scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN DENGAN APLIKASI MACROMEDIA FLASH PADA MATA PELAJARAN MATEMATIKA

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):  
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):  
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


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.  


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


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.


Author(s):  
Rahmat Rais ◽  
Hesti Dwi Winarni

The research is motivated by the results of learning mathematics that has not reached the KKM and lack of student motivation to learn mathematics. This study point to determine the success achieved by the third-grade students in elementary school 1 Magelung Kendal on outcomes and students' motivation to learn mathematics using a learning punishment. This research is quantitative and designs used are Posttest - Only Control Design . The population in this study were all students of class III A and III B. Methods of data collection in this study is the documentation , test results of psychological learning and student motivation scale. The results showed the average value of the experimental group students' learning outcomes are higher than the 79.25 value - average control group of student learning outcomes is 61.93 . Calculation of classical completeness experimental group obtained t ?é?¼ count = 3.13 with significance level of 5% greater than the table = 1.67 penalty proves learning can improve student learning outcomes. Also obtained the average value of the psychological scale experimental group is 77.44, which means achieving the students' motivation in the high category . Results of analysis using t-test with a significance level of 5% obtained t = 3.13 is greater than table = 1.67 . Because t > t table then H0 is rejected . So the results of experimental class learning over classroom learning outcomes control . Between classroom learning model that uses sentence with the class that does not use punishment learning model is no difference learning outcomes of students with learning sentence with student learning outcomes with conventional learning . Based on these results , suggestions can be given is the need for learning with penalty ntuk improve outcomes and students' motivation in learning mathematics


Author(s):  
Afrina Sari Dewi ◽  
Harun Sitompul ◽  
Efendi Napitupulu

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan e-modul pembelajaran yang layak digunakan dalam pembelajaran dan dapat dipakai untuk pembelajaran individual, (2) untuk mengetahui keefektifan e-modul pembelajaran yang dikembangkan pada pembelajaran Ekonomi. Jenis penelitian pengembangan menggunakan model Borg dan Gall dengan model pengembangan pembelajaran Dick dan Carey. Hasil penelitian menunjukkan; (1) uji ahli materi pelajaran Ekonomi berada pada kualifikasi sangat baik (88,12%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (83,5%), (3) uji ahli rekayasa perangkat lunak berada pada kualifikasi sangat baik (86,07%), (4) uji coba perorangan berada pada kualifikasi sangat baik (88,57%), uji coba kelompok kecil berada pada kualifikasi sangat baik (96,27%), uji coba lapangan berada pada kualifikasi sangat  baik (98,46%). Produk akhir dari pengembangan e-modul pembelajaran ini dilanjutkan dengan uji keefektifan produk. Hasil pengujian hipotesis diperoleh t hitung = 4,25 pada taraf signifikansi α = 0,05 dengan dk 96 diperoleh t tabel = 1,67  sehingga t hitung > t tabel. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan e-modul pembelajaran sebesar 84,83% lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks ekonomi sebesar 75,2%. Kata Kunci: e-modul pembelajaran, pembelajaran ekonomi Abstract: This study aims to: (1) produce learning e-modules that are suitable for use in learning and can be used for individual learning, (2) to determine the effectiveness of e-learning modules developed in economic learning. This type of development research uses the Borg and Gall models with the learning development model of Dick and Carey. The results of the study show; (1) Economic subject matter expert test is in very good qualification (88.12%), (2) learning design expert test is in very good qualification (83.5%), (3) test of software engineering expert is in qualification very good (86.07%), (4) individual trials were in very good qualifications (88.57%), small group trials were very good qualifications (96.27%), field trials were very qualified good (98.46%). The final product of the development of this learning e-module is continued by testing the effectiveness of the product. The results of hypothesis testing obtained t count = 4.25 at the significance level α = 0.05 with dk 96 obtained t table = 1.67 so that t count> t table. It was concluded that the group learning outcomes of students who were taught using the e-learning module were 84.83% higher than the group of students who were taught using economic textbooks of 75.2%. Keywords: e-module learning, economic learning


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


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


2020 ◽  
Vol 2 (2) ◽  
pp. 64-72
Author(s):  
Yetri Ningsih

This research conducted caused by students' score at class X MIPA 4 very low in the vector material. The avarage of score of the daily test obtained by students was 60,5 and it had not yet reached mastery learning. One of the efforts to improve learning outcomes was to use powerpoint as a learning media. The purpose of this study was to determine the increase in activity and mathematics learning outcomes on vector material in learning using PowerPoint.This research design used the classroom action research. The research subjects were 36 students of class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year. Data collected by using tests and observations.The test used to obtain student learning outcomes in each cycle, while observation used to determine the learning process in each cycle. Data were analyzed using descriptive statistics. The results showed that the average score of student learning outcomes in the first cycle was 62.2 and 77.3 in the second cycle. The percentage of student learning completeness in the first cycle was 52.8%, in the second cycle it was 80.6%. The percentage of improvement in student learning outcomes after being given action was 15.29%. So it can be concluded that learning mathematics by using powerpoint media can improve student learning outcomes in class X MIPA 4 SMA Negeri 1 Lubuklinggau in the 2019/2020 academic year.


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