scholarly journals Pengembangan Bahan Ajar Interaktif Berbasis Website Pada Topik Larutan Elektrolit dan Non Elektrolit

2020 ◽  
Vol 2 (2) ◽  
pp. 104
Author(s):  
Fanny Fashiri ◽  
Nora Susanti

This study aims to know the feasibility of an interactive learning material based on a website that innovated based on BSNP. The research method used Research and Development (R&D) with the ADDIE models which consist of five stages are analysis, design, development, implementation, and evaluation. Data collected technique used for feasibility was a questionnaire of BSNP was given to experts lecture. The analysis results of this research are the interactive learning material based on the website was feasible that used questionnaire of BSNP showed a score of the truth, breadth, and depth of concept aspects was 4.66, material and question device aspects was 4.56, language structure aspects was 5.0, display of media aspects was 4.83, software engineering aspects was 4.33, usefulness aspects was 4.66. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic was 4.67. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic shows that this media is very eligible and can be used in the learning process.

2021 ◽  
Vol 1 (2) ◽  
pp. 175-187
Author(s):  
Novita Anggestia ◽  
Triani Ratnawuri ◽  
Meyta Pritandhari

  Learning media is one of the needs that must be fulfilled in the learning process. The results of the pre-survey of learning media used in the Aliyah Ma'arif 9 Kotagajah Madrasah, researchers found several problems, namely the use of learning media that were less innovative in learning and the limitation of images in teaching books, worksheets and powerpoints so that students were not attracting attention in the learning process . So that learning media are needed that can attract the attention of students such as android applications, android application software assisted ispring suite as an economic learning media arranged concisely, clearly, and made in a practical form so that students are more interested and enthusiastic in learning and can understand the material. The development model used in this development is the ADDIE development model which consists of several stages, namely (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the development of android applications assisted by software ispring suite as an economic learning media it is known the results of recapitulation of data that have been carried out by learning media material experts on android applications with an average score of 86% included in the very feasible category and declared valid, the results of recapitulation from media experts with scores on average 87% fall into the category of very decent and declared valid. Furthermore, the practicality test by IPS X grade 1 students of Aliyah Ma'arif 9 Kotagajah gets an average score of 92.2% and falls into the very practical category so that it is declared practical. research shows that economic learning media using this android application is suitable for use in learning. Thus it can be concluded that the learning media of android applications are learning media that are valid and practical to be used in the learning process.


Author(s):  
Rengga Nofrianti ◽  
Muhammad Anwar Anwar

This study explains how the learning module is developed on basic programming of Computer Network Engineering students. This study aims to determine the validity, practicality, and effectiveness of the basic programming module of Computer Network Engineering class X at SMK N 5 developed by problem solving strategy. This study is Research and Development (R & D) research by 4D modul implementation. The Development of instructional module using ADDIE model which consist of five stages such as Analysis, Design, Development, Implementation and Evaluation. There were three instruments that is used to collect the data in this research like validity questionnaire, practicality questionnaire and and effectiveness sheets. Based on the result carried out, this research has shown that the score for module validity from expert of learning material development is 0,82 and expert of learning media development is 0,77. Then for practicality, based on teacher responses the average score of 87% and 88% for students responses. So instead, it can be concluded that the module on basic programming is effective based on the average scores of experimental class that it was 80, compared by the average score of control class of 72.  Keywords: Module, Basic Programming, Research and Development, ADDIE.


2019 ◽  
Vol 17 (2) ◽  
pp. 27-37
Author(s):  
Pratiwi Apriniya ◽  
Mimin Nur Aisyah

This research aimed to develop interactive learning media with Lectora Inspire for the students of grade X AKL SMK Negeri 1 Tempel on Basic Banking subjects with the competence of saving. The research used the Research Development with ADDIE (analysis, design, development, implementation, evaluation) model. The media was assessed by material expert, media expert, and teacher. The results show that the feasibility of interactive learning media by material expert in strongly feasible category (average score of 4, 26), by media experts in strongly feasible category (average score of 4, 36), by teacher in strongly feasible (average score of 4, 33), and by students in feasible category (average score of 4, 07). The interactive learning media developed is strongly feasible to be used as learning media for students. The student’s learning interest before and after the use of interactive learning media has increased by 8% from 64% to 72%. Paired sample t-test obtained tcount  -5.213 with sig 0.000 showed significant learning interest’s improvement. Therefore, it can be concluded that interactive learning media is able to improve student’s learning interest. Keywords: Interactive Learning Media, Lectora Inspire, Student’s Learning Interest.


BIODIK ◽  
2021 ◽  
Vol 7 (3) ◽  
pp. 28-35
Author(s):  
Winda Amthari ◽  
Damris Muhammad ◽  
Evita Anggereini

Student worksheet (LKPD) is a teaching material which can be developed by a teacher to be used in learning process. Based on the observation result in SMAN 2 Kota Jambi, most of the students are still struggling in understanding the human respiratory system material. Electronic LKPD or e-LKPD contains learning material with images and videos which make students learn easier. Teaching material such as e-LKPD can be integrated with scientific approach which stimulates students’ involvement in learning process. This research aims to develop scientific based e-LKPD for human respiratory system material for Senior High School grade XI, to find out about the properness, teachers’ and students’ response, and the effectiveness of e-LKPD in improving learning outcomes.  The development of e-LKPD used ADDIE model which consists of analysis, design, development, implementation, and evaluation. The e-LKPD product has been validated by the media and material experts with very good result. The result of biology teacher’s response and the result of students’ trial on small and big group showed very good result. The result of effectiveness test using paired sample t test showed that there is an effect of using scientific based e-LKPD on human respiratory system material in improving student learning’s outcomes. Thus, scientific based e-LKPD for human respiratory system material is an appropriate teaching material and can improve students’ learning outcomes. Abstrak. Lembar Kerja Peserta Didik (LKPD) merupakan bahan ajar yang dapat dikembangkan oleh guru untuk digunakan dalam pembelajaran. Berdasarkan observasi di SMAN 2 Kota Jambi, sebagian peserta didik mengalami kesulitan dalam  memahami materi sistem pernapasan manusia. LKPD elektronik atau e-LKPD memuat materi pembelajaran yang dilengkapi dengan gambar serta video  yang memudahkan dalam memahami materi tersebut. Bahan ajar seperti e-LKPD dapat diintegrasikan dengan pendekatan saintifik yang merangsang keterlibatan peserta didik dalam proses pembelajaran. Penelitian ini bertujuan untuk mengembangkan e-LKPD berbasis saintifik materi sistem pernapasan pada manusia kelas XI SMA, mengetahui kelayakan, mengetahui respon guru dan peserta didik serta mengetahui efektivitas e-LKPD yang dikembangkan dalam meningkatkan hasil belajar. Pengembangan e-LKPD menggunakan model ADDIE yang terdiri dari tahap analysis, design, development, implementation dan evaluation. Produk e-LKPD divalidasi oleh ahli media dan ahli materi dengan perolehan hasil sangat baik. Hasil respon guru biologi serta ujicoba kelompok kecil dan kelompok besar diperoleh hasil sangat baik. Hasil uji efektivitas menggunakan uji paired sample t test menunjukkan terdapat pengaruh penggunaan e-LKPD berbasis saintifik materi sistem pernapasan pada manusia dalam meningkatkan hasil belajar. Dengan demikian e-LKPD berbasis saintifik materi sistem pernapasan pada manusia yang dikembangkan layak digunakan sebagai bahan ajar dan dapat meningkatkan hasil belajar peserta didik.


2021 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Yolanda Nur Anjeli ◽  
Nur Latifah

This research and development aims to determine the steps to produce finger puppet media on the speaking skills of fourth grade students of SD Negeri Tangerang Regency and to determine the quality of finger puppet media based on validity and quality aspects in terms of the assessment of media expert validators, material experts, practical experts. and student response questionnaires. The development model used in this study uses the ADDIE model which consists of 5 stages, namely analysis, design, development, implementation, and evaluation. The results of this research and development show the level of validity of media experts and material experts with very good criteria and an average score of 4,3.The quality level of the expert practitioners' assessment and student response questionnaires with very good criteria and an average score of 4,9


2020 ◽  
Vol 15 (1) ◽  
pp. 79
Author(s):  
Mukhammad Luqman Hakim

This research aims to produce multimedia learning and provide understanding to students of the importance of paying zakat in accordance with applicable regulations. The research subjects are 33 students of class VII.I at SMPN 7 Kediri. This study uses research and development method of Lee and Owen’s model. The procedures in research and development are needs analysis, design, development, implementation and evaluation. The data analysis uses a closed questionnaire with a Likert scale. This research and development received positive responses from experts and stated that interactive learning multimedia was feasible to use and did not require revision. A whole responses from students stated that this learning multimedia provides a new learning experience and fosters a sense of awareness of the importance and benefits of paying zakat.


2020 ◽  
Vol 15 (1) ◽  
Author(s):  
I Kadek Yasa Sumalasia ◽  
I Made Suarsana ◽  
I Wayan Puja Astawa

Penelitian ini merupakan penelitian pengembangan yang ditujukan untuk menghasilkan bahan ajar interaktif multi representasi pada materi geometri untuk siswa kelas VII Sekolah Menengah Pertama Luar Biasa (SMPLB) Tunarungu yang layak dalam hal kevalidan, kepraktisan, dan keefektifannya. Untuk menghasilkan bahan ajar tersebut, model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) digunakan dalam penelitian ini. Subjek uji coba penelitian adalah 10 siswa kelas VII SMPLB di salah satu SLB Negeri di Kabupaten Buleleng, Bali. Instrumen yang digunakan dalam penelitian ini terdiri atas: (1) lembar validasi materi, kebahasaan, penyajian, dan kegrafikan untuk menilai kevalidan; (2) angket respons guru dan siswa untuk menilai kepraktisan; dan (3) tes hasil belajar untuk menilai keefektifan bahan ajar yang dikembangkan. Penelitian ini menghasilkan bahan ajar interaktif multi representasi yang valid, praktis, dan efektif. Hasil validasi menunjukkan bahwa bahan ajar yang dikembangkan berada pada kriteria valid. Hasil analisis angket respons guru dan siswa berturut-turut menunjukkan bahwa kepraktisan bahan ajar yang dikembangkan berada pada kriteria sangat tinggi dan tinggi. Bahan ajar yang dikembangkan juga memenuhi kriteria keefektifan, di mana sebanyak 90% subjek uji coba memperoleh skor tidak kurang dari 76 pada tes hasil belajar. Dengan demikian, dapat disimpulkan bahwa bahan ajar yang dikembangkan layak digunakan untuk mendukung dan memfasilitasi siswa tunarungu dalam belajar geometri. Development of interactive multi-representational teaching material on geometry topic for 7th-grade hearing-impaired students of special junior high schoolAbstractThis study was development research which was aimed to produce an interactive learning material with a multi representation approach in the topic of geometry for the 7th-grade hearing-impaired students of Special Junior High School (Sekolah Menengah Pertama Luar Biasa or SMPLB) which was feasible in terms of its validity, practicality, and effectiveness. To produce interactive learning material, the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation) was used. The trial subjects were ten 7th graders of SMPLB in one of the public special schools in Buleleng Regency, Bali, Indonesia. The instruments which were used comprised of: (1) validation sheet of language, layout, and graphical to assess the validity; (2) teacher and students response questionnaires to assess the practicality; and (3) test of learning achievement to assess the effectiveness of the developed learning material. This study yielded an interactive learning material that was valid, practical, and effective. The results of validation showed that the developed learning material at valid criteria. The results of the teacher and student response questionnaire consecutively showed that the practicality of developed learning material at the very high and high practical criteria. The developed learning material also meets the effectiveness criteria, in which as many as 90% of the trial subjects got score not less than 76 at the test of learning achievement. Consequently, it can be concluded that the developed learning material was feasible to use to support and facilitate the hearing-impaired students in learning geometry.


2020 ◽  
Vol 30 (2) ◽  
pp. 99-108
Author(s):  
Rendy Putra Pratama ◽  
Rochmawati Rochmawati

Learning media is believed to be one of the important parts of the learning process, especially computer-based media. This study aims to develop a computer game-based media Make a Match and to analyze its feasibility as a media enrichment. This study provided a type of educational Research and Development (RD) by referring to the model of development ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The result of validations by material experts, linguists, and media experts showed thatthe average worthiness of assessment was 86,27%. The average percentage revealed the number of 90,1% in the material aspect, 81,4% in the linguistics aspect, and 86,7% in the media aspect. Therefore, this computer based-game is very decent to be used as amedia enrichment for students. 


2018 ◽  
Vol 1 (2) ◽  
pp. 21
Author(s):  
Hedia Rizki ◽  
Kamid Kamid ◽  
Saharudin Saharudin

This research is aimed at describing the development of students’ worksheet of a mathematics subject for deaf students and finding out the effectivity of mathematics worksheet for deaf students toward the learning process. Multiplication is selected due to its ability to represent mathematics subject which will be developed for deaf students. This research uses research and development method (R&D) with 6 deaf subjects in grade V in special needs education Sri Soedewi Masjchun Sofwan Jambi. This research applies the ADDIE model, analysis, design, development, implementation, and evaluation. The data collected are qualitative and quantitative. Qualitative data are collected from media expert validity and learning design, material expert validity, teachers’ respond from deaf class, and questionnaire result of students’ perception of learning media which has been created. Meanwhile, quantitative data are collected from the final test. Valid students’ worksheet is based on the questionnaire administered to the validator. 79% of students’ responds show positive respond and 83,3% of learning completion. It shows that mathematics worksheet developed feasible to use in the learning process. Keywords: Students’ worksheet (LKPD), deaf students, multiplication Penelitian ini bertujuan untuk mendeskripsikan pengembangan LKPD matematika untuk siswa tunarungu dan mengetahui keefektivan LKPD matematika untuk siswa tunarungu terhadap pembelajaran. Materi perkalian dipilih karena dipandang mampu untuk mewakili materi matematika yang akan dikembangkan bagi anak tunarungu. Penelitian ini menggunakan metode Research and Development (R&D) dengan subjek 6 orang siswa tunarungu kelas V di SLB Negeri Sri Soedewi Masjchun Sofwan Kota Jambi. Penelitian ini menggunakan model pengembangan ADDIE, analisis,desain, pengembangan, pelaksanaan,dan evaluasi. Jenis data yang diambil yaitu data kualitatif dan data kuantitatif. Data kualitatif diperoleh dari hasil angket oleh validator ahli media dan desain pembelajaran, ahli materi, tanggapan dari guru kelas tunarungu, dan hasil angket persepsi siswa terhadap media pembelajaran yang telah dibuat. Sedangkan kuantitatif diperoleh dari  hasil belajar siswa dan tes akhir. Hasil penelitian diperoleh LKPD yang valid berdasarkan angket yang diberikan kepada validator. Untuk respon siswa diperoleh respon positif dengan hasil persentase sebesar 79% dan persentase ketuntasan belajar 83,3%. Hal ini menunjukkan bahwa LKPD matematika yang dikembangkan layak digunakan dalam proses. Kata Kunci: Lembar Kerja Peserta Didik (LKPD), siswa tunarungu, perkalian


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.


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