PENGEMBANGAN VIDEO PEMBELAJARAN SENI RUPA BERBASIS E-LEARNING EDMODO

Author(s):  
Armen .

Abstrak: Studi ini bertujuan untuk: menghasilkan Video Pembelajaran Seni Rupa berbasis e-learning edmodo yang layak digunakan, mudah dipelajari siswa dan dapat dipakai untuk pembelajaran individual. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subyek uji coba terdiri dari dua ahli materi Seni Rupa, dua ahli desain pembelajaran, dua ahli rekayasa perangkat lunak dan desain grafis, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tigapuluh dua siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan; (1) uji ahli materi Seni Rupa berada pada kualifikasi sangat baik, (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik, (3) uji ahli rekayasa perangkat lunak dan desain grafis berada pada kualifikasi sangat baik, (4) uji coba perorangan berada pada kualifikasi sangat baik, uji coba kelompok kecil berada pada kualifikasi sangat baik, uji coba lapangan berada pada kualifikasi sangat  baik. Disimpulkan Video Pembelajaran seni rupa berbasis edmodo layak digunakan siswa dan guru karena rata-rata uji coba produk mencapai 90,41% dalam kriteria sangat baik. Kata Kunci: video pembelajaran, seni rupa, e-learning edmodo. Abstract: This study to: produce a Video-based Learning Arts Edmodo e-learning proper use, easy to learn and can be used for the students' individual learning. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey.This learning product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of the students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. The subject of the trial consists of two subject matter experts Fine Arts, two instructional design experts, two expert software engineering and graphic design, three students for individual trials, nine students for small group test, and 32 students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results showed; (1) Arts test materials experts are in excellent qualifications, (2) test instructional design experts are in excellent qualifications, (3) test software engineers and graphic design are at excellent qualifications, (4) individual testing are in excellent qualifications, small group trial are in excellent qualifications, field trials are in excellent qualifications. Concluded Video pembelajran art worthy Edmodo based digunkan students and teachers as the average of 90.41% in the criteria very well. Keywords: video learning, arts, e-learning edmodo.

Author(s):  
Muhammad Isnaini ◽  
R Mursid

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) menghasilkan modul pembelajaran fisika berbasis metakognisi yang layak digunakan dan mudah untuk dipelajari, dan (2) mengetahui tanggapan siswa  terhadap modul pembelajaran fisika berbasis metakognisi yang telah dihasilkan. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar meliputi tiga tahapan, yakni studi pendahuluan, perencanaan dan penyusunan modul serta ujicoba modul. Subyek uji coba terdiri dari dua ahli materi pelajaran Fisika, satu ahli desain pembelajaran, dua ahli media pembelajaran, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tiga puluh empat siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan; (1) uji ahli materi pelajaran Fisika  berada pada kriteria sangat baik dan layak digunakan, (2) uji ahli desain pembelajaran berada pada kriteria sangat baik dan layak digunakan, (3) uji ahli media pembelajaran berada pada kriteria sangat baik dan layak digunakan, (4) uji coba perorangan berada pada kriteria sangat baik, uji coba kelompok kecil berada pada kriteria sangat baik, dan uji coba lapangan berada pada kriteria sangat  baik. Kata Kunci: modul pembelajaran fisika berbasis metakognisi Abstract: The research and development is aimed at: (1) produce a physics-based learning modules metacognition proper use and easy to learn, and (2) determine the response of students to the physics-based learning modules metacognition that has been generated. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey. Product development model prepared programmatically using a systematic order and meet the characteristics of the students in learning includes three stages, ie preliminary studies, planning and preparation of modules and module testing. The subject of the trial consists of two subject matter experts in Physics, an instructional design specialist, two instructional media experts, three students for individual trials, nine students for small group test, and thirty-four students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results showed; (1) The test of subject matter experts Physics currently on the criteria very well and fit for use, (2) test expert instructional design currently on the criteria very well and fit for use, (3) test expert instructional media that are in very good criteria and fit for use, ( 4) individual testing criteria are very good, small group trial was on the criteria very well, and field trials are in very good criteria. Keywords: physics-based learning modules metacognition


Author(s):  
Rizki Wahyu Yunian Putra ◽  
Jamal Fakhri ◽  
Dewi Fitriani

This study aims to develop teaching materials gamification-based problem solving on the material in terms of four. To view the judging of the validator against the feasibility of teaching materials gamification-based problem solving on the material  terms of four and see the response of students to the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four. This research use type research of research and development with a research model ADDIE (Analysis, Design, Development, Implementation and Evaluation. Stage of development (development) involving 9 validator (three validator matter experts, three media experts and three language experts) to assess the feasibility of the material, the media and the Indonesian language good and right. Stage of Implementation (field trials) involving 80 students ( 20 students trial of small group and 60 students test a large group). The assessment of the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four using the questionnaire i.e. a questionnaire the validator and questionnaires of learners. Data analysis using descriptive analysis using Microsoft Office Excel 2010. The results of the validation matter experts from the 3 validator shows that the overall product to obtain an average value of 3.7 and the Results of the validation media experts obtained an average value of 3.3 while the results of the validation of language experts to obtain an average value of 3.4. While the results of the trials of a small group of 10 students of MTs N 1 Bandar Lampung obtained the results of the attractiveness of the teaching materials with an average value of 3.4. while the test is a large group that was conducted in SMP 30 Bandar Lampung to obtain an average value of 3.5. Thus, it can be concluded that the development of teaching materials gamification-based problem solving on the criteria of very worthy and interesting.


2020 ◽  
Vol 7 (1) ◽  
pp. 67-77
Author(s):  
Kuncoro Luhur Waskito ◽  
Marianus Subandowo ◽  
Retno Danu Rusmawati

Penelitian ini bertujuan untuk menghasilkan produk pengembangan modul Hybrid termodinamika yang terdiri dari e-modul dan video pembelajaran pada Mata Kuliah Temodinamika yang digunakan oleh perwira siswa di Politeknik Pelayaran Surabaya dengan berdasar konsep Self Directed Learning (SDL) sehingga pasis dapat belajar secara mandiri. Pengembangan produk ini menggunakan metode pengembangan ADDIE. Hasil produk divalidasi oleh ahli desain pengembangan, ahli isi dan ahli media pembelajaran. Analisis yang dilakukan menggunakan analisis deskriptif evaluatif dari penilaian para ahli, teman sejawat dan uji coba lapangan. Hasil perhitungan  dari ahli desain pengembangan sebesar 89,5%, ahli isi 88,5%, ahli media pembelajaran 88,8%, penilaian teman sejawat 89,2%, uji kelompok kecil 85,9%, dan uji coba lapangan 81,3%. Secara umum hasil perhitungan menunjukkan produk pengembangan sangat baik dan layak digunakan. AbstractThis study aims to produce development products in the form of E-Modules and learning videos on the Themodynamics Course used by student officers (pasis) at the Surabaya Merchant Polytechnic based on the concept of Self Directed Learning (SDL) so that the pasis can learn independently. This product development uses the ADDIE development method. Product results are validated by development design experts, content experts and learning media experts. The analysis was conducted using evaluative descriptive analysis from the assessment of experts, colleagues and field trials. The results of calculations from development design experts are 89.5%, content experts are 88.5%, learning media experts are 88.8%, peer assessments are 89.2%, small group tests are 85.9%, and field trials are 81.3 %. In general, the calculation results show that product development is very good and suitable for use.


2020 ◽  
Vol 6 (2) ◽  
pp. 204
Author(s):  
Rossy Luckita Sasmita ◽  
Harun Sitompul ◽  
Dina Ampera

Abstrak: (1) menghasilkan multimedia interaktif pembelajaran yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran yang dikembangkan pada mata kuliah Tata Rias Wajah Khusus. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karateristik mahasiswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subjek uji coba terdiri dari dua ahli materi, dua ahli desain pembelajaran dan ahli rekayasa perangkat lunak dan desain grafis, tiga mahasiswa untuk uji coba perorangan, sembilan mahasiswa untuk uji coba kelompok kecil dan lima puluh delapan untuk uji coba lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Kata kunci : Multimedia Interaktif, Pengembangan bahan ajar. Tata rias wajah khusus Abstract: This study aims to: (1) to produce interactive multimedia education proper use, easy to learn students and can be used for individual learning, (2) to assess the effectiveness of the media that was developed in the subject of Face Makeup Special. This type of research is the development of research that uses models Borg and Gall product development combined with Dick and Carey model of education This education product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. Subject trial consists of two subject matter experts, two instructional design experts and software engineers and graphic design, three students for individual testing, nine students for small group trial and fifty-eight for field trials. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. Keywords: Interactive Multimedia, Development of teaching materials. Special makeup


Author(s):  
Muhammad Yulfiakar Akmal ◽  
R Mursid ◽  
Abdul Munir

Abstrak: Studi ini bertujuan untuk: (1) membantu siswa dalam belajar dengan menggunakan media pembelajaran interaktif berbasis CTL (2) mengetahui media pembelajaran interaktif berbasis CTL layak digunakan pada mata pelajaran PKn. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir.Subyek uji coba terdiri dari dua ahli materi mata pelajaran Pendidikan Kewarganegaraan, dua ahli desain pembelajaran, dua ahli rekayasa perangkat lunak dan desain grafis, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tiga puluh empat siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil pengembangan media interaktif menunjukan validasi ahli menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik” dan uji kelayakan menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik”. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif Macromedia Flash dengan hasil belajar siswa yang dibelajarkan dengan pembelajaran konvensional.  Kata Kunci: Media Contextual Teaching and Learning, Hasil Belajar Abstract: This study aims to: (1) help students learn by using Interactive Learning Media Based CTL. (2) know that Interactive Learning Media Based CTL feasible to use on civics lesson. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey. This learning product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of the students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. The subject of the trial consists of two subject matter experts Subjects Engineering Energy Conversion, two expert instructional design, two expert software engineering and graphic design, three students for the test individuals, nine students for small group test, and fifty-eight students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results of development of Interactive Learning Media by Experts’ validation indicate that the overall average categorized "Very Good" And the Feasibility test indicate that the overall average categorized "Very Good". Hypothesis testing results show that there are significant differences between the students learning outcome that to be learned by using Macromedia Flash Interactive Learning Media and Students learn outcome to be learned by conventional learning.  Keywords: Media, Contextual Teaching and Learning, Learning Outcomes


2016 ◽  
Vol 6 (1) ◽  
Author(s):  
Tresia Valentina Depari ◽  
Binari Manurung ◽  
Mufti Sudibyo

This study aim to generate a decent textbook to use, easy to learn and can be used for leaners individual learning which produce teaching materials based on guided discovery. This research is the development of a research model product development Borg and Gall combined with a model of Dick and Carey instructional design. The research method consisted of: (1) validation of subject matter experts; (2) validation of expert instructional design; (3) validation of biology teacher; (4) individual trial; (5) small group testing; (6) limited field trials. Test subjects consisted of two subject matter experts biology, one expert instructional design, three students for individual trials, nine students to test small group and 38 students to a limited field test. Value about the quality of the product development is collected by questionnaire and analyzed with quantitative analysis techniques descriptive. The result showed: (1) subject matter experts are very well qualifications (90,14%); (2) test of instructional design experts are very well qualifications (88,06%); (3) biology teachers are in very well qualifications (93%); (4) individual trials are in well qualifications (91,07%); (5) small group trials are in very well qualifications (90,67%); (6) limited group trial in very good qualifications (87,55%).


2020 ◽  
Vol 7 (2) ◽  
pp. 13
Author(s):  
Fadila Meina Luppy ◽  
Rahmad Bustanul Anwar ◽  
Nego Linuhung ◽  
Rina Agustina ◽  
Dwi Rahmawati

Tujuan penelitian pengembangan ini adalah menghasilkan produk berupa media pembelajarn berbasis animasi menggunakan construct 2 yang “layak” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo dan menghasilkan produk yang “praktis” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo. Model pengembangan yang digunakan sebagai dasar penelitian ini adalah model 4D yang terdiri dari 4 tahap yaitu Define, Design, Development, Disseminate. Instrument pengumpulan data pada pengembangan ini berupa angket validasi ahli dan angket kepraktisan produk. Hasil pengembangan produk berupa media pembelajaran animasi diperoleh analisis materi 89% yang masuk dalam kategori “sangat layak” dan analisis ahli media 90% yang masuk dalam kategori “sangat layak” untuk digunakan pada saat uji coba. Selanjutnya uji coba kelompok kecil dilakukan oleh 10 peserta didik diperoleh 90% yang masuk dalam kategori “sangat praktis” digunakan pada proses pembelajaran. Berdasarkan kriteria yang telah ditetapkan media pembelajaran berbasis animasi pada materi logika yang dikembangkan memenuhi kriteria layak dan praktis. Kata kunci: Pengembangan, media pembelajaran, berbasis animasi, Construct 2, logika. Abstract The purpose of this development research is to produce a product in the form of an animation-based learning media using construct 2 that is “feasible” to bw used as learning medium for students in SMA Negesi 1 Purbolinggo and to produce pruducts that are “practical” used as a learning medium for students at SMA Negeri 1 Purbolinggo. The development model used as the basid of this research is the 4D model which consists of 4 stages, namely Define, Design, Development, Disseminate. Data collection instruments in this development were expert validation questionnaire and product practicality questionnaire. The results of product development in the form of instructional media animation obtained 89% of material analysis included in the “very feasible” category and 90% of media expert analysis included in the “very feasible” category for use at the time of the trial. Furthermore, small group trials conducted by ten students obtained 90% which fall into the “very practical” ctegory used in the learning process. Based learning media on logic material that is developed it meets the feasible and practical criteria.


Author(s):  
Lucca Botturi

This paper reports the results of an empirical study that investigated the instructional design process of three teams involved in the development of an e-learning unit. The teams declared they were using the same fast-prototyping design and development model, and were composed of the same roles (although with a different number of SMEs). Results indicate that the design and development model actually informs the activities of the group, but that it is interpreted and adapted by the team for the specific project. Thus, the actual practice model of each team can be regarded as an emergent feature. This analysis delivers insights concerning issues about team communication, shared understanding, individual perspectives and the implementation of prescriptive instructional design models.


2019 ◽  
Vol 25 (2) ◽  
pp. 187-193
Author(s):  
Arif Priambodo ◽  
Zainal Arifin

This study aimed at (1) developing interactive animated learning media on starter system materials for the subject of light electrical vehicle maintenance, (2) examining the effectiveness of developed media assessed from the aspects of display, program, and interactive based on students’ responses. The research model used was the development model of Analysis, Design, Development, Implementation, and Evaluation (ADDIE) developed by Branch. This study was conducted at SMK PGRI 4 Ngawi. Instruments used to obtain data were interviews and questionnaires. Product development was validated by material experts and media experts, then was tested in small (limited) and large trials (field). The results of this development study were as follows: (1) The analysis result of developed media showed that the media is feasible to be used in learning or in a good category. (2) The results of the assessment showed that the aspects of display, program and interactivity were all in the good category.


2021 ◽  
Vol 3 (2) ◽  
pp. 46
Author(s):  
Atik Wintarti ◽  
Rudianto Artiono ◽  
Budi Priyo Prawoto

Penelitian ini bertujuan untuk mengembangkan bahan ajar pada mata kuliah Dasar-Dasar Matematika di Program Studi Matematika, Universitas Negeri Surabaya.Model yang digunakan untuk pengembangan bahan ajar pada penelitian ini adalah model pengembangan ADDIE yang terdiri 5 tahap, yaitu tahap Analisis (Analysis), Perancangan (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation). Sementara, metode yang digunakan untuk menganalisis data adalah metode ceklist pada setiap langkah pada Instructional Design Process Step/Action Checklist, jika tidak maka harus ada langkah alternatif yang dilakukan atau ada alasan yang relevan yang tidak mempengaruhi proses pengembangan. Perkuliahan Dasar-Dasar Matematika menggunakan bahan ajar blended learning telah disusun berdasarkan model pengembangan ADDIE. Setiap langkah pada Instructional Design Process Step/Action Checklist telah dilaksanakan dan telah menghasilkan bahan ajar berbasis blended learning. Penelitian ini diawali dengan pembuatan story line yang merupakan panduan dalam pengembangan bahan ajar. Dari hasil analisis angket respon mahasiswa, diperoleh lebih dari 75% mahasiswa memberikan respon positif tidak hanya pada bentuk perkuliahan yang menggabungkan antara perkuliahan online dan offline melalui blended learning tetapi juga tentang ketergunaan materi yang disampaikan secaran online melalui Vi-learn Unesa.Kata kunci: bahan ajar, blended learning, ADDIEThis study aims to develop teaching materials in the Basic Mathematics course in the Mathematics Study Program, Surabaya State University. The model used for the development of teaching materials in this study is the ADDIE development model consisting of 5 stages, namely the Analysis, Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). Meanwhile, the method used to analyze data is the checklist method at each step in the Instructional Design Process Step / Action Checklist, if not then there must be an alternative step taken or there is a relevant reason that does not affect the development process. Lectures on Basic Mathematics using blended learning teaching materials have been prepared based on the ADDIE development model. Every step in the Instructional Design Process Step / Action Checklist has beencarried out and has produced teaching materials based on blended learning. This research begins with the creation of a story line which is a guide in the development of teaching materials. From the analysis of student questionnaire responses, it was obtained that more than 75% of students gave positive responses not only to the form of lectures that combined online and offline lectures through blended learning but also about the use of material delivered online through Vi-learn Unesa.Keywords: ADDIE, blended learning, teaching materials


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