scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS LECTORA INSPIRE PADA MATERI LAPORAN HARGA POKOK

2020 ◽  
Vol 13 (2) ◽  
pp. 107
Author(s):  
Nurvia Dwi Rahmawati ◽  
Joni Susilowibowo

Abstrak: Penelitian pengembangan ini mempunyai tujuan untuk menghasilkan produk, menganalisis kelayakan serta respon peserta didik terhadap media pembelajaran interaktif berbasis lectora inspire pada materi laporan harga pokok di SMK Negeri 2 Tuban. Jenis penelitian ini ialah penelitian pengembangan dengan menggunakan model pengembangan ADDIE yang dimodifikasi oleh Branch. Penelitian ini menggunakan data kualitatif dan kuantitatif dengan instrumen pengumpulan data berupa angket terbuka dan angket tertutup. Teknis analisis data yang digunakan berupa analisis deskriptif yang berkaitan dengan aspek efektivitas melalui angket. Media pembelajaran interaktif ini divalidasi oleh dua ahli materi dan satu ahli media, serta diiujicobakan kepada 20 peserta didik kelas XII Akuntansi SMK Negeri 2 Tuban. Hasil akhir validasi ahli materi sejumlah 89,13% dengan kategori “sangat layak”, validasi ahli media sejumlah 84,89% dengan kategori “sangat layak”, serta mendapat skor dari respon peserta didik sejumlah 94,22% dengan kategori “sangat memahami”. Sehingga dapat dinyatakan jika media pembelajaran ini sangat layak dipergunakan pada proses pembelajaran.Kata Kunci: media pembelajaran interaktif, lectora inspire, laporan harga pokok Abstract: This development research has the purpose to produce products, analyze the feasibility and response of students to interactive learning media based on Lectora inspire on the subject matter cost price report at SMK Negeri 2 Tuban. This type of research is development research using the ADDIE development model modified by Branch. This study uses qualitative and quantitative data with data collection instruments in the form of open questionnaires and closed questionnaires. Technical analysis of the data used in the form of descriptive analysis related to the aspect of effectiveness through the questionnaire. This interactive learning media was validated by two material experts and one media expert, and was trialled to 20 students of class XII Accounting of SMK Negeri 2 Tuban. The final result of material expert validation was 89,13% with the category "very worthy", the validation of media experts was 84.89% with the category "very worthy", and received a score of 94.22% in the responses of students in the "very understanding" category. So, it can be stated if the interactive learning media is very decent when used in the learning process.Keywords: interactive learning media, lectora inspire, cost price report

Author(s):  
Edy Wibowo ◽  
Moh Fadly Dg Matona

Abstrak. Tujuan dari penelitian ini untuk mengembangkan media pembelajaran berupa video pembelajaran berbasis whiteboard animation yang valid, praktis  dan efektif untuk digunakan oleh mahasiswa maupun masyarakat pada umumnya sebagai sumber belajar Trigonometri sedangkan target khususnya adalah menghasilkan produk video pembelajaran animasi yang digunakan dalam pembelajaran matakuliah Trigonometri. Masalah yang terdapat dalam penelitian ini adalah kuranganya sumber belajar yang praktis diakses oleh mahasiswa dalam bentuk video pembelajaran yang sesuai dengan kurikulum. Untuk merealisasikan tujuan dari penelitian ini , metode yang ditetapkan adalah penelitian pengembangan dengan menggunakan Model Pengembangan ADDIE sebagai tahapan penelitian yakni Analysis, Design, Development, Implementation dan Evaluation. Instumen yang digunakan dalam penelitian pengembangan ini adalah lembar evaluasi video pembelajaran Ahli materi dan media dengan memberikan tanda centang (√ ) pada setiap aspek untuk mengukur kevaliditas, lembar evaluasi video pembelajaran Mahasiswa dengan memberikan tanda centang (√ ) untuk mengukur kepraktisan dan Tes uraian yang diberikan kepada mahasiswa untuk mengukur kefektivan. Data hasil evaluasi validasi dan kepraktisan video pembelajaran yang telah dinilai kemudian dianalisis secera kuantitatif dan memberikan skor berdasarkan rentang kriteria yang ditetapakan Dari seluruh rangkaian tahapan pengembangan yang telah dilaksanakan memberikan hasil bahwa video pembelajaran yang kembangkan berdasarkan validasi ahli sebesar 88,19 pada kriteria sangat baik , hasil penilaian mahasiswa sebesar 83,24  baik dan hasil tes dengan rata-rata 71,95 baik. Hasilnya video pembelajaran yang kembangkan Valid, Praktis dan Efektif.Kata kunci: Trigonometri,Model ADDIE, whiteboard animation Abstract. The purpose of this research is to develop a learning media in the form of a whiteboard animation-based learning video that is valid, practical and effective for use by students and the community in general as a source of Trigonometry learning while the target, in particular, is to produce an animated learning video product used in learning Trigonometry courses. The problem in this research is the lack of practical learning resources accessed by students in the form of learning videos that are under the curriculum. To realize the objectives of this study, the method determined is development research using the ADDIE Development Model as a stage of research namely Analysis, Design, Development, Implementation and Evaluation. The instrument used in this research development was the evaluation video of the expert learning media material and media by giving a checkmark (√) on each aspect to measure validity, the Student learning video evaluation sheet by giving a checkmark (√) to measure the practicality and description test given to students to measure effectiveness. The results of the evaluation of the validation and practicality of the instructional video that have been assessed are then analyzed quantitatively and give a score based on a range of criteria determined. From the entire set of stages of development that have been carried out it gives the result that the learning video developed based on expert validation is 88.19 on excellent criteria, student assessment results of 83.24 good and test results with an average of 71.95 good. The result is a learning video that is developed Valid, Practical and Effective. Keywords: Trigonometry, ADDIE models, whiteboard animation


2021 ◽  
Vol 5 (3) ◽  
pp. 434
Author(s):  
Ni Made Radha Dwi Goestiani ◽  
I Made Citra Wibawa ◽  
Ni Wayan Rati

The lack of teacher creativity in developing learning media that is by the characteristics of students makes learning less than optimal. Therefore, it is necessary to develop suitable media in learning. The purpose of this study was to develop a pop-up book on the topic of animal life cycles. This type of research is development research. The model used is ADDIE. The subject of this research is one material, design, media expert, two practitioners, and five students. The methods used to collect data are observation, interviews, and questionnaires. The instrument used to collect data is a questionnaire. The method and instrument used is the twig scale. The technique used in analyzing the data is descriptive qualitative and quantitative analysis. The analysis results show that the developed pop-up book media received excellent qualifications from experts and students. So, the pop-up book media on animal life cycles deserve to be used with excellent qualifications in the learning process. This research implies that pop-up book media can be used to increase science learning knowledge.


Author(s):  
Tetty Ariyani Nasution ◽  
Malan Lubis ◽  
Abdurahman Adisaputera

This study aims to determine the results of development of writing anecdote text based on meme comic using interactive multimedia on students in grade 10th  of MAS Islamiyah YPI Batangkuis. Teaching materials is developed in the form of digital modules. This type of research is development research based on the development model of Borg and Gall. With the subject of the trial consisting of material experts, design experts, Indonesian language teachers, and class grade 10th MAS Islamiyah YPI Batangkuis. The results of this study indicate that (1) the validation of the material experts includes the feasibility of the contents expressed very well with a total percentage of 95.5%, the feasibility of presentation was stated to be very good with a total percentage of 90.5%, and the feasibility of the language was stated to be very good with a total percentage of 96%. (2) validation from design experts with criteria is quite good with a total percentage of 78.12%.


2017 ◽  
Vol 6 (1) ◽  
pp. 113 ◽  
Author(s):  
Mukarramah Mustari ◽  
Yunita Sari

The research is aim to develop learning media in form of physical pocket book and to know the students' response towards the eligibility of learning MEDIA in form of physics Junior High School (SMP) pocket book class VII subject temperature and heat. This is development research of Brog & Gall. The subject of this research is the students class VII SMP PURNAMA as many as 25 students and the instrument of data collecting is questionaire, given to material expert, media expert, and SMP science teachers to test the eligibility of learning media in form of pocket book. The resulted data types are qualitative and quantitative which analysed with category scoring criteria to decide the eligibility of the product. The developing research result is very eligible with percentage 87% based on material expert final after revision, media expert with percentage scoring 89% with higher criteria, 76% percentage of teachers scoring with higher criteria, the response result of the students is 92% and 83% percentage with big and small group.Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa buku saku fisika dan mengetahui respon peserta didik terhadap kelayakan media pembelajaran berupa buku saku fisika SMPkelas VII pokok bahasan suhu dan kalor. Penelitian ini merupakan penelitian pengembangan dari Brog & Gall. Subjek penelitian ini adalah peserta didik kelas VII SMP PURNAMA berjumlah 25 peserta didik dan instrument pengumpulan data berupa angket, diberikan kepada ahli materi, ahli media, dan guru IPA SMP untuk menguji kelayakan media pembelajaran berupa buku saku. Jenis data yang dihasilkan adalah data kualitatif dan kuantitatif yang dianalisis dengan pedoman kriteria kategori penilaian untuk menentukan kelayakan produk. Hasil penelitian yang dikembangkan adalah sangat layak dengan persentase 87% berdasarkan penilaian ahli materi tahap akhir setelah perbaikan, ahli media dengan persentase 89% dengan kriteria sangat tinggi, dengan persentase 76% penilaian guru dengan kriteria tinggi, hasil respon peserta didik dengan persentase 92% dan 83% dengan kelompok besar dan kelompok kecil.


2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Eka Saraswati ◽  
Devi Novallyan

Tujuan dari penelitian ini adalah mengembangkan media pembelajaran interaktif berbasis android untuk memudahkan pemahaman konsep trigonometri. Penelitian ini merupakan penelitian pengembangan dengan pendekatan kualitatif yang didukung data kuantitatif. Model Pengembangan yang digunakan yaitu ADDIE. Karya inovasi ini dibuat dengan macromediaflash 8. Subjek dalam penelitian ini terdiri dari 8 siswa pada ujicoba kelompok kecil dan 30 siswa pada ujicoba kelompok besar. Teknik pengumpulan data yang digunakan yaitu angket dan wawancara. Teknik analisis data kualitatif dengan menggunakan model Miles Huberman.Hasilpengembangan diperoleh sebuah media pembelajaran yang dapat membantu siswa untuk mempermudah mengingat rumus trigonometri. Kata kunci: Media pembelajaran, android, konsep trigonometri Abstract [The Development of Interactive Android Based Learning Media to Facilitate Understanding of Trigonometric Concepts]. The purpose of this research is to develop interactive android based learning media to facilitate understanding of trigonometric concepts. This research is a development research with qualitative approach supported by quantitative data. Development model used is ADDIE. The innovation work was made with Macromedia Flash 8. The subjects in this study consisted of 8 students on a small group trial and 30 students on a large group trial. Data collection techniques used questionnaires and interviews. Qualitative data analysis technique using Miles Huberman model. The results of the development obtained a learning media that can help students to simplify remembering the trigonometric formula. Keywords: Learning media, android, the concept of trigonometry


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Mukhaiyar Mukhaiyar ◽  
Z Mawardi Effendi ◽  
Zul Amri

One of the aspects that determine the success of the learning process is teaching materials.  This research aimed to develop the effectiveness of contextual material for teaching English at Madrasah Aliyah.  The design of this research is development research by using ADDIE model. The product consists of two books, (teacher's book and students'book) the title is “English For Us”.  Subjects in this research were all students of grade X. Sample were 87 persons and it was selected by using the purposive technique. The instrument used to collect data was a survey, questionnaires, and an interview. Data analysis was used the qualitative and quantitative technique. The practicalities of the teacher’s book were 82.54   and students’ book showed an average  84.63 score. The effectiveness of a product is measured through pre-test is 68,00  and post-test is 75.44.  It can be concluded that the contextual material for teaching English at Madrasah Aliyah was effective


2021 ◽  
Vol 2104 (1) ◽  
pp. 012022
Author(s):  
M Kusasi ◽  
F Fahmi ◽  
R E Sanjaya ◽  
M Riduan ◽  
N Anjani

Abstract Development research has been carried out to produce teaching materials for basic chemistry learning materials based on STEM in a wetland context to improve scientific literacy that is valid, practical, and effective. This type of research is Research and Development (R & R&D) with a 4D development model modified into 3D (define, design, and develop). The trial of the developed teaching materials was carried out in a class in the first Basic Chemistry course consisting of 28 students. Data collection techniques used validation sheets, readability questionnaires, response questionnaires, observation sheets, and scientific literacy tests. Data analysis used descriptive analysis. The results showed that the developed teaching materials had met the following criteria: (1) Valid; judging from the value of the feasibility aspects of content, presentation, language, and media, each of which obtained very valid criteria. (2) Practical; reviewed from the results of the readability of teaching materials in individual and small group tests, the criteria are practical and very practical. Students’ responses to teaching materials have very practical criteria, and observations of the ability of teachers to use teaching materials and manage their respective classes get very good criteria. (3) Effective, seen from the results of the N-gain scientific literacy showing a high increase. With the results of this development, it can be said that the STEM-based teaching materials for basic chemistry learning to improve scientific literacy in the context of wetlands are suitable as teaching materials.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


Author(s):  
Ayu Wulandari ◽  
Theresia Pinaka Ratna Ning Hapsari

<p>This study aims to describe the steps of developing Sindoro Sumbing Legend pop-up media based on local wisdom as a student literacy media. This type of research is development research (R &amp; D). This research was conducted at SDN Nguwet Kranggan, Temanggung Regency, Central Java, with a research subject of 35 class V students. The research instrument used in this study was a questionnaire. Questionnaires were filled in directly by respondents and validated by experts. The respondents who filled out the survey were teaching material experts, learning tool experts, and students. Data analysis techniques in this study used descriptive analysis. The results of this study are that Media Pop-Up developed is a Pop-Up folk tale or legend by linking local story elements in Temanggung Regency. This is due to the developed Pop-Up Book media based on local wisdom so that relevant stories are chosen, namely the Sindoro Sumbing Legend. Pop-Up Media Legend of Sindoro Sumbing based on domestic intelligence was developed with stages (1) research and data collection, (2) product manufacturing planning, (3) product draft development, and (4) limited implementation test. The results of the implementation tests in schools include individual tests, limited, and extensive tests obtaining scores in a row 4.25; 4.48; and 4.77, which means that the Pop-Up Legenda Sindoro Sumbing media is worthy of being used as a media for student literacy.</p>


Author(s):  
Muhammad Suhairi ◽  
Moch. Asmawi ◽  
James Tangkudung ◽  
Achmad Sofyan Hanif ◽  
Firmansyah Dlis

<p class="0keywords"><strong>—</strong><em> </em>SMASH's skill is a technique that can be done by a person in a hard swooping towards your opponent to produce numbers. Interactive multimedia technology is expected to be a guideline for athletes in looking at more variation models of SMASH. The aim of development research is to produce an interactive multimedia volleyball playing skill training model. The method used in this research is development research design by Borg and Gall. The approach used in this study is a qualitative and quantitative approach. This study is hoped to improve volleyball skills by looking at the interactive multimedia volleyball playing practice model. This study concludes that interactive multimedia-based volleyball skill playing model can be used in the actual application of exercises.</p>


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