PENGEMBANGAN APLIKASI ANDROID BERBANTU SOFTWARE ISPRING SUITE SEBAGAI MEDIA PEMBELAJARAN EKONOMI MADRASAH ALIYAH MA’ARIF 9 KOTAGAJAH TAHUN PELAJARAN 2018/2019

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.

2019 ◽  
Vol 3 (1) ◽  
pp. 35 ◽  
Author(s):  
Rahmat Arofah Hari Cahyadi

Instructional material are an important part in determining the quality of learning. The design of the development of instructional material needs to pay attention to the development model to ensure the quality of instructional material in supporting learning effectiveness, because the development of instuctional material is basically a linear process with the learning process. One of the designs for the development of instructional material that is often used is the ADDIE Model through 5 stages; Analysis, Design, Development, Implementation and Evaluation. The ADDIE model is a learning system design model that shows the basic stages of a learning system that is easy to do. 


2020 ◽  
Vol 2 (2) ◽  
pp. 104
Author(s):  
Fanny Fashiri ◽  
Nora Susanti

This study aims to know the feasibility of an interactive learning material based on a website that innovated based on BSNP. The research method used Research and Development (R&D) with the ADDIE models which consist of five stages are analysis, design, development, implementation, and evaluation. Data collected technique used for feasibility was a questionnaire of BSNP was given to experts lecture. The analysis results of this research are the interactive learning material based on the website was feasible that used questionnaire of BSNP showed a score of the truth, breadth, and depth of concept aspects was 4.66, material and question device aspects was 4.56, language structure aspects was 5.0, display of media aspects was 4.83, software engineering aspects was 4.33, usefulness aspects was 4.66. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic was 4.67. The average score overall validation of interactive learning material based on the website on the electrolyte and nonelectrolyte solution topic shows that this media is very eligible and can be used in the learning process.


2018 ◽  
Author(s):  
Asmar Yulastri ◽  
Syaiful Islami ◽  
Ganefri

This article aims to reveal the validity of the entrepreneurship module based-product in vocational education. Based on the observation, the existing problem is the unavailability of entrepreneurship module that causes the learning process has not been maximized. The method used is Research and Development with development model Analysis, Design, Development, Implementation, and Evaluation (ADDIE). The validation process is accompanied by a discussion or direct interview with the expert on improvements to be made. The design of a product-based entrepreneurial module is consulted first with experts or experts and counselors. Then, the design is judged by the competent people who have understood the module development principle. Data collection instrument in the form of a questionnaire. The results obtained are a valid product-based entrepreneurial module on aspects of content, aspects of the format and presentation aspects.


2019 ◽  
Vol 2 (1) ◽  
pp. 253-258 ◽  
Author(s):  
Zainal Arifin ◽  
Febri Yanti ◽  
Ramlan Silaban ◽  
Simson Tarigan

Sistem Kurikulum 2013 menuntut siswa untuk berperan aktif dalam proses pembelajaran di sekolah maupun belajar secara mandiri. Sehingga perlu adanya media pembelajaran yang dapat membantu siswa dalam memahami pembelajaran kimia. Kimia merupakan ilmu alam yang bersifat sebagai produk dan konsep sehingga dalam pembelajarannya dapat dilakukan melalui kegiatan praktikum. Kegiatan praktikum dibutuhkan suatu perangkat sebagai panduan dalam kerja ilmiah yang disebut buku penuntun praktikum. Desain penelitian yang digunakan adalah Research and Development model ADDIE (analysis, design, development, implementation, dan evaluation).Penelitian ini hanya dilakukan pada tahap awal yaitu analisis buku penuntun praktikum. Hasil yang diperoleh adalah gambaran awal buku penuntun praktikum yang sudah ada untuk dilakukan pengembangan lebih lanjut menjadi produk buku penuntun praktikum kimia inovatif sesuai kurikulum 2013.   The 2013 Curriculum System requires students to play an active role in the learning process at school and self-study independently. Therefore, learning media that can help students understand chemistry learning well are very necessary. Chemistry is a natural science that has characteristics as a product and concept so that in each learning process it can be done through practical activities. In carrying out practical activities, a tool is needed as a guide in scientific work called a practical guidebook. In this research, the study design used was the ADDIE Research and Development model (analysis, design, development, implementation, and evaluation). This study was only carried out at the initial stage, namely the analysis of the practical guidebook. The results obtained are the initial description of the existing practical guidebook for further development to become the product of an innovative chemistry practicum guide according to the 2013 curriculum.


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).


TAMAN VOKASI ◽  
2016 ◽  
Vol 4 (2) ◽  
pp. 229
Author(s):  
Wachid Nur Ramadhan ◽  
Setuju Setuju

Passivity of students in learning, together with limited productive lesson teaching materials particularly in milling machine techniques, lead to a low level understanding of students in particular subjects. Development of teaching materials in the form of module is expected to be the solution of existing learning problems. This study is purposed to determine the development of teaching materials in the form of milling machine techniques modules and measure the quality of the feasibility of such modules through an assessment by experts and students. Thirty two students of 12th grade at Machine Engineering Department of SMK Muhammadiyah Prambanan were involved as the object of this study. The development model used in this study is analysis, design, development and implementation. Data analysis techniques used in the form of descriptive  analysis. The results of this study are the development of teaching materials in the form of 4 stages modules (analysis, design, development and implementation). Experts’ assessment shows that this module is qualified and appropriate to be used in learning process. While the assessment by 32 students known that the average score in graphic, content and language is 21.28 with quality category of "very good", 41,50 with quality category of "good", 21.12 with quality category "very good". A total of 53.12% of students expressed that module quality is "good". From the data, it can be concluded that the module of teaching materials development in milling machine techniques is "good" so that it is appropriate in learning process at SMK MuhammadiyahPrambanan.


2019 ◽  
Vol 10 (1) ◽  
pp. 135-150 ◽  
Author(s):  
M Saidun Anwar ◽  
Choirudin Choirudin ◽  
Eka Fitria Ningsih ◽  
Triana Dewi ◽  
Andino Maseleno

The purpose of this study is to develop a multimedia learning based on iSpring Presenter to increase students' interest in learning in mathematics. This study uses the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The data analysis technique used is descriptive quantitative. The results showed that the interactive mathematics multimedia learning based on iSpring Presenter has fulfilled the requirements to be considered feasible to be used in the learning process and is feasible to be used as learning support media to increase students' interest in learning through varied learning activities. 


2021 ◽  
Vol 1 (1) ◽  
pp. 94-99
Author(s):  
Impron Saputra ◽  
Yusuf Suharto ◽  
Rudi Hartono

The development of learning media is based on the problems that occur today, namely the lack of utilization of learning media in the learning process. The use of learning media at SMAN 1 is one of them. Most students use learning methods that are still monotonous, because there are still many who use monotonous and teacher-centered learning methods at school. The purpose of developing research is to produce innovative learning media products. The media intended to be an easy-to-use media in this case is the story map media. As per the development of the 21st century and the current 4.0 industrial revolution, which requires digital based media. The use of digital-based media in addition to being easy to use, also teaches students the usefulness of technology. The development model in this study follows the development model adapted from the ADDIE instructional design model which includes the analysis (design), design (development), development (implement) and evaluation stages. The results of the media feasibility trials in the field have a percentage of (75.9%) which states that it is feasible, while the percentage (24.1%) states that the media is very feasible. The results of the tests of understanding tests were obtained (82.7%) students were able to answer questions well. Based on the results of feasibility trials and understanding tests in the field stated that the media is feasible to use and effectively used to help the learning process at school. Pengembangan media pembelajaran ini didasarkan pada permasalahan yang terjadi saat ini yaitu kurangnya pemanfatan media pembelajaran dalam proses pembelajaran. Pemanfaatan media pembelajaran di SMAN 1 Tumpang salah satunya. Siswa kebanyakan menggunakan cara belajar yang masih monoton, karena di sekolah masih banyak yang menerapkan metode pembelajaran yang monoton dan terpusat pada guru. Tujuan dilakukannya penelitian pengembangan yaitu menghasilkan produk media pembelajaran yang inovatif. Media yang dimaksudkan merupakan media yang mudah digunakan dalam hal ini adalah media story map. Sesuai perkembangan abad 21 dan revolusi industri 4.0 saat ini, yang membutuhkan media berbasis digital. Kegunaan media yang berbasis digital selain mudah digunakan, juga mengajarkan kepada siswa kegunaan dari teknologi. Model pengembangan pada penelitian ini mengikuti model pengembangan yang diadaptasi dari model desain instruksional ADDIE yang meliputi tahap analisis (analysis), desain (design), pengembangan (development), implementasi (implement) dan evaluasi (evalutation). Hasil uji coba kelayakan media dilapangan didapatkan persentase sebesar (75,9%) yang menyatakan layak, sementara persentase (24,1%) meyatakan media sangat layak. Hasil dari uji coba tes pemahaman didapatkan hasil (82,7%) siswa mampu menjawab pertanyaan dengan baik. Berdasarkan hasil uji coba kelayakan dan tes pemahaman dilapangan menyatakan bahwa media layak digunakan serta efektif digunakan untuk membantu proses pembelajaran disekolah.


2020 ◽  
Vol 10 (2) ◽  
Author(s):  
Anggita Putri Lestari ◽  
Leonard Leonard ◽  
Zulfiati Syahrial ◽  
Syafa'atun Syafa'atun

This development research aims to find out the product of the development of mathematics learning media that is able to provide solutions to the problems of mathematics learning class III of elementary school. The research method used is the Research and Development method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). In this study to determine the feasibility of stop motion mathematical product learning media, the product was tested to two media experts and three material experts. Based on the results of the evaluation at the stage of evaluation of stop motion mathematics animation learning media, it can be concluded that learning media are in good categories and suitable for use in the learning process.


2021 ◽  
Vol 11 (1) ◽  
pp. 137
Author(s):  
Satriyo Pamungkas ◽  
Ulul Azmi

This study is to determine the development of educational media for playing snakes and ladders in learning the history of Indonesia during colonialism and European imperialism using the Lee and Owens model. This development model consists of five development stages, namely analysis, design, development, implementation, and evaluation. From the process of these stages, the average score at the trial stage where the product went through three stages, namely one to one (2.58) in the poor category, the small group (4.2) in the very feasible category, and the field test (4, 45) in the very category worth it. Overall from the results of these trials, the mean score was 3.74 categories (feasible).


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