scholarly journals Pengembangan Media Pembelajaran Berbasis MindManager Konsep Struktur dan Fungsi Organ Tumbuhan pada Siswa Sekolah Menengah Pertama

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 10 (3) ◽  
pp. 1623
Author(s):  
Ari Wahyu Silvana ◽  
Dwi Priyo Utomo ◽  
Siti Khoiruli Ummah

The aim of this study described the effectiveness of instructional media that produces valid, effective, and practical media. The development of communication and technology requires teachers to be more active and creative in carrying out classroom learning.  Teachers can develop learning media that can improve student learning outcomes. The sample of this research trial was the students of class X at MAN 1 Mojokerto. This study uses a 4-D research method which is shortened to 3-D.  Data collection techniques used include interviews with mathematics teachers, pretest and posttest questions.  The instruments used in this study include guidelines for using media, teaching materials, validation sheets, student response questionnaires and tests.  The results of this study indicate that the average validation guide for the use of media, and teaching materials is 95.15%, besides that the validator also provides an assessment on the response questionnaire sheet of 97.5%.  This indicates that the media guidelines, teaching materials, and response questionnaires are very valid.  The average result of the N-Gain value of students is 0.96, based on the N-Gain criteria scale shows high criteria so that the media is said to be effective, and the results of the calculation of students' questionnaire responses show that each statement point is greater by 70% and the students can be said to be good in ability operate the gadget. Tujuan penelitian ini adalah mendeskripsikan efektivitas media pembelajaran yang menghasilkan media valid, efektif dan praktis. Berkembangnya komunikasi dan teknologi menuntut guru untuk lebih aktif dan kreatif dalam melaksanakan pembelajaran di kelas. Guru bisa mengembangkan media pembelajaran yang mampu meningkatkan hasil belajar siswa. Sampel uji coba penelitian ini adalah siswa kelas X di MAN 1 Mojokerto. Penelitian ini menggunakan metode penelitian 4-D yang dipersingkat menjadi 3-D. Teknik pengumpulan data yang digunakan meliputi wawancara pada guru matematika, soal pretest dan posttest. Instrumen yang digunakan penelitian ini meliputi panduan penggunaan media, bahan ajar, lembar validasi, angket respon peserta didik dan tes. Hasil penelitian ini menunjukkan bahwa rata-rata validasi panduan penggunaan media dan bahan ajar adalah 95,15%, selain itu validator juga memberikan penilaian pada lembar angket respon sebesar 97,5%. Hal ini menyatakan bahwa panduan media, bahan ajar dan angket respon sangat valid. Hasil rata-rata nilai N-Gain peserta didik sebesar 0.96, berdasarkan skala kriteria N-Gain menunjukkan kriteria tinggi sehingga media dikatakan efektif dan hasil perhitungan respon angket peserta didik menunjukkan tiap poin pernyataan lebih besar dengan 70% sehingga peserta didik dapat dikatakan baik dalam kemampuan mengoperasikan gadget.


Vidya Karya ◽  
2017 ◽  
Vol 31 (2) ◽  
Author(s):  
Rahmadi Rahmadi

preparation to learn natural science concepts. In fact, many students have difficulties in understanding the concepts, so that the average value of student achievement does not reach the standard. The purpose of this study was to improve students' learning and understanding, as well as evaluate the response of the 7th grade students of SMPN 1 Rantau towards temperature and expansion concepts using STAD method. The method used in this study was action research. Data collection applied in this study was tests and questionnaires techniques. The data was analyzed by using percentage. This research was conducted at SMPN 1 Rantau. There are 33 of seventh grade students involved as the subject in this study. The results showed that student learning outcomes in concepts of temperature and expansion improved by the use of STAD model, students and teachers activities in learning were running well. Students were also have positive response to the implementation of STAD model. Keywords: Temperature, Expansion, STAD model  Abstrak. Konsep suhu dan pemuaian merupakan konsep yang sangat penting untuk dikuasai siswa sebagai bekal mempelajari konsep-konsep IPA selanjutnya. Padahal, justru banyak siswa mengalami kesulitan dalam memahami konsep suhu dan pemuaian, sehingga nilai rata-rata prestasi siswa tidak mencapai standar yang telah ditetapkan. Tujuan penelitian ini adalah untuk meningkatkan proses pembelajaran dan pemahaman siswa, serta mengetahui respon siswa kelas VII SMPN 1 Rantau terhadap pembelajaran konsep suhu dan pemuaian menggunakan metode STAD. Metode yang digunakan dalam penelitian ini adalah action research. Pengumpulan data menggunakan teknik tes dan angket. Analisis data menggunakan teknik persentase. Penelitian ini dilaksanakan di  SMPN 1 Rantau  dengan subjek 33 orang siswa kelas VII A. Hasil penelitian menunjukkan bahwa penggunaan pembelajaran kooperatif tipe STAD dapat meningkatkan hasil belajar siswa pada materi suhu dan pemuaian, aktivitas belajar siswa dan mengajar guru berlangsung baik, serta respon siswa terhadap pembelajaran konsep suhu dan pemuaian menggunakan model kooperatif tipe STAD positif.  Kata Kunci: Suhu, Pemuaian, model STAD.


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2018 ◽  
Vol 2 (1) ◽  
pp. 9-12
Author(s):  
Fajar Fitri ◽  
Laifa Rahmawati

The purpose of this study is to describe the grant of science based learning media Kinect to support the improvement of students’ learning outcomes from cognitive aspect. This research is an educational development research which is adapted from the development model according to Borg Gall. The research was conducted in four main stages, that are (1) needs analysis, (2) instructional design, (3) media development, (4) validation. Instruments used in this research are assessment sheets by validator, student response questionnaires, pretests, and post test. After being validated, the media was tested to ten students, so that the results obtained of student responses and the effectiveness of improving students' cognitive learning outcomes. The result of the development is Kinect-based science learning media. From the results of research and development stage as well as experiments that have been done can be concluded that the product can improved student learning outcomes in cognitive aspect


2017 ◽  
Vol 2 (2) ◽  
pp. 74
Author(s):  
Rohmah Indahwati ◽  
Hasan Basri

This study aims to determine (1) the influence of social usage of Facebook on student learning outcomes, (2) student response in solving problems using Facebook and (3) obstacles and suggestions in implementing learning using social networking site Facebook. This finding is useful for educators to make Facebook as one of the media that can be used in teaching. This study is a combined study between quantitative and qualitative research. Quantitative research methods with the use of quasi-experimental, while the qualitative data obtained from the observation data and questionnaire responses of students about learning using Facebook media. Based on the results of pre test and post test analysis, concluded that the pre test and post test data are normally distributed so that t-test can be performed. Based on the calculation obtained and , because  concluded there is influence of the use of Facebook as a medium of learning on student learning outcomes, student responses to learning through the media Facebook can be quite good enough indikasinya is the number of comments from students related to questions posted, as many as 13 students or 76% expressed happy with learning using Facebook,  10 students or 59% who stated more freely in convey opinions, 11 students or 65% who claimed to understand the material using Facebook, 14 students or 82% who expressed interested in solving the problem through Facebook, and 12 students or 71% who said can understand the strategies in solving problems using Facebook. While the obstacles faced by most students are poor networks, limited quota and difficulty in expressing opinions through writing


Author(s):  
RODY SATRIAWAN ◽  
FAHRURROZI FAHRURROZI ◽  
NENY ENDRIANA ◽  
NILA HAYATI ◽  
RISTU HAIBAN HIRZI ◽  
...  

This research aimed to develop audio visual based on learning media using adobe flash professional CS6 in material subject for students of seventh graders at MTs Mu'allimin NW Pancor that was valid, practical and effective. This research was a research and development (R&D) that was adapted from the ADDIE development model. There are 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. The population was students of seventh graders , with a sample of students of VIIB . Data collection techniques used were using a questionnaire that was analyzed descriptively. The results showed that audio visual based on learning media using adobe flash professional CS6 which had been developed based on the assessment of media experts obtained by 96 with a very good category and material expert assessment was obtained by 42 with a good category. Based on students' responses to the practicality of the media it was found that the percentage of assessment was 75.35% with the practical category. Based on tests of student learning outcomes on the effectiveness of the media obtained a percentage of 88.46%. Based on the results of data acquisition shows that audio visual based learning media using adobe flash professional CS6 was feasible and can be used in the mathematics learning process of material for students of seventh graders at MTs Mu'allimin NW Pancor. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran bilangan berbasis audio visual menggunakan adobe flash profesional CS6 untuk kelas VII MTs Mu’allimin NW Pancor yang valid, praktis, dan efektif. Penelitian ini merupakan penelitian pengembangan yang diadaptasi dari model pengembangan ADDIE. Tahapan penelitian ini ada 5 tahap, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Impelementation; dan (5) Evaluation. Hasil penelitian menunjukkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 yang telah dikembangkan berdasarkan penilaian ahli media diperoleh sebesar 96 dengan kategori baik. Berdasarkan respon siswa terhadap kepraktisan media didapatkan persentasi penilaian sebesar 75,35% dengan kategori praktis. Berdasarkan tes hasil belajar siswa terhadap keefektifan media yang telah dikembangkan diperoleh persentase sebesar 88,46%. Berdasarkan hasil penelitian dan analisis data, dapat disimpulkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 layak dan dapat digunakan dalam proses pembelajaran matematika materi bilangan kelas VII MTs Mu’allimin NW Pancor.


Author(s):  
Siti Namiroh

The purpose of this study is to produce multimedia product that is useful for use in the learning process and can improve student learning outcomes. This study uses the Dick and Carey research and development methodology. The research instruments used in this study were interviews, questionnaires, and observations. The product feasibility is carried out by media experts, material experts and students. The results obtained from experts and students showed that the media developed showed feasibility as a learning medium.


2019 ◽  
Vol 14 (2) ◽  
pp. 97
Author(s):  
Abdul Azis

This research is based on the problem of the low ability of students to understand biographical texts. The cause of the low ability of students to understand the text is because the learning methods used are still conventional, the implementation of which still takes place in one direction (monotonous), the students are less involved in the learning process, students are only waiting for what is delivered by the teacher. This study aims to describe the ability to understand biographical texts through the Learning Cell method in class VIIID students of Wonomulyo 6th Middle School. The subjects of this study were eighth grade students of SMP Negeri 6 Wonomulyo, Bulo District, Polewali Mandar Regency, 2016-2017 academic year, totaling 27 students. Data collection techniques carried out in this study were Test, Observation and Documentation. The results of the study on students of SMP Negeri 6 Wonomulyo, experienced an increase in this was proven by looking at the results of the research analyzed showed that in the first cycle the average value was 2.40 and experienced an increase in the second cycle with an average value of 3.15. So the use of The Learning Cell method in understanding biographical texts can improve student learning outcomes. In addition, observational data in each cycle showed a change in the attitude of students towards a more positive, both from the attitude of learning, activeness in reading and writing notes, as well as discipline in doing the assignments given.


2017 ◽  
Vol 7 (1) ◽  
pp. 78
Author(s):  
Arif Wahyu Wirawan ◽  
C Dyah Sulistyaningrum Indrawati ◽  
Andre Novie Rahmanto

Penelitian ini bertujuan untuk mengetahui kefektifan media pembelajaran kearsipan digital dalam meningkatkan hasil belajar siswa SMK Negeri 3 Surakarta. Penelitian ini merupakan penelitian dan pengembangan (R & D). Model pengembangan media ini menggunakan model Hannafin dan Peck. Subyek pengujian dilakukan di dua kelas, yaitu kelas X AP 1 (kelas eksperimen) dan X AP 2 (kelas kontrol) di SMK Negeri 3 Surakarta. Uji prasyarat analisis meliputi uji normalitas, uji homogenitas dan menggunakan uji-t. Teknik analisis yang digunakan deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa keefektifan dari media pembelajaran kearsipan digital bahwa thitung> ttabel = (3,26> 2,00), maka H0 ditolak, itu berarti bahwa kedua kelompok memiliki skor prestasi belajar yang berbeda. Hasil posttest antara kelas eksperimen (menggunakan media yang dikembangkan) dengan kelas kontrol (tidak menggunakan media yang dikembangkan) menunjukkan bahwa nilai rata-rata yang diperoleh kelas eksperimen adalah 80,59, nilai rata-rata lebih tinggi dari kelas kontrol 77, 97. Kesimpulan dari penelitian ini adalah pengembangan media pembelajaran kearsipan  digital dianggap efektif dalam meningkatkan hasil belajar siswa SMK Negeri 3 Surakarta.Kata kunci: kearsipan, media pembelajaran, microsoft access THE DEVELOPMENT OF LEARNING MEDIA ARCHIVES TO IMPROVE STUDENT LEARNING OUTCOMES SMK NEGERI 3 SURAKARTAAbstractThis study aims to determine the effectiveness of instructional media digital archives in improving student learning outcomes SMK Negeri 3 Surakarta. This study is a research and development (R & D). Models using the model of media development Hannafin and Peck. Subjects testing was conducted in two classes, X AP 1 (experimental class) and X AP 2 (control group) at SMK Negeri 3 Surakarta. Prerequisite test analysis covering the normality test, homogeneity and using t-test. The analysis technique used descriptive qualitative and quantitative. The results showed that the effectiveness of digital archival media learning that tcount> ttable = (3.26> 2.00), then H0 is rejected, it means that the two groups had different learning achievement scores. Results posttest between the experimental class (using the media developed) with a control class (do not use the media developed) shows that the average value obtained experimental class is 80.59, the average value is higher than the control class 77, 97. Conclusion this research is the development of instructional media digital archives are considered effective in improving student learning outcomes SMK Negeri 3 Surakarta.Keywords: archives, learning media, microsoft access


2021 ◽  
Vol 10 (1) ◽  
pp. 35
Author(s):  
Ahmad Maulani ◽  
Sovia Mas Ayu ◽  
Oki Dermawan ◽  
Muhammad Akmansyah

The purpose of this study was to develop instructional media, describe the feasibility of learning media, describe the response of android media users, and describe the effectiveness of Android-based learning media on Islamic Education subjects. The type of the research was R & D with the ADDIE development model. This study took the subject of educators and 10th graders at Darussalam Sumberejo Vocational School Tanggamus Lampung. Data collection used questionnaires and interviews. The results showed that the Android-based Islamic education learning media named Islamuna was suitable for general use and was effective in improving student learning outcomes. The increase in student learning outcomes can be seen in the pretest and posttest scores with an average of 68.5 and 81.33.


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