scholarly journals PENGEMBANGAN MEDIA “SMART BOARDBOOK” BERBASIS AUGMENTED REALITY PADA TEMA 6 SUBTEMA 1 KELAS II SD NEGERI 104197 DESA KLAMBIR

2021 ◽  
Vol 11 (3) ◽  
pp. 232-241
Author(s):  
Nurmayani Nurmayani ◽  
◽  
Liza Ayu Khairani ◽  

The purpose of this study was to determine the feasibility and effectiveness of using Augmented Reality-based “Smart Boardbook” media. This research is a development research (Research and Development) which refers to the ADDIE development model which consists of 5 stages, namely the analysis, design, development, implementation, and evaluation stages. The research shows that the augmented reality-based “smart boardbook” media on the theme of 6 sub-theme 1 class II SD that was developed has been validated by a media expert validator in the first stage obtaining a feasibility percentage of 73.80% included in the “feasible” criteria and in stage II obtaining the results of the percentage of eligibility of 95.20% are included in the "very feasible" criteria. And according to the material expert validator in stage I the percentage of feasibility results is 75.55%. included in the "feasible" criteria and in stage II the percentage of eligibility results was 92.22%. included in the "very feasible" criteria. And according to education practitioners, the percentage of eligibility results is 98.18% including the "very feasible" criteria. The results of individual trials and small group trials each get an average score of 1 which is in the "good" category. In the field trial stage, the effectiveness criteria were achieved with the number of students reaching 17 people in the post-test or about 89.47%. Keywords: Augmented Reality, Media, Research Development, Smart Boardbook

2020 ◽  
Vol 16 (1) ◽  
pp. 8-15
Author(s):  
Latifah Larassati ◽  
Tejo Nurseto

Abstrak: Penelitian ini bertujuan untuk: 1) mengembangkan media pembelajaran kartu uno sebagai alat evaluasi pembelajaran ekonomi kelas X; dan 2) mengetahui kelayakan media pembelajaran. Penelitian ini menggunakan metode penelitian pengembangan menggunakan model pengembangan ADDIE. Subjek penelitian ini adalah ahli media, ahli materi, praktisi pembelajaran dan peserta didik kelas X IPS 1 SMA N 1 Wates. Hasil penelitian menunjukan bahwa: 1) mengembangkan media pembelajaran kartu uno sebagai alat evaluasi pembelajaran melalui lima tahapan, yaitu tahap analisis, tahap desain, tahap pengembangan, tahap implementasi, dan tahap evaluasi; 2) Media pembelajaran Kartu Uno dinyatakan layak digunakan sebagai alat evaluasi pembelajaran ekonomi dan termasuk dalam kriteria sangat baik, berdasarkan dari: a) ahli materi memperoleh rata-rata skor akhir 3,82 (kriteria baik), b) ahli media memperoleh rata-rata skor akhir 4,325 (kriterwia sangat baik), c) praktisi pembelajaran memperoleh rata-rata skor akhir 4,818 (kriteria sangat baik), dan tanggapan peserta didik dari kelompok kecil memperoleh rata-rata skor akhir 4,552 (kriteria sangat baik) dan uji coba pemakaian memperoleh rata-rata skor 4,637 (kriteria sangat baik).Abstract: This study aims to: 1) develop uno card learning media as a learning tool for class X economic learning; and 2) learning the feasibility of learning media. This research uses the development research method using the ADDIE development model. The subjects of this study were media experts, material experts, learning and students of class X IPS 1 of SMA N 1 Wates. The results showed that: 1) developing card learning media as a learning evaluation tool through five stages, namely, analysis, design, development, development, and implementation; 2) Uno Card Learning Media is declared appropriate to be used as an evaluation tool for economic learning and is included in an excellent assessment, based on a) material experts get an average score of 3.82 (right criteria), b) media experts get an average final score of 4,325 (excellent criteria), c) agreed to learn an average final score of 4,818 (excellent criteria), and students' responses from small groups obtained an average final score of 4,552 (excellent criteria) an average score of 4,637 (excellent criteria).


2021 ◽  
Vol 1 (2) ◽  
pp. 175-187
Author(s):  
Novita Anggestia ◽  
Triani Ratnawuri ◽  
Meyta Pritandhari

  Learning media is one of the needs that must be fulfilled in the learning process. The results of the pre-survey of learning media used in the Aliyah Ma'arif 9 Kotagajah Madrasah, researchers found several problems, namely the use of learning media that were less innovative in learning and the limitation of images in teaching books, worksheets and powerpoints so that students were not attracting attention in the learning process . So that learning media are needed that can attract the attention of students such as android applications, android application software assisted ispring suite as an economic learning media arranged concisely, clearly, and made in a practical form so that students are more interested and enthusiastic in learning and can understand the material. The development model used in this development is the ADDIE development model which consists of several stages, namely (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the development of android applications assisted by software ispring suite as an economic learning media it is known the results of recapitulation of data that have been carried out by learning media material experts on android applications with an average score of 86% included in the very feasible category and declared valid, the results of recapitulation from media experts with scores on average 87% fall into the category of very decent and declared valid. Furthermore, the practicality test by IPS X grade 1 students of Aliyah Ma'arif 9 Kotagajah gets an average score of 92.2% and falls into the very practical category so that it is declared practical. research shows that economic learning media using this android application is suitable for use in learning. Thus it can be concluded that the learning media of android applications are learning media that are valid and practical to be used in the learning process.


2021 ◽  
Vol 6 (1) ◽  
pp. 40
Author(s):  
Ospa Pea Yuanita Meishanti

Augmented Reality is actually not something foreign to the general public, it's just that they don't know what Augmented Reality itself means, Augmented Reality cards can generally be found in some snacks, which the cards can be scanned through a special application available on the Playstore. However, currently researchers are making Augmented Reality for learning, in this case researchers are using bee metamorphosis, so learning becomes more interesting. This study aims to describe the feasibility of Augmented Reality media for bee metamorphosis and to determine student responses to the attractiveness of Augmented Reality media for bee metamorphosis. The development model used is the ADDIE model which includes: Analysis, Design, Development, Implementation and Evaluation. Products are validated by one media expert and one material expert. The attractiveness test was carried out on 5 students of MTs Al-Ihsan Kalijaring Jombang. Data obtained from media experts, namely 80% with proper qualifications, criteria from material experts, namely 88% with very decent qualifications, while from the data students get a score of 88.75% with qualifications strongly attractiveness. The results of the assessment of media experts, material experts and student responses show that the bee metamorphosis Augmented Reality can be used as a learning media.


Author(s):  
Ratih Puspasari

Latar belakang penelitian ini adalah selama proses perkuliahan Teori Graf berlangsung buku yang digunakan oleh mahasiswa mengacu pada berbagai buku teks yang beredar di pasaran namun urutan penyampaiannya tidak seragam dan terstruktur. Buku teks khusus teori graf sangat jarang sekali ada. Kalaupun ada, seringkali masuk pada sub bab matematika diskrit, sehingga dosen sering mengalami kesulitan untuk meramu materi yang sesuai dengan silabus dan RPS. Ketidaktersediaan buku Teori Graf yang dijadikan acuan sebagai sumber belajar menyebabkan mahasiswa sulit memahami konsep. Tujuan dari penelitian ini adalah menghasilkan buku ajar kompilasi Teori Graf yang berkualifikasi baik dan layak diterapkan dalam perkuliahan teori graf oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Penelitian ini merupakan penelitian dengan model ADDIE yang terdiri dari analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuesioner. Hasil validasi buku ajar teori graf menunjukkan bahwa ahli isi/materi menilai buku ajar berkualifikasi baik, ahli desain pembelajaran menilai buku ajar berkualifikasi baik, dan ahli media pembelajaran menilai buku ajar berkualifikasi baik. Rerata hasil uji pada kelompok kecil baik dosen maupun mahasiswa menunjukkan bahwa buku ajar yang dihasilkan berada pada kualifikasi baik. Hasil penelitian pengembangan adalah buku ajar kompilasi teori graf berkualifikasi baik, layak, dan siap digunakan oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Kata kunci: buku ajar kompilasi, teori graf, model ADDIE.   ABSTRACT The background of this research is, during the Graph Theory lecture, the books used by students are textbooks on the market which have an unstructured contents and order. Special textbooks on graph theory are very rare, even if they are often included in the sub-chapter of discrete mathematics, so that lecturers often have difficulty compiling material that is in accordance with the syllabus and lesson plans. The unavailability of the graph theory book as learning sources has made the lack of students’ understanding the concept. The purpose of this study is to produce good quality and feasible text theory compilation textbooks in lectures on graph theory by lecturers and students at STKIP PGRI Tulungagung. This research is a development research. The development model used in this study is the ADDIE model, which includes five steps: analysis, design, development, implementation, and evaluation. Data is collected using questionnaire. The results of the validation of graph theory textbooks are content/material experts assess textbooks as well qualified, learning design experts assess textbooks as well qualified, and learning media experts assess textbooks as well qualified. The average test results in small groups both lecturers and students indicate that the textbook is in good qualification. Thus the development research stated that the textbook compilation of qualified graph theory is good, feasible, and ready to be used by lecturers and students at STKIP PGRI Tulungagung. Keywords: compilation textbook, graph theory, ADDIE model.


2021 ◽  
Vol 10 (2) ◽  
pp. 251-264
Author(s):  
Maryani Maryani ◽  
Yasmin Yuliana ◽  
Firdha Kusuma Ayu Anggraeni

This research aimed to determine the validity of the Physics Event Photo Analysis (AFKF) module based on the STEM approach and improve students' critical thinking skillsat SMA Negeri 1 Rogojampi. The researchers implemented the ADDIE development model to achieve these goals, which consisted of five stages: Analysis, Design, Development, Implementation, and Evaluation. The data collecting techniques used in this research were interviews, product validation, and tests. The validation results indicated that the product was feasible to use with a validity percentage of 93%. The percentages can be categorized as very valid and can be used without revision. Furthermore, the percentage of the product's effectiveness in improving students' critical thinking abilitywas 66.58% which was included in the medium category. The PhysBased on the STEM approach, the Event Photo Analysis Module (AFKF) based ed positive responses from students with a percentage of 76%.TThis development research concluded that the STEM approach-based Physics Event Photo Analysis (AFKF) module is very valid and effective in improving students' critical thinking skills.


Author(s):  
Asliyani Asliyani ◽  
Muhammad Rusdi ◽  
Asrial Asrial

This development research is conducted at SMKN 3 Jambi, the purpose is to develop contextual based chemistry learning material for Xth grade Technological Vocational High School (SMK) with content and contex representative enough for SMKN 3 students. The model used in this research development is the type 1 development mode from Richey by adopting the development model of Dick & Carey. This development research is conducted in four important steps, they are analysis, design, development, and evaluation. The data are collected using openended questionaire. The subjects are students from class X TPM1, X TKR2, and X TKR3. These samples are taken randomly but remain to represent each student ability level, high, medium and very low. The research result shows the positif respond towards the developed  product. Based on the  collected and analyzed data, it can be concluded that the developed product is interesting, simple and easy to understand, can increase student’s positif characters such as interest, participation, responsibility, and relate to student selected skill.


MEDIKORA ◽  
2021 ◽  
Vol 20 (1) ◽  
pp. 23-35
Author(s):  
Muhammad Sigit Antoni ◽  
Guntur Guntur ◽  
Rifqi Festiawan ◽  
Arifin Ika Nugraha ◽  
Farid Imam Nurhadi

This study aims to develop a feasible Android-based Rockport Walking Fitness Test application. This development research uses the ADDIE development model which consists of four stages of development: analysis, design, development and implementation, and evaluation. The Rockport Walking Fitness Test application contains the application menu, in the form of: (a) homepage, (b) Rockport Test, which contains a description page about the Rockport Walking Fitness Test, (c) guide, contains a guide page for application use and implementation of the Rockport Walking Fitness Test , (d) start the test, the data input page and timer that guides the implementation of the Rockport Walking Fitness Test, which continues to display the results of the Rockport Walking Fitness Test conducted, and (e) about, is a page that contains information about the Rockport Walking Fitness Test application and developer profile. Feasibility of the Rockport Walking Fitness Test application is assessed based on the assessment of material experts, obtained a score of 53.50 from a total score of 56.00 (very feasible category). Appraisal of feasibility by media experts obtained a score of 63.00 from a total score of 68.00 (very feasible category). The assessment of users in small group trials obtained a score of 42.17 from a total score of 52.00 (decent category). In the large group/field trial, the user assessment obtained a score of 49.77 from a total score of 52.00 (very feasible category). ROCKPORT WALKING FITNESS TEST APPS: APLIKASI TES KEBUGARAN KARDIORESPIRASI METODE ROCKPORT BERBASIS ANDROID  AbstrakPenelitian ini bertujuan untuk mengembangkan aplikasi Rockport Walking Fitness Test berbasis Android yang layak. Penelitian pengembangan ini menggunakan model pengembangan ADDIE (Analysis, Design, Development and Implementation, Evaluation) yang terdiri dari empat tahap pengembangan yaitu analisis, perancangan, pengembangan dan implementasi, serta evaluasi. Gambaran umum aplikasi Rockport Walking Fitness Test memuat menu aplikasi, berupa: (a) beranda, (b) Rockport Test, yang berisi halaman deskripsi tentang Rockport Walking Fitness Test, (c) panduan, beirisi halaman panduan penggunaan aplikasi dan pelaksanaan Rockport Walking Fitness Test, (d) mulai tes, yaitu halaman input data dan penghitung waktu yang memandu pelaksanaan Rockport Walking Fitness Test, yang dilanjutkan menampilkan hasil Rockport Walking Fitness Test yang dilakukan, dan (e) tentang, merupakan halaman yang memuat informas mengenai aplikasi Rockport Walking Fitness Test serta profil pengembang. Kelayakan aplikasi Rockport Walking Fitness Test dinilai berdasarkan penilaian ahli materi, diperoleh skor sebesar 53,50 dari skor total sebesar 56,00 (sangat layak). Penilaian kelayakan oleh ahli media diperoleh skor sebesar 63,00 dari nilai skor total sebesar 68,00 (sangat layak). Penilaian para pengguna pada uji coba kelompok kecil diperoleh skor sebesar 42,17 dari nilai skor total 52,00 (layak). Pada uji coba kelompok besar/lapangan, penilaian pengguna diperoleh skor sebesar 49,77 dari nilai skor total 52,00 (sangat layak).


2021 ◽  
Vol 9 (4) ◽  
pp. 482-490
Author(s):  
Ari Septian ◽  
Sarah Inayah ◽  
Ihsanu Nasihin

The purpose of this study was to develop teaching materials assisted by Google Classroom in the form of mathematical material about building cubes and blocks, examples of math problems, and practice math problems. Developed as empirical evidence of the effectiveness of Google Classroom-assisted teaching materials on building materials. The method used in this study is research and development (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). These teaching materials were developed through a questionnaire and assessed from several expert validations including media experts and material experts. Based on the results of the media expert validation, the average score percentage was 78.3% and was included in the Eligible category. Meanwhile, based on the results of material expert validation, the average score percentage is 82.6% and is included in the Very Eligible category. Thus, overall Google Classroom-assisted teaching materials on this spatial building material have a percentage of 80.4% and fall into the Very Eligible category. so that it is effective as a Google Classroom-assisted teaching material on building materials and can be used anytime.


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 (1) ◽  
pp. 87-94
Author(s):  
Fauziah Eka Safitri ◽  
Djuniadi Djuniadi

In recent years, the application and development of 3D hologram technology expanded in many areas, including to develop learning media. This research aimed at knowing the development, feasibility, effectiveness, practicability of usefulness and easiness of 3D hologram-based learning media on coconut plant theme lesson. The research has been carried out at kindergarten education with a sample of 24 students from TK Islam Al Madina Semarang. The method used is R&D with ADDIE development model, there are Analysis, Design, Development, Implementation, and Evaluation. The result reported that: the media 3D hologram for learning coconut plant has been developed by obtaining input from validator media and validator material, the developed media was considered feasible based on the media validator's assessment with score of 87% and the validator's material with a score of 80%, the developed media was effective, evidenced by mean score of post-test student's answers was 99,3, which is increase 24% compared to the pre-test 75; and the developed media was considered useful and easy to use by teacher and parents with their respective scores 82% and 92%. The overall result shows that the developed media hologram is feasible, effective, useful, and easy as a learning media.


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