa dalam proses pembelajaran memenuhi kriteria waktu yang ditetapkan; (4) tanggapan siswa terhadap lembar kegiatan siswa dengan metode penemuan terbimbing sangat positif  (5) guru mampu mengelolah pembelajaran dengan menggunakan metode penemuan terbimbing dengan skala penilaian sangat baik. AbstractThis research is a research and development research with limited trial which aim to develop activity sheet of mathematics student based on guided discovery method. The subjects of this study were the students of class XII IPS 3 SMA Negeri 1 Segeri with a total of 27 students. The development procedure used in this research is the ADDIE model which includes five stages, namely the analysis phase, the design stage, the development stage, and the implementation and evaluation stage. The Student Activity Sheet developed under the guided discovery method is validated and undergone several revisions to obtain appropriate results for use. The results from the limited trial show that (1) the average score obtained by the students on the learning result test is 81.21 from the ideal score of 100 with the standard deviation of 8.51; (2); the number of students who complete the study is 25 of 27 people (92.59%); (3) the student activity in the learning process meets the specified time criteria; (4) students' responses to students activity sheets with guided discovery method is very positive (5) teachers are able to manage learning by using guided discovery method with very good rating scale.


KOMTEKINFO ◽  
2021 ◽  
Vol 8 (1) ◽  
pp. 92-101
Author(s):  
Rini Sefriani ◽  
Jhon Veri

This research and development aims to produce products in the form of Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses the Research and Development (R&D) research method which refers to the 4D Model with the stages passed in this research are the definition stage, the design stage, the development stage, and the deployment stage. Data retrieval is done to the user of the Interactive Multimedia Module. The research sample consisted of 33 people consisting of 32 students and 1 teacher of the subject of Simulation and Digital Communication (SIMKOMDIG) SMK-SMAK Padang. Validity test results by experts Overall assessment of the validator test on Learning Media Interactive Multimedia Module Based on Macromedia Director MX is 90.35%, so that the level of validity can be interpreted very validly used. Overall practicality assessment of learning media Interactive Multimedia Module Based on Macromedia Director MX is 87.72%, so that the level of practicality can be interpreted very practically used. For effectiveness test Overall assessment of the effectiveness of learning media Interactive Multimedia Module Based on Macromedia Director MX at 85.51%, so that the level of effectiveness can be interpreted effectively used. MX has been tested for eligibility, is practically used and is effectively used in the learning process in Simulation and Digital Communication (SIMKOMDIG) subjects at SMK-SMAK Padang


2021 ◽  
Vol 9 (4) ◽  
pp. 482-490
Author(s):  
Ari Septian ◽  
Sarah Inayah ◽  
Ihsanu Nasihin

The purpose of this study was to develop teaching materials assisted by Google Classroom in the form of mathematical material about building cubes and blocks, examples of math problems, and practice math problems. Developed as empirical evidence of the effectiveness of Google Classroom-assisted teaching materials on building materials. The method used in this study is research and development (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). These teaching materials were developed through a questionnaire and assessed from several expert validations including media experts and material experts. Based on the results of the media expert validation, the average score percentage was 78.3% and was included in the Eligible category. Meanwhile, based on the results of material expert validation, the average score percentage is 82.6% and is included in the Very Eligible category. Thus, overall Google Classroom-assisted teaching materials on this spatial building material have a percentage of 80.4% and fall into the Very Eligible category. so that it is effective as a Google Classroom-assisted teaching material on building materials and can be used anytime.


2019 ◽  
Vol 17 (2) ◽  
pp. 183
Author(s):  
Ridho Dedy Arief Budiman ◽  
Nurbani Nurbani

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p class="abstrak">Tujuan penelitian untuk mengembangkan media pembelajaran berbasis Android dengan tahapan <em>analysis, design, development, implementation, </em>dan <em>evaluation. </em>Subjek penelitian yaitu mahasiswa semester IV Pendidikan TIK IKIP PGRI Pontianak. Metode penelitian menggunakan <em>research and development</em> dengan pendekatan ADDIE. Instumen penelitian menggunakan angket. Teknik analisis data menggunakan deskriptif kuantitatif. Hasil penelitian yaitu: (1) Media pembelajaran yang dikembangkan dapat diterapkan berdasarkan hasil pada tahapan <em>analysis</em>; (2) Media pembelajaran berhasil dirancang pada tahapan <em>design</em>; (3) Media pembelajaran yang telah divalidasi dilakukan perbaikan sesuai saran dari validator pada tahapan <em>development</em>; (4) Media pembelajaran berhasil diterapkan ke subjek penelitian pada tahapan <em>implementation</em>; dan (5) Subjek penelitian menyatakan “Setuju”  dan “Lebih Efektif” penggunaan media pembelajaran yang dikembangkan dalam proses pembelajaran.</p><p class="abstrak"> </p><p class="abstrak">  </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p class="abstrak"><em>The research objective </em><em>was</em><em> to develop an Android-based learning media with stages of analysis, design, development, implementation, and evaluation. The subjects of the </em><em>research</em><em> were the fourth</em><em>-</em><em>semester students of ICT Education at IKIP PGRI Pontianak. The research method use</em><em>d</em><em> research and development with the ADDIE approach. The research instrument used a questionnaire. Data analysis techniques using descriptive</em><em>-</em><em>quantitative. The results of the </em><em>research</em><em>: (1) The developed learning media can be applied based on the results at the analysis stage; (2) Learning media successfully designed at the design stage; (3) The validated learning media is improved according to the suggestions from the validator</em><em>s</em><em> at the development stage; (4) Learning media successfully applied to respondents at the implementation stage; and (5) Respondents stated "Agree" and "More Effective" </em><em>in </em><em>the use of instructional media developed in the learning process.</em></p><p class="abstrak"> </p>


2021 ◽  
Vol 5 (1) ◽  
pp. 19
Author(s):  
Ni Putu Sintawati ◽  
I Gede Margunayasa

Lack of use and development of teaching materials, especially in science content, which causes learning activities not to run optimally. This study aims to develop an interactive e-module with science content that has been tested for validity. This development research uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. However, this research was only carried out until the development stage, the implementation and evaluation stages were not carried out due to time, resource and financial limitations caused by the current pandemic conditions. The subject in this study was an interactive e-module with science content, while the object in this study was the validity of an interactive e-module with science. This development research uses a questionnaire method by distributing assessment sheets to respondents, namely, material experts, media experts, and practitioners. The results of the validity test of the interactive e-module on the IPA content are in the form of numbers that are calculated as the average score then categorized into the five scale guideline table. The assessment of two material expert lecturers obtained an average score of 4.5 with very good qualifications. The assessment of two media expert lecturers obtained an average score of 4.8 with very good qualifications and the results of the practitioner's assessment consisting of two homeroom teachers in grade V SD obtained an average score of 4.9 with very good qualifications. Based on the results of the analysis obtained, it can be concluded that the interactive e-module with science content is very good qualifications.


Author(s):  
Faizal Chan ◽  
Hendra Budiono ◽  
Panut Setiono

Abstrak: Penelitian dan pengembangan ini bertujuan untuk mendeskripsikan prosedur pengembangan dan kelayakan produk pengembangan yang dihasilkan berupa Multimedia InteraktifBerbasis Keterampilan Proses Dasar  pada materi tumbuhan dan bagian-bagiannya untuk siswa sekolah dasar. Penelitian  ini  menggunakan  jenis penelitian Research and Development  (penelitian dan pengembangan). Langkah–langkah dalam memgembangkan multimedia interaktif dengan mengadaptasi model pengembangan Hannafin dan Peck yang terdiri dari tiga proses utama, yaitu: tahap penilaian kebutuhan, tahap desain, tahap pengembangan dan implementasi. Kelayakan produk pengembangan diukur berdasarkan tanggapan dari ahli materi dan media. Subjek ujicoba dalam penelitian pengembangan ini adalah siswa kelas tinggi di SDN 55/I Sridadi Muara Bulian Kab. Batanghari sejumlah 9 orang. Pengumpulan data dilakukan dengan menggunakan angket validasi dan angket kepraktisan. Hasil penelitian menunjukkan Multimedia interaktif dan instrument penilaian berbasis keterampilan proses dasar memenuhi kelayakan dengan tingkat kevalidan multimedia interaktif dari validasi materi dengan rata-rata 3,27 kategori Valid, validasi media 3,3 kategori valid dan validasi instrument peneilaian 3,33 kategori valid. Angket respon guru terahdap multimedia interaktif  dengan rata-rata persentase 80% kategori sanagar baik, repon guru terhadap instrume  peneilaian dengan rata-rata 79,2 kategori Baik serta repon siswa dengan persentase 91,67% dengan kategori sangat baik. Dapat disimpulkan bahwa, produk yang dihasilkan telah dinyatakan valid dan praktis berdasarkan hasil uji kevalidan dan kepraktisan.Kata Kunci: Multimedia Interaktif, Instrument Penilaian, Keterampilan Proses DasarAbstract: This research and development aims to describe the development procedure and the feasibility of the development products produced in the form of Interactive Multimedia and Assessment Instruments Based on Basic Process Skills for elementary school students. This study uses a type of research and development research. Steps in developing interactive multimedia by adapting Hannafin and Peck's development model which consists of three main processes, namely: the stage of needs assessment, design stage, development and implementation stages. Feasibility of product development is measured based on responses from material and media experts. The test subjects in this development research were high-class students at SDN 55 / I Sridadi Muara Bulian, Kab. Batanghari is 9 people. Data collection was carried out using validation questionnaires and practicality questionnaires. The results showed that the interactive multimedia and skills-based assessment instruments based on the basic process fulfilled the feasibility of the level of validity of interactive multimedia from material validation with an average of 3.27 valid categories, 3.3 validation of media validations and validation of 3.33 validation instruments. Questionnaire responses of teachers were exposed to interactive multimedia with an average percentage of 80% in the category of good teachers, teacher responses to instructional assessment with an average of 79.2 categories Good and respondent with a percentage of 91.67% with very good categories. It can be concluded that, the products produced have been declared valid and practical based on the results of validity and practicality test.Keywords: Interactive Multimedia, Assessment Instruments, Basic Process Skills


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