scholarly journals THE DEVELOPMENT OF LEARNING MEDIA OF PANJAT PINANG BIO BOARD GAMES AT THE CLASS XI OF MA GUPPI SAMATA

2021 ◽  
Vol 24 (2) ◽  
pp. 169
Author(s):  
Ainul Uyuni Taufiq ◽  
Asniati Jabbar ◽  
Zulkarnaim Zulkarnaim

Abstract:This research aimed to: (1) develop learning media of Panjat Pinang Bio Board Games based on circulation system material for class XI of MA GUPPI Samata, (2) determine the level of validity, practicality, and effectiveness of Panjat Pinang Bio Board Games. The research method employed was Research and Development (R & D) with the 4-D development model, namely define, design, develop, and disseminate. The instruments used were validation sheets, educator and student questionnaires, and questions. The population was 24 students of class XI, and six students were selected as samples. The results indicated that the average validity level was 3.62 with valid category, while the average practicality level was 3.10 with practical category. The level of efficacy was 100% which fulfilled the completeness criteria with effective category. Therefore, Panjat Pinang Bio Board Games was considered practicable to employ since it matched the criteria of being valid, practical, and effective. Selecting appropriate learning media supports students' learning outcomes. Abstrak:Penelitian bertujuan (1) mengembangkan media pembelajaran Bio Board Gamess Panjat Pinang pada materi sistem sirkulasi kelas XI MA pesantren GUPPI Samata, (2) mengetahui tingkat kevalidan, kepraktisan, dan keefektifan media pembelajaran Bio Board Gamess Panjat Pinang pada materi sistem sirkulasi kelas XI MA pesantren GUPPI Samata. Metode penelitian yaitu research and development (R & D) dengan model pengembangan 4-D yaitu define, design, develop dan disseminate. Instrumen penelitian yang digunakan di antaranya lembar validasi, angket respon pendidik dan peserta didik, dan soal. Populasi dalam penelitian ini adalah siswa kelas XI dan terpilih 6 orang sebagai sampel. Hasil penelitian menunjukkan tingkat validitas 3,62 dengan kategori valid, tingkat kepraktisan rata-rata 3,10 dengan kategori praktis. Tingkat keefektifan mencapai 100% yang memenuhi nilai KKM dengan kategori efektif. Sehingga media pembelajaran Bio Board Gamess Panjat Pinang layak digunakan karena memenuhi kriteria valid, praktis dan efektif. Pemilihan media pembelajaran yang tepat mendukung hasil belajar siswa.

2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2020 ◽  
Vol 5 (2) ◽  
pp. 151
Author(s):  
Buce Trias Hanggara ◽  
Noveria Anggraeni Fiaji ◽  
Prima Zulvarina

Research and development of AKSARA: interactive digital pocketbooks, focusing on the development of a mobile application based on ethics of politeness and academic corruption, introduced as a form of early learning for Brawijaya University students. This research method was a mixed-method type. The development of digital pocketbooks was using a Recursive, Reflective, Design and Development model or can be abbreviated as R2D2. In the development of digital pocketbooks, the focus was on the three development focuses of R2D2, namely (1) Focus on determination; (2) Focus on developing product design, as well as its trials, and; (3) Focus on dissemination in accordance with the context of the development’s environment and needs. The results from the research and development process was a pocketbook app using mobile platform, which makes the product more ubiquitous. Applying the concept of gamification, this application has several interesting functions that stimulate user interaction. AKSARA provides ethics of politeness and academic corruption materials which are divided into systematic chapters and subchapters, each of them contains a quiz to measure user's understanding of the material. The correctness of answers and speed in answering the question determined the points received by users which can decide the user’s level and its ranking in the leaderboard. Users can also share their profiles in social media such as Instagram and Facebook. 


AL MURABBI ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 58-70
Author(s):  
Dani Cahyani Rahayu ◽  
Abdulloh Hamid ◽  
Mohammad Salehuddin ◽  
Winarto Eka Wahyudi

This study aims to develop a blended learning-based e modulon the hadith material about intentions at the madrasah ibtidaiyah or elementary education level. This study uses the research and development method (Research and Development) with the ADDIE or Analyze development model, Design, Development, Implementation, and Evaluate. The moduldeveloped is made using the Kvisoft Flipbook Maker application and published in Html format, which can be accessed via the internet network. The developed blended learningcombines face-to-face learning and distance learning as the learning process occurs, especially during the pandemic and the new normal. E modulis used as a companion to teaching materials that can stimulate students to study independently due to the parents' busyness or the teacher's distance, which makes the obligation to study independently echoed together with the independent campaign in learning. The validity and response tests carried out 85% agreed with the use of e moduland the pretest and posttest test of students' learning outcomes also showed the effectiveness of using the blended learning-based e modulwith an average of 87 out of 20 students who became respondents.


2019 ◽  
Vol 12 (2) ◽  
pp. 52-58 ◽  
Author(s):  
Murni Astuti ◽  
Rahmiati Rahmiati ◽  
Sri Zulfia Novita ◽  
Rahmi Oktarina

Learning Skin Care is one of the compulsory subjects in the Department of Beauty And Cosmetology FPP UNP. The problems encountered in learning Facial Skin Care are students having difficulty in understanding massage tehnic and problematic facial care techniques with technology. This causes student learning outcomes are relatively low. The purpose of this research is to develop interactive multimedia learning media on Facial Skin Care courses that are practical, valid and effective. This research was conducted in the cosmetology and beauty department of FPP UNP. This research uses the Research and Development (R&D) research method. Interactive multimedia validation of Facial Skin Care courses conducted by material validators and media and language display an average of 3.68% with the category "very valid" Whereas the practicality of interactive multimedia seen from the response of lecturers who get an average of 3.60% and students 3.79%. This shows the interactive multimedia Facial Skin Care, including the category "very practical”    


Author(s):  
Nana Ronawan Rambe ◽  
Abdul Hasan Saragih

Abstrak: Penelitian dan pengembangan ini bertujuan untuk: (1) Menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual, (2) Untuk mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Metode penelitian adalah Research and Development dengan menggunakan model Dick and Carey. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan tanpa menggunakan multimedia interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh t hitung  sebesar 9.0229,  sedangkan t tabel = 1.98, pada α=0.05 dengan dk 98 . Hasil perhitungan dimana  thitung > t tabel, t hitung yaitu  9.0229>1.98. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan pembelajaran multimedia  interaktif adalah sebesar 95.63% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan tanpa menggunakan pembelajaran multimedia interaktif, yaitu  sebesar 90.00%. Kata Kunci: media pembelajaran tenses bahasa inggris berbasis multimedia interaktif Abstract: The research and development is aimed at: (1) Produce interactive learning media that is fit for use, easy to learn and can be used for individual learning, (2) To determine the effectiveness of interactive learning media developed in subjects in English. The research method is the Research and Development using a model of Dick and Carey. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned using interactive multimedia learning outcomes of students that learned without using interactive multimedia. This is indicated by the data processing which gained t count equal to 9.0229, while the tables t = 1.98, at α = 0:05 to 98 hp. The results of calculations where thitung> t table, ie 9.0229 t> 1.98. It was concluded that the results of the study group of students that learned using interactive multimedia learning amounted to 95.63% and higher than the group of students that learned without using interactive multimedia learning, which amounted to 90.00%. Keywords: media learning English tenses based interactive multimedia


Author(s):  
Muhammad Ridwan ◽  
Sahat Siagian

Abstrak: Penelitian dan pengembagan ini bertujuan: (1) mengambangkan bahan ajar mata pelajaran PPKn; (2) mengetahui efektifitas produk bahan ajar pada mata pelajaran PPKn yang dikembangkan. Metode penelitian adalah penelitian dan pengembangan dengan menggunakan model Borg and Gall. Hasil penelitian menunjukkan; (1) validasi untuk kelayakan isi  bahan ajar PPKn adalah baik, (2) validasi untuk kelayakan penyajian  bahan ajar PPKn adalah baik, (3) validasi untuk kelayakan isi  bahan ajar adalah baik, (4) validasi untuk kelayakan penyajian bahan ajar adalah baik, (5) validasi untuk kelayakan bahasa bahan ajar adalah baik,  rentang validasi akhir dari bahan ajar PPKn hasil pengembangan adalah baik, yang artinya bahan ajar PPKn hasil pengembangan dinyatakan valid. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung sebesar 8,666  sedangkan ttabel = 2,042 , pada α = 0,05 dengan dk 98 . Hasil perhitungan dimana  thitung > ttabel, thitung yaitu  8,666 >  2,042. Disimpulkan bahwa jumlah rata-rata nilai postes hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan adalah sebesar 80,667 dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks, yaitu  sebesar  55,333. Kata Kunci: bahan ajar  pada mata pelajaran PPKn Abstract: Research and pengembagan aims: (1) floating the subjects PPKn instructional materials; (2) determine the effectiveness of the product instructional materials on subjects PPKn developed. The research method is a research and development using the Borg and Gall models. The results showed; (1) validation of the feasibility of the contents of teaching materials PPKn is good, (2) validation of the feasibility of presenting instructional materials PPKn is good, (3) validation of the feasibility of the contents of teaching materials is good, (4) validation of the feasibility of the presentation of teaching materials is good, (5) validation of the feasibility of language teaching materials is good, the ultimate validation range of teaching materials PPKn result of the development is good, which means the development of teaching materials PPKn result declared invalid. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned to use teaching materials PPKn results with the development of student learning outcomes that learned to use textbooks. This is indicated by the data processing which gained tcount of 8.666 while the table = 2.042, at α = 0.05 with 98 hp. The results of calculations where thitung> ttable, thitung namely 8.666> 2.042. It was concluded that the amount of the average value group posttest learning outcomes of students that learned to use teaching materials PPKn development results amounted to 80.667 and was higher than the group of students that learned to use textbooks, which amounted to 55,333. Keywords: teaching materials on subjects PPKn


Author(s):  
Lia Andryani ◽  
Abdul Hamid K ◽  
R Mursid

Abstrak: Tujuan penelitian ini untuk: (1) mengembangkan media pembelajaran multimedia interaktif berbasis CTL pada mata pelajaran Sejarah layak digunakan; dan (2) mengetahui keefektifan media pembelajaran multimedia interaktif berbasis CTL yang dapat meningkatkan hasil belajar sejarah. Penelitian ini dilakukan di SMA PAB 8 Saentis. Metode penelitian adalah model pengembangan Bord dan Gall dengan desain pembelajaran Model Dick dan Carey. Subjek penelitian terdiri dari 40 siswa kelas X. Untuk pengembangan produk menggunakan 2 orang ahli desain pembelajaran, 2 orang ahli materi, 2 orang ahli perangkat lunak, 3 orang siswa uji coba satu-satu, dan 9 orang siswa kelas kelompok kecil. Hasil penelitian diperoleh terdapat perbedaan yang signifikan dan berarti antara hasil belajar sejarah siswa yang diajarkan dengan menggunakan multimedia pembelajaran interaktif dengan rata-rata hasil belajar sejarah siswa yang diajarkan dengan menggunakan media pembelajaran. Keefektifan multimedia pembelajaran interaktif lebih tinggi dari pembelajaran dengan media pembelajaran powerpoint. Kata Kunci: multimedia interaktif, Sejarah, Berbasis Contextual Teaching Learning Abstract: The purpose of this study is to: (1) develop CTL-based interactive multimedia learning media on History subjects worthy of use; and (2) knowing the effectiveness of CTL-based interactive multimedia learning media that can improve the results of historical learning. This research was conducted in SMA PAB 8 Saentis. The research method is the development model of Bord and Gall with the learning design of the Dick and Carey Models. The research subjects consisted of 40 class X students. For product development using 2 learning design experts, 2 material experts, 2 software experts, 3 one-on-one students, and 9 small group students. The results showed that there were significant and meaningful differences between the historical learning outcomes of students who were taught using interactive learning multimedia with the average results of students' historical learning taught using learning media. The effectiveness of multimedia interactive learning is higher than learning with powerpoint learning media. Keywords: interactive multimedia, history, based on contextual teaching


2021 ◽  
Vol 5 (2) ◽  
pp. 224-236
Author(s):  
Nur Hasaniyah

This study aimed to develop speaking skills teaching materials for anthropology-based tourism in the Arabic Language and Literature Department, Maulana Malik Ibrahim State Islamic University Malang; This study used Research and Development adapted from the Borg and Gall development model. The data were collected using the following instruments: interviews, participatory observation, questionnaires, and tests. The techniques of data analysis included qualitative and statistical descriptive.  The results of this study were the availability of speaking skills teaching materials developed for anthropology based tourism in the Arabic Language and Literature Department, Maulana Malik Ibrahim State Islamic University Malang in the form of a textbook, entitled: “Al Arabiyyah li As Siyaahah: Ta`lim Maharah Al Kalam li As Siyaahah ála Asas Antropologi.” This textbook consists of 3 main sections: introduction, learning materials, and closing; As for the opinion of students, this product is good because it can contribute to increasing student enthusiasm and learning outcomes; and the T-test with SPSS shows that the average score of students on the posttest was higher than the pretest and statistically shows a significant increase.


2020 ◽  
Vol 1 (2) ◽  
pp. 96-103
Author(s):  
Jungjungan Simorangkir ◽  
Bernad Lubis ◽  
Marina Letara Nababan ◽  
May Rauli Simamora ◽  
Winarti Agustina

The purpose of this study is to develop guidance and counseling module material to strengthen the resilience of problem adolescents. The study was conducted at High Schools (SMA) throughout Tarutung District. The research method used is the ADDIE Research and Development model. Preliminary observations show that adolescents in Tarutung sub-district still have low resilience levels. There are 19 teenagers who are confused about whether they like challenges and only 3 teenagers who don't like challenges. This is intended to measure a person's strength when experiencing life's challenges with all his difficulties. In fact, there are 2 teenagers who answered that they would not rise again after being confronted with illness, injury, or other misfortunes. Some teenagers also do not have a good relationship with their families. But all teenagers have the belief that God is able to help them in dealing with existing problems. This module material contains religious values and pays attention to the task of adolescent development. The results of the module validation conducted by 10 material experts concluded that the module is very feasible to be applied by adolescents. Abstrak Tujuan penelitian ini mengembangkan materi modul bimbingan dan konseling untuk memberi penguatan resiliensi pada remaja bermasalah. Penelitian dilaksanakan di Sekolah Menengah Atas (SMA) se-Kecamatan Tarutung. Metode penelitian yang digunakan adalah Research and Development model ADDIE. Observasi awal menunjukkan bahwa remaja di Kecamatan Tarutung masih memiliki tingkat resiliensi rendah. Terdapat 19 remaja kebingungan apakah menyukai tantangan dan hanya 3 remaja yang tidak menyukai tantangan. Hal ini dimaksudkan untuk mengukur kekuatan seseorang ketika mengalami tantangan-tantangan hidup dengan segala kesulitannya. Bahkan terdapat 2 remaja yang menjawab tidak akan bangkit kembali setelah diperhadapkan dengan sakit penyakit, cidera atau kemalangan-kemalangan lainnya. Beberapa remaja juga tidak memiliki hubungan yang baik dengan keluarganya. Namun seluruh remaja memilliki keyakinan bahwa Tuhanlah yang dapat menolong mereka dalam menghadapi permasalahan yang ada. Materi modul ini mengandung nilai-nilai religius dan memperhatikan tugas perkembangan remaja. Hasil validasi modul yang dilakukan oleh 10 ahli materi menyimpulkan bahwa modul sangat layak untuk diterapkan oleh remaja.


Author(s):  
Rosnida Rosnida ◽  
Ichwan Azhari ◽  
Wildansyah Lubis

Peureulak's history video in social studies learning for grade 4 students at SDN 1 Peureulak, East Aceh. This type of research is research and development which refers to the development model of Borg And Gall. The results of this study indicate that: (1) Validation of material experts on the content feasibility assessment is on very good criteria (96.25%), language feasibility is in very good criteria (89%) and the feasibility of presentation is in sufficient criteria (74%). The practicality level of Peureulak's historical videos is concluded based on teacher responses and student responses; (i) Students' responses to Peureulak's historical video in the field trial amounting to 83% of students stated that the Peureulak history video was practical, (ii) The response of Peureulak's history video teacher in the field trial was 81% in the practical category. Likewise with the influence of the use of Peureulak's historical videos on student learning outcomes based on the pretest and posttest analyzed using N-Gain obtained an average gain value of 0.8 where in the high category.


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