scholarly journals PENGEMBANGAN TRAINER MIKROKONTROLER BERBASIS ARDUINO NANO PADA MATA PELAJARAN TEKNIK PEMROGRAMAN, MIKROPROSESOR DAN MIKROKONTROLER KELAS XI

Author(s):  
Kardo Simanjuntak ◽  
Panahatan Sitorus

Abstract This study aims to determine how the process of developing a Microcontroller Trainer as a learning medium and producing a Microcontroller trainer that has been developed is feasible as a learning medium. This research uses research and development methods. The steps for developing the Arduino Nano trainer include: (1) Potential and Problems; (2) Data Collection; (3) Product Design; (4) Design Validation; (5) Design Revision; (6) Product Trial; (7) Product Revision; (8) Trial of Use; (9) Product Revision; (10) Determination of Trainer Eligibility. The object of this research is the Arduino Nano Microcontroller Trainer. The data collection method in this study used a trainer requirements test validation questionnaire and a trainer validation test. The trainer requirement test was conducted on the Expert Practitioners and the trainer validation test was conducted on the Media Expert. Technical analysis of the data used in this study is descriptive qualitative, quantitative and descriptive statistics. The result of this research is the Arduino Nano Microcontroller Trainer which consists of IR sensor input devices, light sensors and output devices such as LEDs, LCD Matrix, Dot Matrix, Seven Segment Displays, Relays, DC Motors and Buzzers. The results of the trainer requirements test by Expert Practitioners are 92.5% (very feasible) and the results of the trainer validation test by Media Experts are 91.25% (very feasible). Based on the total scores of the trainer requirements test results and the results of the media validation test, it was concluded that the Arduino Nano-Based Microcontroller Trainer was very suitable to be used as a learning medium for class XI TAV at SMK N.1 Lubuk Pakam. Keywords: Learning Media Trainer, Arduino Nano, AbstrakPenelitian ini bertujuan untuk mengetahui bagaimana proses pengembangan Trainer Mikrokontroler sebagai media pembelajaran dan Menghasilkan trainer Mikrokontroler yang telah dikembangkan layak sebagai media pembelajaran. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan trainer Arduino Nano ini meliputi : (1) Potensi Dan Masalah; (2) Pengumpulan Data; (3) Desain Produk; (4) Validasi Desain; (5) Revisi Desain; (6) Uji Coba Produk; (7) Revisi Produk; (8) Uji Coba Pemakaian; (9) Revisi Produk; (10) Penetapan Kelayakan Trainer. Objek pada penelitian ini adalah Trainer Mikrokontroler Arduino Nano. Metode pengumpulan data pada penelitian ini menggunakan angket validasi uji persyaratan trainer dan uji validasi Trainer. Uji persyaratan trainer dilakukan terhadap Ahli Praktisi dan uji validasi trainer dilakukan terhadap Ahli Media. Teknis analisis data yang digunakan pada penelitian ini adalah deskriptif kualitatif, kuantitatif dan statistik deskriptif. Hasil penelitian in adalah Trainer Mikrokontroler Arduino Nano yang terdiri dari piranti input sensor IR, Sensor cahaya dan piranti output seperti LED, LCD Matriks, Dot Matriks, Peragah Seven Segmen, Relay, Motor DC dan Buzzer. Hasil uji persyaratan trainer oleh Ahli Praktisi sebesar 92,5% (sangat layak) dan hasil uji validasi trainer oleh Ahli Media sebesar 91,25% (sangat layak). Berdasarkan jumlah skor hasil uji persyaratan trainer dan hasil uji validasi media disimpulkan bahwa Trainer Mikrokontroler Berbasis Arduino Nano sangat layak digunakansebagai media pembelajaran untuk kelas XI TAV di SMK N.1 Lubuk Pakam. Kata Kunci : Media Pembelajaran Trainer, Arduino Nano

Mangifera Edu ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 1-19
Author(s):  
Inggriani Inggriani ◽  
Kurnia Ningsih ◽  
Andi Besse Tenriawaru

This research aims to determine the feasibility of a video powtoon learning media application based on guided inquiry submater application of the concept of substance pressure in organism as a learning media for students and to find responses by students to the powtoon video media. This research is Research and Development (R&D) research with the Borg and Gall development model which consists of ten stages, this research has only reached the seventh stage which includes potentials and problems, data collection, product design, product validation, design revisions, product trials, and product revisions. The instruments used were the media validation sheet and the student response questionnaire validation sheet which was validated by 5 validators and the student response questionnaire. The subjects were students of class XI SMP Negeri 3 Pontianak. The validation results obtained CVR and CVI values, namely 1 which has met the minimum limit of 0.99 so that it is declared valid. The product trial obtained an overall average score for aspects (cognition, affection, conation) which was 83,57% so it is categorized as very strong. It can be concluded that the powtoon video media based on guided inquiry sub material is suitable for use as a learning medium.


2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


2021 ◽  
Vol 1 (1) ◽  
pp. 20-30
Author(s):  
Rere Setianingsih ◽  
Ahmad Yani ◽  
Asep Mulyana ◽  
Alfiyanti Nurkhasyanah

The use of media that is still low at the level of children's expressive language skills makes researchers create media that aims to improve graphic language skills of children 4-5 years old by making magazines as children's worksheets. The research method used is by using research and development methods with data collection techniques through data collection, product design, and produce results which are then processed into data which is then analyzed. Based on the study results, the expressive language skills of the students of Play Group PAUD Harapan Bangsa Cirebon Regency after the trial showed an increase of 22.50% with the outcome of 78.50%, namely in the very well developed category. Animated animal-themed quiz game contains animations (moving pictures), including sub-themes of animal types, animal characteristics, and animal food. Therefore, creating an animated quiz media based on animal themes can improve the expressive language skills of early childhood.


2018 ◽  
Vol 8 (1) ◽  
pp. 80-92 ◽  
Author(s):  
Laila Fatmawati ◽  
Rani Dita Pratiwi ◽  
Vera Yuli Erviana

This research aims to describe the development steps and the appropriateness of multicultural education module based on the character of patriotism and nationalism in thematic learning for students in 2nd grade Elementary School. This is a research and development applying Borg and Gall design. The trial was conducted on 10 students of 2nd grade in Muhammadiyah Bodon Elementary School. The data collection techniques in this research were interviews, observations, module feasibility assessments by experts, teachers’ assessment, and questionnaire of learners’ responses. The eligibility of the multicultural education module is shown by the result of the assessment by the validation experts at the time of FGD. The validation by media expert scored of 72, the validation by learning expert scored of 74, and the validation by language expert scored of 60. The limited product trial were conducted in class II A, based on the students' assessment get the mean score of 37.5, while the assessment by the teacher scored 70 , both are very good category. The field trial were conducted in class II B, based on the students' score, obtained 36.94 score, and 76 from the teachers; both are very good category.


Author(s):  
Desta Lingga Sari ◽  
Missriani Missriani ◽  
Arif Ardiasnyah

This study aims to determine and identify the development of audio-visual media for  news text learning at SMP Negeri 2 Lawang Kidul Tanjung Enim, to find out and identify the results of the validation of audio-visual media for news texts learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim, and to find out and identify the results of news text learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim after the application of audio-visual media. The design of audio-visual media for learning news text for students of SMP Negeri 2 Lawang Kidul Tanjung Enim which has been accepted by the experts is feasible to be tested. This study used research and development methods. The research and development steps consist of 10 stages which includes problem identification, data collection, product design (Initial Draft), expert validation, design improvement, small group trials, product revisions, large group trials, product revisions, and final production The results of the validation of media experts, material experts and language experts on the development of audio-visual media products for learning news texts for students at the State Junior High School 2 Lawang Kidul Tanjung Enim are in the very good category. Applied audio-visual media has increased the criteria for being very effective.


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2017 ◽  
Vol 3 (2) ◽  
pp. 125
Author(s):  
Nur Kesumayanti ◽  
Rizki Wahyu Yunian Putra

ABSTRACTThe purpose of this research is to produce material of quadratic equations supported by quick, appealing, and easy formula for students. The Method of This research is Research and Development Procedure ( R & D)� from Brog and Gall which is adopted by Sucipto that is up to the seventh stage, such as: potential problem, data collection, product design, design validation, design revision, product trial, and product revisions. The subject of this research is one of high school students in Bandar Lampung. The data collection was obtained from the validation of the instruments as well as trials of small group and large group products. This researchs analyzed by descriptive quantitative and qualitative. The products produced through the validation of the feasibility of� the material expert validator team, the media expert, the linguist and the mathematic teacher and the language teacher obtained the criteria "Very worthy of use". furthermore on the aspects of small group and large group product trial obtained the criteria "Very easy and very interesting for students". Based on the results of assessment of responses by experts, teachers, and student responses it can be concluded that the material module of quadratic equations aided by the formula is quickly categorized very feasible, very interesting, and very easy for students.Keywords: Teaching Materials, Quadratic Equations, Quick Formulas


2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Ketut Alit Adi Untara ◽  
Gustina Gustina ◽  
Ielda Paramita

This study aims to develop learning media in the form of gas steam stoves fueled by oil and describe the validity and effectiveness of the products being developed. This development and research are summarized in a study entitled the development of learning media in a gas-fired gas stove to increase students' curiosity in applied physics subjects. This study uses a media development research method known as Research and Development (R&D). From the research carried out, the following data were obtained: the results of media validation obtained very good categories, and validation test by media experts found very good category. In the curiosity test, which was initially limited to active students, the scores were very good. The results of the initial average curiosity test for the field test were obtained in the low category, and after the use of the media was tested again, and the average score was obtained in the very good category.  It can be concluded that the use of an oil-fired gas steam stove in the form of a Pertamax stove as a learning medium can increase students' curiosity about learning applied physics material.


2019 ◽  
Vol 2 ◽  
pp. 251-254
Author(s):  
Sufah Iliya Manazila ◽  
Hikmah Supriyati

This research aims to find out how to Android-based learning media develop on fraction material, and find out the quality of products that have been developed. This study uses 4D development methods, namely, (Define, Design, Development, Dissemination). Data collection uses validation and student response methods which are then analyzed descriptively qualitative. The results of this study are in the form of Android-based learning media with the APK extension. Validation test shows that the android-based learning media development on fractions material, theoreticaly is 86.23% (Category: Very Good) and empirically with a percentage of 86.67% (Category: Very Good).


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