scholarly journals Pengembangan Media Website Hybrid Learning berbasis Kemampuan Literasi Digital dalam Pembelajaran Fisika

2019 ◽  
Vol 7 (1) ◽  
pp. 130
Author(s):  
Tetra Rahayu ◽  
Tantri Mayasari ◽  
Farida Huriawati

This research was conducted to: (1) develop hybrid learning website media based on digital literacy skills in physics learning, (2) describe the characteristics of products developed, (3) describe students' responses to the developed media. The device developed in the form of hybrid learning website media based on digital literacy skills in physics learning with the development procedure used is the ADDIE model which consists of five stages: analysis, design, development, implementation and evaluation. Media characteristics of hybrid learning websites based on digital literacy capability, namely the website media developed has been based on the concept of hybrid learning and integrated with the dimensions of digital literacy capabilities. Student responses to hybrid learning website media based on digital literacy ability are still in good condition with a percentage of 79.85%.

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.


2019 ◽  
Vol 10 (2) ◽  
pp. 101-107
Author(s):  
Nurfadilah Nurfadilah ◽  
Ishafit Ishafit ◽  
R Herawati ◽  
E Nurulia

The purpose of this study was to study the validity and response of students towards developing a physics experiment guide using a smartphone with a phyphox application on collision material. This research is a development research (Research and Development) with ADDIE development model consisting of five meetings namely Analysis, Design, Development, Implementation and Evaluation. This study uses descriptive analysis techniques, namely by calculating the percentage value of the results of validation and student responses using a questionnaire instrument. The results of the material expert validation of 85% were very feasible to use and the results of validation by the teacher were 81%, the category was very suitable to use. The results of student questionnaire responses to the experimental technique used phyphox by 90%. Can be used to support physics learning


2021 ◽  
Vol 10 (1) ◽  
pp. 34-40
Author(s):  
Erna Noor Savitri ◽  
Novi Ratna Dewi ◽  
Andin Vita Amalia

This research aims to develop a valid Real Science Mask with QR Code learning media. The goal to be achieved through this research in general is to produce learning media that can build a concrete learning experience and be able to improve digital literacy of science students. The research and development (RnD) method by analysis, design, development, implementation, and evaluation (ADDIE) was performed. The data collection instruments used were observation sheets, expert validation sheets, and questions. The teaching and learning instruments were declared feasible and ready for application with a few revisions based on the validation results. Aspects that are considered in the feasibility test of the Real Science Mask with QR Code media are relevance, efficiency, effectiveness, flexibility, interface, suitability of material with digital and cognitive literacy skills, and media function. Real Science Mask with QR Code is a specially designed learning media that has been tested feasible and valid to improve digital literacy of science students.


2021 ◽  
Vol 5 (1) ◽  
pp. 1-5
Author(s):  
Dinda Desma Romadona ◽  
Sri Purwaningsih ◽  
Darmaji Darmaji

This study aims to develop a physics practicum guide based on science process skills on static fluid material using Kvisoft Flipbook Maker that meets valid criteria or is suitable for use. This study is development research in accordance with the ADDIE model, i.e.: Analysis, Design, Development, Implementation, and Evaluation. The science process skills indicator contained in the practicum guide is an indicator of basic and integrated science process skills by Rezba (2007). The practicum guide is validated by material and media experts and produces excellent assessment results so that it is suitable for use in the physics learning process of senior high school, especially on static fluid topic.


2017 ◽  
Vol 7 (1) ◽  
pp. 101
Author(s):  
Mohammad Fatkhurrokhman ◽  
Endi Permata ◽  
Ratna Ekawati ◽  
Setria Utama Rizal

Penelitian pengembangan ini bertujuan untuk mendeskripsikan kualitas perangkat pembelajaran berupa Rencana Pelaksanaan Pembelajaran (RPP) dan Modul Praktik (Lab Sheet) pada mata kuliah Teknik Digital menggunakan pendekatan Project Based Learning. Kualitas produk pengembangan dinilai berdasarkan: (1) aspek kevalidan, (2) aspek kepraktisan, dan (3) aspek keefektifan mahasiswa. Prosedur pengembangan perangkat pembelajaran mengacu pada model pengembangan ADDIE (analysis, design, development, implementation, dan evaluation). Kualitas kevalidan perangkat pembelajaran memenuhi kriteria valid ditunjukkan oleh skor rata-rata RPP masuk dalam kategori sangat baik, dan skor rata-rata Lab Sheet yang dikategorikan baik. Kualitas kepraktisan perangkat pembelajaran memenuhi kriteria praktis ditunjukkan oleh skor rata-rata respon mahasiswa masuk dalam kategori sangat baik, skor rata-rata respon dosen masuk dalam kategori baik, dan persentase hasil observasi pembelajaan masuk dalam kategori sangat baik. Kualitas keefektifan perangkat pembelajaran ditinjau dari kemampuan mahasiswa memenuhi kriteria efektif ditunjukkan oleh persentase ketuntasan siswa yaitu 93,10% yang berarti sangat baik dan skor rata-rata kemampuan mahasiswa yaitu 82,68 yang berarti baik.Kata kunci: perangkat pembelajaran, project based learning, penelitian pengembangan (ADDIE model) THE TEACHING DEVICES DEVELOPMENT OF DIGITAL ENGINEERING USING PROJECT BASED LEARNING IN DEPARTMENT OF ELECTRICAL ENGINEERING EDUCATIONAbstractThis development study was aimed to describe the quality of the learning device in the form of Learning Implementation Plan (RPP) and Practice Module (Lab Sheet) on  Digital Engineering course using Project Based Learning approach. Quality of product development was assessed by considering the aspects of: 1) validity, 2) practicality, and 3) the effectiveness of the student. The development procedure refers to the development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The quality of the learning device validity fulfills the criteria of being ‘valid’ indicated by the average score of RPP which is categorized as very good, and the average score of Lab Sheet which is categorized as good. The quality of learning device practicality fulfills the criteria of being ‘practical’ indicated by the average score of students’ response which is categorized as very good, the average score of lecturers’ response which is categorized as good, and the percentage of learning observation result which is categorized as very good. The quality of the effectiveness of the learning device observed in terms of students’ ability effectively meets the criteria of being ‘effective’ indicated by the percentage of students’ completeness (93.10%) which means very good and the average score of students’ ability (82.68), which means good.Keywords: learning of equipment, project based learning, research of development (ADDIE-Model)


2020 ◽  
Vol 3 (3) ◽  
pp. 329-335
Author(s):  
Meri Yani ◽  
Sulthan Shahril ◽  
Rizki Wahyu Yunian Putra ◽  
Adolf T Simatupang

The aims of this study are to find out the view of the validator on learning Sparkol media, to find out the students’ views on learning the Sparkol media, to know the effectiveness of learning by using Sparkol learning media. This research and development used the ADDIE research model. Media development based on Sparkol Videoscribe using Research and Development with Addie model which has 5 stages: Analysis, Design, Development, Implementation, and Evaluation. Student responses to the feasibility of learning media with Sparkol show that this media is feasible and attractive to students. The effectiveness of learning using Sparkol Videoscribe-based mathematics learning media was tested in the range , this result shows that the category is quite effective.


2020 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Tri Hidayati ◽  
Ines Heidiani Ikasari

The purpose of this study is to produce information and communication technology/ICT-based calculus learning media that meets the valid, practical, and effective criteria. This type of research is development research. The development model used is the ADDIE model. According to Pribadi (2009: 125) one of the learning system design models with basic stages of learning system design that is simple and easy to learn is the ADDIE model. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. The ADDIE model was developed by Reiser and Mollenda (Branch. 2009: 17-18). Validity data was obtained from validation results by material experts, media experts, and user lecturers. While practicality data is obtained from lecturers' decisions, student responses and the implementation of the learning process (lectures). For effectiveness analysis, it is done by determining the percentage of students who reach the minimum high category for the motivation questionnaire and determining the percentage of completeness of students' scores on classical learning achievement tests. Modules will be categorized as valid and practical if each review minimally is considered to the "good" category, whereas it is effective if students who achieve classical completeness of at least 80% for achievement tests and a minimum questionnaire assessment of the "good" category.


SAINTEKBU ◽  
2021 ◽  
Vol 13 (01) ◽  
pp. 19-27
Author(s):  
Ospa Pea Yuanita Meishanti ◽  
Zaidatur Roziqo

ABSTRACT (in English) 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. Keyword : Augmented Reality, Development, Learning Media, INTISARI (in Indonesia) Pada dasarnya, Augmented Reality sebenarnya bukan sesuatu yang asing dalam masyarakat umum, hanya saja mereka tidak mengetahui apa arti dari Augmented Reality itu sendiri. Kartu Augmented Reality umumnya dapat ditemukan dalam beberapa snack kemasan yang mana kartu tersebut dapat di-scan melalui aplikasi khusus yang tersedia dalam Playstore. Namun sekarang peneliti membuat Augmented Reality untuk pembelajaran, dalam hal ini peneliti menggunakan bahasan metamorfosis lebah, agar pembelajaran lebih menarik. Penelitian ini bertujuan untuk mendeskripsikan kelayakan media Augmented Reality pada metamorfosis lebah dan mengetahui respon siswa terhadap kemenarikan media Augmented Reality metamorfosis lebah. Model pengembangan yang digunakan adalah model ADDIE yang meliputi: Analysis, Design, Development, Implementation dan Evaluation. Produk divalidasi oleh satu ahli media dan satu ahli materi. Uji kemenarikan dilakukan pada 5 orang siswa MTs Al-Ihsan Kalijaring Jombang. Data penilaian yang diperoleh dari ahli media yaitu sebesar 80% dengan kualifikasi layak, penilaian dari ahli materi yaitu sebesar 88% dengan kualifikasi sangat layak, sedangkan dari data respon siswa mendapatkan skor sebesar 88,75% dengan kualifikasi sangat setuju. Hasil penilaian dari ahli media, ahli materi dan respon siswa menunjukkan Augmented Reality metamorfosis lebah dapat digunakan sebagai media pembelajaran. Kata Kunci : Augmented Reality, Pengembangan, Media Pembelajaran,


2020 ◽  
Vol 10 (2) ◽  
pp. 147-161
Author(s):  
Jon Jon

Research on the Development of Online Lecture Systems which is effective in increasing the learning interest of Sekolah Tinggi Teologi Kristus Alfa Omega students aims to describe the Development of the Online Lecture System into a valid, practical and effective product. The method used in this research is Research and Development with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the research that has been done, the Online Lecture System which is effective in increasing student interest in learning is valid for use in Sekolah Tinggi Teologi Kristus Alfa Omega, according to the results of the assessment of two expert teams, namely Waket 1 and Dir. Postgraduate Sekolah Tinggi Teologi Kristus Alfa Omega Semarang with 100 percentages each and the results of student responses were good, namely with a percentage of 81.4% and 81.2%


2020 ◽  
Vol 4 (3) ◽  
pp. 541
Author(s):  
Neneng Susanti ◽  
Yennita Yennita ◽  
Azhar Azhar

This study aims to produce physics learning media in high schools in the form of the development of contextual based electronic global warming modules using a valid, practical and effective flipbook application. This type of research is research and development using the ADDIE model (Analysis, Design, Development, Implementation and Evaluate). The field trial design used was One Group Pretest-Posttest Design. The development of contextual based electronic global warming modules using the flipbook application has passed the validation test stage with an average percentage of material experts at 88.42% with a very valid category and an average percentage of media experts at 85.63% with a very valid category. Practicality test by the teacher obtained an average percentage score of 85.56% with very practical criteria and by students obtained an average percentage score of 91.33% with a very practical category. Improved learning outcomes using e-modules and without e-modules (the results of last year's tests) are included in the increased category. It can be concluded that the use of contextual-based electronic modules using the flipbook application in learning can improve student physics learning outcomes.


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