scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ECONOMIC LITERACY UNTUK MENINGKATKAN HASIL BELAJAR PADA MATA PELAJARAN EKONOMI SMP

Author(s):  
Handriani Milladya Ginting ◽  
R Mursid ◽  
Samsidar Tanjung

Abstrak: Penelitian ini bertujuank: (1) menghasilkan media pembelajaran interaktif yang layak digunakan untuk pembelajaran, (2) mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada pembelajaran ekonomi. Jenis penelitian ini adalah penelitian pengembangan menggunakan model Borg dan Gall dengan rancangan pembelajaran model Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli pada kualifikasi sangat layak (95,33%) (2) uji ahli desain pembelajaran kualifikasi sangat layak (91,25%) (3) uji ahli rekayasa perangkat lunak dan desain grafis  pada kualifikasi sangat layak (92,68%), uji coba perorangan pada kualifikasi sangat layak (91,25%) uji coba kelompok kecil pada kualifikasi sangat layak (93,59%) uji coba lapangan pada kualifikasi sangat layak (93,33%). Hasil hipotesis membuktikan bahwa terdapat perbedaan yang sangat signifikan antara hasil belajar siswa yang dibelajarkan dengan media pembelajaran interaktif berbasis economic literacy dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh t hitung> t tabel atau 5,785 > 1,667 atau terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan menggunakan media pembelajaran buku teks. Kata Kunci: media pembelajaran interaktif, buku teks, economic literacy, pelajaran ekonomi Abstract: This study aims to: (1) produce interactive learning media that are feasible to use for learning, (2) find out the effectiveness of interactive learning media developed in economic learning. The type of this research is development research using the Borg and Gall model with the learning design model Dick and Carey. The results of the study showed: (1) expert testing in very feasible qualifications (95.33%) (2) expert design tests of very feasible qualification learning (91.25%) (3) software engineering and graphic design tests in very decent qualifications (92.68%), individual trials in very decent qualifications (91.25%) small group trials in very decent qualifications (93.59%) field trials in qualifications are very feasible (93.33%). The hypothesis results prove that there is a very significant difference between student learning outcomes learned by interactive learning media based on economic literacy and student learning outcomes learned by using textbooks. This is indicated by the results of data processing obtained t count> t table or 5.785> 1.667 or there are significant differences between the learning outcomes of students who are taught using interactive learning media and using learning media textbooks. Keywords: interactive learning media, textbooks, economic literacy, economic lessons

2020 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Philip Nababan ◽  
Efendi Napitupulu ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Mengetahui tanggapan siswa terhadap kualitas media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut. (2) Mengetahui keefektifan media pembelajaran interaktif pada pembelajaran Teknik Pemesinan Bubut pada siswa program keahlian Teknik Pemesinan. Jenis penelitian ini adalah penelitian pengembangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket dan dianalisis dengan teknik analisis deskriptif kualiatatif. Hasil penelitian menunjukkan bahwa; (1) uji ahli materi pelajaran Teknik Pemesinan Bubut berada pada kualifikasi sangat baik (88,92%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (85,21%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (84,03%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,75%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (91,35%) dan (5) uji coba lapangan berada pada kualifikasi sangat baik (88,31%). Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan antara hasil belajar siswa yang menggunakan media pembelajaran interaktif  dengan hasil belajar siswa yang menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh  thitung sebesar 4,68 dan ttabel sebesar 1,67 pada taraf kepercayaan 95 persen. Maka diperoleh bahwa thitung> ttabel. Disimpulkan bahwa  hasil belajar siswa yang menggunakan media pembelajaran interaktif dengan efektifitas sebesar 72,77 %. lebih tinggi dari hasil belajar siswa yang diajar dengan pembelajaran menggunakan buku teks dengan efektifitas sebesar 62,13%. Kata Kunci: media pembelajaran interaktif, teknik pemesinan bubut Abstract: This study aims to: (1) Determine student responses to the quality of interactive learning media on learning Lathe Machining Techniques. (2) Knowing the effectiveness of interactive learning media on learning of Machining Lathe in students of Machining Engineering expertise program. This type of research is development research. Data about the quality of this development product was collected by a questionnaire and analyzed by qualitative descriptive analysis techniques. The results showed that; (1) Lathe machining engineering subject matter expert test is in very good qualification (88.92%), (2) learning design expert test is in very good qualification (85.21%), (3) software engineering expert test is in in very good qualifications (84.03%), (4) individual trials were in very good qualifications (88.75%), (5) small group trials were in very good qualifications (91.35%) and (5 ) field trials are in very good qualifications (88.31%). Hypothesis testing results prove that there are differences between student learning outcomes using interactive learning media with student learning outcomes using textbooks. This is indicated by the results of data processing obtained by tcount of 4.68 and ttable of 1.67 at a confidence level of 95 percent. Then it is obtained that tcount> ttable. It was concluded that student learning outcomes using interactive learning media with an effectiveness of 72.77%. higher than student learning outcomes taught by learning to use textbooks with an effectiveness of 62.13%. Keywords: interactive learning media, lathe machining techniques


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


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


Author(s):  
Isma Harliana ◽  
Abdul Hamid K ◽  
R Mursid

Abstrak: Penelitian ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan. Jenis penelitian ini adalah penelitian pengembangan model Borg dan Gall dengan model rancangan pembelajaran Dick and Carey. Hasil penelitian menunjukkan; (1) uji ahli materi dalam kategori sangat layak (89,83%), (2) uji ahli desain pembelajaran kategori  sangat layak (84,38%), (3) uji ahli rekayasa perangkat lunak kategori sangat layak (88,15%), (4) uji coba perorangan kualifikasi sangat layak (92,92%), uji coba kelompok kecil berada pada kualifikasi sangat layak (95,00%), uji coba lapangan kualifikasi  sangat  layak (95,46%).Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media interaktif dengan hasil belajar siswa yang dibelajarkan dengan dengan menggunakan media Presentasi. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung  sebesar 3,76  sedangkan ttabel = 1,98 pada α=0,05 dengan dk 70. Hasil perhitungan dimana  thitung > ttabel,  yaitu  3,76>1,98. Efektifitas penggunaan media  interaktif dalam pembelajaran  Kimia adalah sebesar 76,90% dan dikategorikan layak digunakan. Kata Kunci: media pembelajaran interaktif, mata pelajaran kimia Abstract: This study aims to: (1) Produce interactive learning media that are feasible to use, (2) To determine the effectiveness of interactive learning media developed. This type of research is the development of Borg and Gall models with Dick and Carey's learning design model. The results of the study show; (1) material expert test in very feasible category (89.83%), (2) learning design expert test in very feasible category (84.38%), (3) software engineering expert test in very feasible category (88.15% ), (4) a very feasible individual qualification trial (92.92%), a small group trial is in a very decent qualification (95.00%), the qualification field trial is very feasible (95.46%). prove that there is a significant difference between the learning outcomes of students who are taught by using interactive media with student learning outcomes learned by using Presentation media. This is indicated by the results of data processing which obtained tcount of 3.76 while ttable = 1.98 at α = 0.05 with dk 70. The calculation results where tcount> ttable, which is 3.76> 1.98. The effectiveness of the use of interactive media in Chemistry learning is 76.90% and is categorized as appropriate to use. Keywords: interactive learning media, chemistry subjects


2020 ◽  
Vol 6 (1) ◽  
pp. 103
Author(s):  
Novi Larasati ◽  
Julaga Situmorang ◽  
Hamonangan Tambunan

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan untuk pembelajaran IPA pada siswa sekolah dasar. 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 usia SD dalam belajar. Hasil penelitian menunjukkan: (1) uji ahli materi IPA berada pada kualifikasi sangat sesuai (95,08 %), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat sesuai (93,96 %), (3) uji ahli rekayasa perangkat lunak dan desain grafis  berada pada kualifikasi sangat sesuai (86,70 %), uji coba perorangan berada pada kualifikasi sangat sesuai (91,43 %), uji coba kelompok kecil berada pada kualifikasi sangat sesuai (93,63 %), uji coba lapangan berada pada kualifikasi sangat sesuai (97.96%). Dengan demikian, pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran poster. Kata Kunci: Pengembangan Media Pembelajaran, Cooperative Learning, Mata Pelajaran IPA Abstract: This study aims to: (1) produce interactive learning media that are feasible to use, easy to learn and can be used for individual learning, (2) to determine the effectiveness of interactive learning media developed for science learning in elementary school students. This type of research is development research that uses the Borg and Gall product development model combined with the learning development model of Dick and Carey. This learning product development model is a model that is arranged in a programmed order in a systematic order and meets the characteristics of elementary school age students in learning. The results showed: (1) the IPA material expert test was very suitable (95.08%), (2) the learning design expert test was very appropriate (93.96%), (3) the software engineering expert test and graphic design are very suitable qualifications (86.70%), individual trials are very suitable qualifications (91.43%), small group trials are very suitable qualifications (93.63%), field trials are the qualifications are very appropriate (97.96%). Thus, hypothesis testing proves that there are significant differences between student learning outcomes that are learned using interactive learning media and student learning outcomes that are learned using poster learning media. Keywords: Development of Learning Media, Cooperative Learning, Science Subjects


2020 ◽  
Vol 8 (2) ◽  
pp. 125-135
Author(s):  
Ni Kadek Nita Noviani Pande ◽  
Ida Bagus Putrayasa ◽  
I Made Sutama

This research is a development research that aims to (1) describe the project-based Indonesian Language module, (2) describe the responses of content experts, module design experts, lecturers, students, and (3) describe the effectiveness of the module seen from student learning outcomes. The test subjects in this study were STMIK STIKOM Indonesia students. Data collection method used is questionnaire. Data were analyzed using qualitative descriptive and quantitative descriptive techniques. The results of the study are 1) project-based Indonesian language print modules, 2) the content expert's response states that the module is well qualified with a percentage level of 88.33% then module design experts obtain a percentage of 77.5%, the course lecturer states that the module is good to use obtained a percentage of 84.44% while the test responses of 3 students, 10 students and 30 students showed that the modules obtained percentages of 93.33%, 83.6%, and 82.93%, and 3) the effectiveness of project-based subject modules seen from the results Student learning is a significant difference between the average score of student learning outcomes before using project-based modules and after using project-based modules. 


2021 ◽  
Vol 8 (2) ◽  
pp. 122
Author(s):  
Novi Larasati ◽  
Julaga Situmorang ◽  
Hamonangan Tambunan

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan untuk pembelajaran IPA pada siswa sekolah dasar. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) uji ahli materi IPA berada pada kualifikasi sangat sesuai (95,08 %), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat sesuai (93,96 %), (3) uji ahli rekayasa perangkat lunak dan desain grafis  berada pada kualifikasi sangat sesuai (86,70 %), uji coba perorangan berada pada kualifikasi sangat sesuai (91,43 %), uji coba kelompok kecil berada pada kualifikasi sangat sesuai (93,63 %), uji coba lapangan berada pada kualifikasi sangat sesuai (97.96%). Dengan demikian, pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dan hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran poster.  Kata Kunci: Pengembangan media pebelajaran berbasis cooperative learning, hasil belajar IPA Abstract: This study aims to : (1) generate an interactive learning proper use, easy to learn, and can be used for individual learning. (2) to determine the effectiveness of interactive learning media developed for Sains in primary school students. This type of research is the development of research that uses models Borg and Gall product development combined with the learning development model Dick and Carey. The results showed: (1) The saint’s test materials experts are at a very appropriate qualification (95.08%), (2) test the instructional design experts are at a very appropriate qualification (93.96%), (3) test software engineering expert software and graphic design are at a very appropriate qualification (86.70%), individual testing is at a very appropriate qualification (91.43%), small group trial is at a very appropriate qualification (93.63%), field trials are at a very appropriate qualification (97.96%). Thus, hypothesis testing proves that there are significant differences between student learning outcomes that learned using interactive instructional media and student learning outcomes that learned by using learning media posters. Keywords: Development of media based on cooperative learning, learning outcomes sains


2020 ◽  
Vol 4 (2) ◽  
pp. 78-88
Author(s):  
Andar Gunawan Pasaribu

This study aims to develop strategies learning motivational from the repository for student learning outcomes.  . This research was conducted on IAKN Tarutung students by using the development research method. Development is carried out through stages, namely symbol, development tools, ease of accessing the repository.  completeness of lecture materials, and the Effective repository.   The results of testing the use of applications repository with an average value of 88%. 


2021 ◽  
Vol 9 (2) ◽  
pp. 10-20
Author(s):  
Anita Ernawati ◽  
◽  
Sulifah Aprilya Hariani ◽  
Siti Murdiyah

The purpose of this study is to produce high school biology modules based on the ethnobotany of the people in Kediri and its surroundings to improve student learning outcomes. The development research used the Borg and Gall model which was tested on students of SMAN 1 Plemahan. Based on the results of the material expert validator's assessment, the percentage is 98.82%; according to development experts by 80%; according to media experts by 88%; and according to user experts the percentage is 95.25%. The results of the four expert validators are each at a very valid level. The results of the practicality test are 97.5% and interpreted in the very practical category. The results of the effectiveness test have an average N-gain of 0.58 with moderate criteria in the category of quite effective for improving student learning outcomes.


2012 ◽  
Vol 4 (1) ◽  
pp. 207
Author(s):  
Lilik Ariyanto ◽  
Muhammad Prayito

This study has the objective to determine the effectiveness of mathematic learning with Learning Cycle 5e model using interactive CD of triangle in class VII N 2 Limpung, Batang . This type of research is experimental research. Variables used in this study were: (1) student learning outcomes, obtained with the test, (2) creativity of student learning obtained from observations. The results of field trials demonstrated experimentally achieve effective classroom learning include, (1) study completed by the Z = -1.48 classical individually and with one test sample value sig (2-tailed) is 0.016, (2) creativity affects the outcome learning seen from the R square in Model Summary table obtained 0.660 = 66%., and (3) there is a difference between a class to learn the results of experimental and control classes with values ​​in the table Independent sig Test Samples of 0.029 = 2.9%, the average value the average grade of 70.57 experimental and control classes for 60.93 it can be concluded that the experimental class learning better learning outcomes compared to the control class.


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