PENGEMBANGAN MEDIA VIDEO PEMBELAJARAN RIAS KARAKTER PADA PROGRAM STUDI PENDIDIKAN TATA RIAS

Author(s):  
Irmiah Nurul Rangkuti ◽  
Harun Sitompul ◽  
Naeklan Simbolon

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media video pembelajaran rias karakter yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) mengetahui keefektivitasan media video pembelajaran rias karakter yang dikembangkan pada materi rias karakter. Penelitian pengembangan yang menggunakan model produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) media video pembelajaran layak digunakan dalam pembelajaran rias karakter pada program studi pendidikan tata arias universitas negeri medan, (2) terdapat perbedaan yang signifikan antara hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media video pembelajaran rias karakter dengan hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media belajar buku teks. Hal ini ditunjukkan dengan hasil pengolahan data (thitung=3,285 )pada taraf signifikansi ɑ = 0,05 dengan dk 56 diperoleh (ttabel = 1,67 ), sehingga (thitung > ttabel), efektivitas penggunaan media video pembelajaran rias karakter = 80,46%. Hasil belajar kelompok mahasiswa yang dibelajarkan tanpa menggunakan media video pembelajaran rias karakter sebesar 71,72%. Dari data ini membuktikan bahwa penggunaan media video pembelajaran rias karakter lebih efektif dalam meningkatkan kompetensi dan pengetahuan mahasiswa pada pembelajaran rias karakter dari pada tanpa menggunakan media video pembelajaran. Kata Kunci: media video pembelajaran, rias karakte, pendidikan tata rias Abstract: This study aims to: (1) produce a suitable use of character makeup learning video media, easy for students to learn and can be used for individual learning, (2) to find out the effectiveness of media character makeup learning videos developed in character makeup material. Development research using the Borg and Gall product model combined with the learning development model of Dick and Carey. The results of the study showed: (1) learning video media is feasible to use in character makeup learning in the field state university education education program, (2) there are significant differences between student learning outcomes learned using the character makeup video learning media with student learning outcomes which was learned by using media learning textbooks. This is indicated by the results of processing data (tcount = 3.285) at the significance level ɑ = 0.05 with dk 56 obtained  (ttable = 1.67), so that (tcount> t table), effectiveness of using media character makeup learning videos = 80.46%. The learning outcomes of the group of students who were taught without using the character makeup learning video media amounted to 71.72%. From these data prove that the use of character makeup learning video media is more effective in increasing students' competence and knowledge in character makeup learning than without using learning video media. Keywords: learning video media, character makeup, makeup education


Author(s):  
Try Junita Wulandari ◽  
Sahat Siagian ◽  
Abdul Muin Sibuea

Abstrak: Penelitian ini bertujuan untuk: menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual. Jenis penelitian pengembangan model pengembangan produk Borg dan Gall model desain pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli materi kualifikasi sangat baik (88,88%), (2) uji ahli desain pembelajaran kualifikasi sangat baik (87,77%), (3) uji ahli media pembelajaran kualifikasi sangat baik (84,44%), (4) uji coba perorangan kualifikasi sangat baik (84,12%), (5) uji coba kelompok kecil kualifikasi sangat baik (89,97%), dan (6) uji coba lapangan terbatas kualifikasi sangat baik (92,02%), dan layak untuk digunakan dalam proses pembelajaran Matematika. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan buku ajar dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 6,557 > ttabel= 2,024, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan buku ajar sebesar 78,38% lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks sebesar 65,71%. Kata Kunci: media pembelajaran, macromedia flash, matematika Abstract: This study aims to: produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning. This type of research is developing the Borg and Gall product development model of Dick and Carey's learning design model. The results of the study showed: (1) the expert test was very good qualification (88.88%), (2) the learning design expert test was very good qualifications (87.77%), (3) the test media learning expert qualifications were very good (84 44%), (4) individual qualification trials are very good (84.12%), (5) small group trials of very good qualifications (89.97%), and (6) field trials are limited to very good qualifications (92 , 02%), and is suitable for use in the process of learning Mathematics. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using textbooks with student learning outcomes learned by using textbooks. This is indicated by the results of data processing obtained by tcount = 6.557> t table = 2.024, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the group learning outcomes of students who were taught using textbooks were 78.38% higher than the group of students who were taught using textbooks of 65.71%. Keywords: learning media, flash macromedia, mathematics



2019 ◽  
Vol 2 (1) ◽  
pp. 181-186
Author(s):  
Herbert C.B. Manalu ◽  
Sri Wartika ◽  
Wesly Hutabarat ◽  
Saronom Silaban

Tujuan penelitian ini dilakukan untuk mengetahui implementasi Chemsdomino sebagai media pembelajaran dalam meningkatkan hasil belajar pada pokok bahasan Sistem Periodik Unsur di SMA Negeri 1 Pangkatan, kabupaten Labuhanbatu. Model Pembelajaran yang digunakan dalam penerapan media tersebut adalah Kooperatif dengan tipe Think Games Together (TGT). Hasil penelitian menunjukkan adanya pengaruh penggunaan media pembelajaran Chemsdomino terhadap hasil belajar siswa, dengan hasil belajar untuk kelas eksperimen adalah X1= 83,55 dan SD = 6,67 sedangkan hasil belajar untuk kelas kontrol adalah X2 =77,23 dan SD= 6,64. Hipotesis dalam penelitian ini diuji dengan menggunakan uji t yaitu uji satu pihak (pihak kanan) dan diperoleh thitung sebesar 6,762 sedangkan nilai ttabel sebesar 1,668 pada taraf signifikan α = 0,05 dan db = 74, sehingga thitung > ttabel, maka Ha diterima dan Ho ditolak, hal ini menunjukkan media pembelajaran Chemsdomino dapat digunakan kepada siswa dalam memahami konsep pokok bahasan Sistem Periodik Unsur di kelas X SMA Negeri 1 Pangkatan TA 2017/2018. Selain itu berdasarkan nilai tes awal dan tes akhir diperoleh peningkatan hasil belajar siswa yang menggunakan model pembelajaran kooperatif tipe TGT sebesar 72,30% sedangkan hasil belajar siswa yang menggunakan model pembelajaran konvensional sebesar 58,10%. Dengan demikian dapat disimpulkan bahwa hasil belajar siswa yang mendapat pembelajaran dengan media Chemsdomino lebih tinggi daripada siswa yang mendapat pembelajaran dengan media konvensional. Selain itu dapat dilihat bahwa aktivitas belajar siswa juga meningkat, dan dari data perhitungan korelasi (hubungan hasil belajar dengan aktivitas siswa) maka dapat disimpulkan ada korelasi positif antara aktivitas belajar siswa dengan memahami konsep kimia siswa menggunakan media pembelajaran Chemsdomino.   The purpose of this study was to determine the implementation of Chemsdomino as a learning media in improving learning outcomes on the subject matter of the Elemental Periodic System in SMAN 1 Pangkatan, Labuhanbatu. The Learning Model for applying the media was a cooperative strategy of Think Games Together (TGT). The results showed the influence of the use of Chemsdomino learning media on student learning outcomes, with learning outcomes for the experimental class X1=83.55 and SD=6.67 while the learning outcomes for the control class were X2 = 77.23 and SD = 6.64. The hypothesis in this study was tested using the t-test namely the one-party test (right-hand side) and obtained the t count of 6.762 while the t-table value was 1.668 at the significance level α = 0.05 and db = 74; so t-count> t-table, Ha was accepted and Ho was rejected. This showed that the Chemsdomino learning media could be used by students in understanding the main concepts of Elementary Periodic Systems in class X of SMAN 1 Pangkatan FY 2017/2018. In addition, based on the value of the initial test and the final test, an increase in student learning outcomes using the TGT cooperative learning model was 72.30% while the learning outcomes of students using conventional learning models were 58.10%. Thus, it could be concluded that the learning outcomes of students with Chemsdomino media learning were higher than students with conventional media. In addition, it could be seen that student learning activities also increased. From the correlation calculation data (the relationship between learning outcomes and student activities), it could be seen that there was a positive correlation between student learning activities and understanding the chemical concepts of students using Chemsdomino learning media.



2013 ◽  
Vol 6 (1) ◽  
Author(s):  
Timbul Purba ◽  
Harun Sitompul

Abstrak: Penelitian ini bertujuan: (1) hasil belajar menggambar teknik siswa yang diajar dengan strategi pembelajaran elaborasi lebih tinggi dibandingkan dengan siswa yang diajar dengan strategi pembelajaran ekspositori, (2) hasil belajar menggambar teknik siswa yang memiliki motif berprestasi tinggi lebih tinggi dibandingkan dengan siswa yang memiliki motif berprestasi rendah dan (3) interaksi antara strategi pembelajaran dengan motif berprestasi dalam mempengaruhi hasil belajar menggambar teknik siswa. Metode penelitian menggunakan metode quasi eksperimen dengan desain penelitian faktorial 2x2, sedangkan teknik analisis data menggunakan ANAVA dua jalur pada taraf signifikansi a = 0.05. Hasil penelitian diperoleh: (1) hasil belajar menggambar teknik siswa yang diajar dengan strategi pembelajaran elaborasi lebih tinggi dibandingkan dengan hasil belajar siswa yang diajar dengan strategi pembelajaran ekspositori, (2) hasil belajar menggambar teknik siswa yang memiliki motif berprestasi tinggi lebih tinggi dibandingkan dengan hasil belajar siswa yang memiliki motif berprestasi rendah dan (3) terdapat interaksi antara strategi pembelajaran dengan motif berprestasi dalam mempengaruhi hasil belajar menggambar teknik siswa.   Kata Kunci: strategi pembelajaran elaborasi dan ekspositori, motif berprestasi, hasil belajar menggambar teknik   Abstract: This research was aimed to: (1) the learning outcomes of students who are taught drawing techniques with learning strategy elaboration higher than students taught by expository learning strategy, (2) drawing techniques learning outcomes of students who have high achievement motive higher than students who have low achievement motive, and (3) the interaction between learning strategy and achievement motives in affecting student learning outcomes drawing techniques. The research method used was quasi experiment with 2 x 2 factorial design. The analysis technique used is the two-track analysis of variance ANOVA (2 x 2) with a significance level α = 0.05. The findings of the study indicate: (1) the learning outcomes of students who are taught drawing techniques with learning strategy elaboration higher learning outcomes than students taught by expository learning strategy; (2) drawing techniques learning outcomes of students who have high achievement motive higher than the learning outcomes of students who have low achievement motive; and (3) there is interaction between learning strategy and achievement motives in affecting student learning outcomes drawing techniques. Keywords: elaboration learning strategies and expository, achievement motive, the result of learning drawing techniques



2019 ◽  
Vol 1 (2) ◽  
pp. 30
Author(s):  
Reynaldi Assa ◽  
Wilson Alexander Rombang ◽  
Hardin Foster Rares

The purpose of this study is to examine the effect of visualization-based inquiry learning methods on student learning outcomes in electrolyte and non-electrolyte solution material. This research was conducted in Kawangkoan 1 Public High School, in the even semester X IPA students, 2018/2019 academic year. Class X IPA students 1 (n = 31) as the experimental class and class X IPA 2 (n = 32) as the control class. The test used in this study statistical t test with significance level α = 0.05 with the testing criteriat> ttable then H0 is rejected and H1 accepted. The results obtained in this test obtained tcount 5.25> ttable 1.670. This test is done not to improve student learning outcomes beyond the minimum standard of completeness criteria in school but this testing is only to see the effect of visualization based inquiry learning methods on student learning outcomes. Based on the results obtained it can be concluded that there are differences in student learning outcomes applied with conventional learning models (control class) and visualization based inquiry learning methods (experimental class)



2019 ◽  
Vol 2 (1) ◽  
pp. 31-38
Author(s):  
Randa Avito Yasri ◽  
Ambiyar Ambiyar ◽  
Mulianti Mulianti

This research explores the application of video as an interactive media, learning motivation of students and student learning outcomes. The purpose of this research for motivation and student learning outcomes. This type of research this is a class action Research (PTK), the population and the sample used at the class XI welding techniques as much as 29 students. The instruments used in the form of interactive media, video observation sheets and test of mastery. Data obtained from the motivation of learning i.e. the percentage and the results of the study are average. The learning motivation of students in cycle I meetings I was 50.86% criteria less motivated; the Icycle meeting II was 64.22% criteria sufficiently motivated; and in cycle II meeting was 73.71% criteria I motivated; cycle II II meeting was 84.48% criteria are very motivated. The results of a study on cycle I with an average of 70.24 and cycle II with an average of 84.37. The use of video as an interactive media can increase motivation and learning results Subjects Shield Metal Arc Welding (SMAW) Welding Technique Class XI in SMK Negeri 1 Bukittinggi



2012 ◽  
Vol 4 (1) ◽  
pp. 147
Author(s):  
Achmad Buchori

Media Development E-Learning in Computing I course at the university.This study aims to acquire e-learning instructional media are valid for self-study student in the course of computing I. Population in the study were all students of third semester of mathematics education IKIP PGRI Semarang. This study is a research and development. In media studies e-learning development is carried out with 4 (four) stages, namely (a) a preliminary analysis, (b) Design, (c) Evaluation, (d) Revised. Processing the data using descriptive qualitative data analysis techniques. Corresponding results of questionnaires about the development of e-learning in the obtained value sig = 0.00 and R = 0,541, which means it affects the motivation for 54.1% of the student learning outcomes. Gained an average of better learning outcomes between the experimental class at 84.27 compared with 80.05 for the control class. The results obtained from the e-learning instructional media are valid for independent study students on computing courses I according to developmental theory Akker and student learning outcomes.



Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes



2019 ◽  
Vol 1 (2) ◽  
pp. 108-114
Author(s):  
YENIMA WARUWU

This study is a quantitative study with a population of 129 students ingrade V SDN 102028 Kampung Gelam district of Serdang Bedagai with the number of respondents as many as 27 people. Data collection techniques used were questionnaires, documentation, and interviews. Student learning outcomes are influenced by various factors that occur in the learning process both internally and externally. One of the external factors that play a role in determining the success of student learning is the learning environment of family, school and community. Of the three learning environments concerned about how parents support children's learning, the facilities at school for learning activities and how students interact with others. Without the support of these three things, will make the learning process becomes hampered. Data analysis technique used is descriptive analysis technique while hypothesis test using product moment correlation test assisted by program of SPSS version 21. Based on the results of research, learning environment and student learning outcomes in general are in enough categories. Hypothesis test with a significance level of 5% obtained results indicating that the school environment is positively and significantly correlated with student learning outcomes. Shown by the result of analysis of rhitung is bigger than rtabel (0,504> 0,381) and coefficient of determination 25%.It can be concluded that between the learning environment and the learning outcomes have a positive and significant relationship. The results of this study are expected to be useful for students, parents, students, and principals. Proposed suggestion is that the learning environment should be created safely and comfortably so that the students' learning result will be optimal.



2018 ◽  
Vol 1 (1) ◽  
pp. 271
Author(s):  
Lilis Retno Sundari ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstrak:: Penelitian ini bertujuan 1)mengembangkan multimedia interaktif menggunakan Adobe Flash CS3 Profesional untuk meningkatkan hasil belajar IPS Kelas 4 SD. 2) pengembangan multimedia interaktif menggunakan Adobe Flash CS3 Profesional dapat meningkatkan hasil belajar IPS Kelas 4 SD. Penelitian ini menggunakan jenis penelitian pengembangan dengan Model pengembangan ASSURE. Hasil validasi pakar materi 70% (tinggi) dan validasi pakar media 92% (sanggat tinggi). Kemudian Rata-rata nilai tahun 2017 dan tahun 2018 mengalami kenaikan  74 menjadi 81. Hasil uji T diperoleh taraf signifikansi α 0,017. Berdasarkan perolehan hasil belajar siswa setelah menggunakan multimedia interaktif lebih tinggi dari sebelum menggunakan multimedia interaktif. Abstrak:: This study aims to 1) develop interactive multimedia using Adobe Flash CS3 Professional to improve learning outcomes IPS Class 4 SD. 2) development of interactive multimedia using Adobe Flash CS3 Professional can improve learning result of IPS Class 4 SD. This study uses a type of development research with ASSURE development model. Expert material 70% (high) material validation and media experts validation 92% (high conformity). Then the average value of 2017 and 2018 increased 74 to 81. T test results obtained significance level α 0.017. Based on the acquisition of student learning outcomes after using interactive multimedia is higher than before using interactive multimedia.



2018 ◽  
Vol 7 (4.7) ◽  
pp. 449
Author(s):  
Wirdah Yanti Nasution ◽  
Efendi Napitupulu ◽  
Baharuddin . ◽  
Janner Simarmata

This study aimed to find out the feasibility of interactive media-based learning model and the effectiveness of interactive media-based learning model in m Enhancing student learning outcomes. This learning product development model was a model structured in a programmed and systematic sequence and fulfilled the characteristics of students in learning. The results showed (1) test of Civics subject matter experts were at very good qualifications of 96.1%, (2) test of design experts with excellent qualifications of 97.27%, (3) test of software experts at very good qualifications 96 , 1%, (4) individual trials were in excellent qualifications of 92.3%, (5) small group trials were in very good qualifications of 93.9%, (6) field trials were in very good qualifications of 97, 61%. The results of testing the hypothesis proof that there were significant differences between student learning outcomes in the control class and the experimental class. This was indicated by the results of data processing tobserved = 1.97 , at the significance level α = 0.05 ttable = 1.69. It was concluded that interactive media-based learning models that were developed were feasible and effective to improve Civics learning outcomes.  



Sign in / Sign up

Export Citation Format

Share Document