scholarly journals Pengembangan Media Pembelajaran Matakuliah Metode Numerik dengan Implementasi Scilab Berbantuan Software Latex

Author(s):  
Nurul Arfinanti

Abstract:The aim of this study is to develop media for learning using Scilab and Latex in Numerical Methods course. Numerical methods is a course which use a lot of numerical symbol. Scilab is used to solve a numerical problem, and Latex is used to write subject matter with a lot of numerical symbols. This study use Research and Development (R&D) models by Thiagarajan which compreised in three steps: defining, designing, and developing. The data were collect from two expert in content, two expert in media for learning, and 11 responses from students. Data were analyzed using qualitative method. The results of this study showed that the media for learning has fulfilled the criteria of the quality determined. This is based on the results of the assessment of content’s experts which get percentage of idealism score 94,53 (very good), the results of the assessment of media for learning’s experts which get percentage of idealism score 86,46 (very good), student response results with an average percentage of idealization score of 89.325 (very good), and students had fulfilled lesson learnead which designed.Abstrak:Penelitian ini bertujuan untuk mengembangkan media pembelajaran matakuliah Metode Numerik dengan implementasi Scilab berbantuan software Latex. Metode Numerik merupakan matakuliah yang banyak melibatkan simbol dan angka tetapi belum tersedia media pembelajarannya. Inovasi yang dilakukan dalam penelitian ini berupa penggunaan freeware Scilab dan Latex dalam pembuatan media pembelajarannya. Penelitian ini menggunakan  metode penelitian dan pengembangan (R&D) yang dikembangkan oleh Thiagarajan, yang meliputi tahap define (pendefinisian), design (perancangan), dan develop (pengembangan). Data dikumpulkan dari dua orang ahli materi, dua orang ahli media, dan respon dari 11 mahasiswa. Analisis data menggunakan teknik deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah memenuhi kriteria kualitas yang ditetapkan. Hal ini didasarkan pada hasil penilaian dari ahli materi yang memperoleh persentase keidealan skor rata-rata 94,53 (sangat baik), hasil penilaian dari ahli media yang memperoleh persentase keidealan skor rata-rata 86,46 (sangat baik), hasil respon mahasiswa dengan persentase keidealan rata-rata skor sebesar 89,325 (sangat baik), serta penguasaan mahasiswa terhadap capaian pembelajaran telah dinyatakan lulus semuanya (nilai minimal 65 dan rata-rata 80,82).

2021 ◽  
Vol 14 (1) ◽  
pp. 19
Author(s):  
Puthut Megantoro

Abstrak: Penelitian ini bertujuan guna mengetahui kelayakan multimedia interaktif RMR yang dikembangkan sebagai media pendeteksi dan pereduksi miskonsepsi materi redoks menggunakan strategi Conceptual change text (CCT). Kelayakan media dinilai dari tiga aspek yaitu : 1) Aspek validitas media yang meliputi validitas isi dan konstruk, 2) Aspek kepraktisan media yang dinilai dari angket respon siswa dan observasi aktivitas siswa, 3) Aspek keefektifan media yang diketahui dari nilai pergeseran konsep siswa dari miskonsepsi menjadi tahu konsep. Penelitian ini menggunakan metode Research and Development (R&D). Subjek penelitiannya adalah 16 siswa kelas XII IPA SMAN 1 Papar Kediri. Hasil penelitian menunjukkan bahwa multimedia interaktif RMR layak digunakan untuk mereduksi miskonsepsi siswa pada materi redoks. Kelayakan dibuktikan dengan hasil penilaian dari tiga aspek kelayakan sebagai berikut : 1) Rata-rata persentase validitas isi adalah 94,72% dan rata-rata persentase validitas konstruk adalah 92,78% kedua validitas dikategorikan sangat valid 2) Rata-rata persentase kepraktisan dari angket respon siswa adalah 98,44% dan dari observasi aktivitas siswa adalah 88,89% keduanya dikategorikan sangat praktis, 3) Keefektifan media berdasarkan hasil pergeseran konsep siswa mendapatkan persentase pergeseran konsep siswa sebesar 86,29% dan dikategorikan sangat efektif. Kata kunci : Multimedia Interaktif RMR, Miskonsepsi, Redoks, Conceptual change text. Abstract: This study aims to determine the feasibility of RMR interactive multimedia developed to detect and reduce misconceptions in redox material using Conceptual Change Text (CCT) strategy. Media feasibility is reviewed from three aspects, namely : 1) Media validity that includes content and constructs validity, 2) Practicality of the media, which is assessed from the questionnaire of student response and observation of student activities, and 3) The effectiveness of the media, which is known from the shifting concept of students from misconception into knowing the concept. This study used the Research and Development (R&D) method with the research subjects were 16 students of 12th grade at Senior High School 1 Papar Kediri. This study showed that RMR multimedia interactive is feasible to reduce students' misconceptions in redox material. The feasibility is proven by the assessment results of the three aspects of feasibility as follows: 1) The average percentage of content validity is 94.72%, and the average percentage of construct validity is 92.78% both of validity are categorized as very valid, 2) The practicality of the media reviewed from the student response questionnaire gets a percentage score of 98.44%, and observation of student activities with a percentage of 88.89% both are categorized as very practical, 3) The effectiveness of media reviewed from the results of shifting student concepts gets a percentage of 86.29% with a very effective category. Keywords : RMR Interactive Multimedia, Misconception, Redox, Conceptual Change Text.


2018 ◽  
Vol 6 (2) ◽  
pp. 156-176
Author(s):  
Kusumawati Dwiningsih ◽  
NFn Sukarmin ◽  
NFn Muchlis ◽  
Pipit Tri Rahma

This research and development aims to develop appropriate virtual laboratory-based chemical instructional media in the subject matter of Chemical Elements. The feasibility of chemical instructional media is based on two criteria, namely media validity based on the results of the validator's assessment and media practicality based on the results of the student response questionnaire and observation of student activities. The type of research used is Borg & Gall's research and development (R & D) and carried out in four steps, namely; investigation and data collection, planning, initial development of product formats, and initial trials. The research instruments used in this research were media review sheets, media validation sheets, student response questionnaires, and student activity observation sheets. The results show that; the media were declared valid with a very valid validity category and a validity percentage of ≥61%; The media is stated to be practical based on student response questionnaires in term of students' interest in the media were 98% and 93.33% in term of convenience understanding and use, while the results of student observation show an activity of 88.75%. Based on the results of this research, the virtual laboratory-based chemistry instructional media are feasible to be used as in the subject matter of Chemical Elements.ABSTRAKPenelitian dan pengembangan (R&D) ini bertujuan untuk mengembangkan media pembelajaran kimia berbasis laboratorium virtual yang layak pada materi pokok Kimia Unsur. Kelayakan media pembalajaran didasarkan pada 2 kriteria yaitu validitas media berdasarkan hasil penilaian validator dan kepraktisan media berdasarkan hasil angket respon siswa dan observasi aktivitas siswa. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (R&D) Borg & Gall dan dilakukan dalam empat langkah yaitu; penyelidikan dan pengumpulan data, perencanaan, pengembangan awal format produk, dan uji coba awal. Instrumen penelitian yang digunakan pada penelitian ini adalah lembar telaah media, lembar validasi media, angket respon siswa, dan lembar observasi aktivitas siswa. Hasil penelitian menunjukan bahwa; media dinyatakan valid dengan kategori sangat valid dan presentase kevalidan ≥61%; Media dinyatakan praktis berdasarkan angket respon siswa dalam hal ketertarikan siswa terhadap media diperoleh presentase 98% dan 93,33% dalam hal kemudahan pemahaman dan penggunaan, sementara hasil observasi aktivitas siswa sebesar 88,75%. Berdasarkan hasil penelitian tersebut, maka media pembelajaran berbasis laboratorium virtual layak digunakan sebagai media pembelajaran pada materi pokok Kimia Unsur.


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


2021 ◽  
Vol 4 (2) ◽  
pp. 241
Author(s):  
Jummita Jummita ◽  
I Gusti Ayu Tri Agustiana ◽  
I Ketut Dibia

Continuous use of gadgets can hurt students. This has an impact on behaviour patterns and student learning activities. The need for balancing media in online learning is media that is concrete. This type of research is development research using the ADDIE procedure. The test subjects in this study were 2 subject matter experts, 2 learning media experts, 2 practitioners and 7 students. The method used to collect data in this study is the questionnaire. The data collection instrument used in this study was a rating scale. The data analysis technique used in this research is descriptive qualitative and quantitative data analysis. The results of the study are the results of the assessment given by subject matter experts assessing 4.63 (very good), learning media experts giving an assessment of 4.82 (very good), the assessment given by practitioner response experts is 4.85 (very good), and the results of the media student response test were 4.95 (very good). So media fun thinkers based on calistung questions can be used in the learning process. The assessment implies that this learning media can be used by teachers and in the learning process.


2021 ◽  
Vol 3 (2) ◽  
pp. 190-203
Author(s):  
Putra Bernadus Banilo ◽  
Yulita Pujiharti

This study aims to develop comics as a medium of learning with the subject matter of international trade for class VIII SMP. The approach used is research and development (R & D). This research method is mixed methods design. The subjects in this study were students of SMP 'Aisyiyah Muhammadiyah 3 Malang. Data collection techniques using questionnaires and observation. The comic developed refers to the stages of development by Thiagarajan (1974) namely the development of a modified 4D model according to research needs. The results of the study show that thelearning media is comic very feasible to be applied in social studies learning with the subject of international trade for class VIII SMP. Quantitatively, the assessment of the material expert is (3.27) with a very valid category. The expert assessment is based on the suitability of the curriculum, the truth of the content and the method of presenting the material is included in the very valid category), and the media expert's assessment obtained a score of (3.20) with a very valid category. The media expert's assessment is based on considerations of visual design, language in the media and the quality of graphics, the score (3.20) is in the very valid category. Meanwhile, the student response sheets that were distributed to measure the level of attractiveness ofmedia comics received a response of 84.5% with a very good category. However, the pilot phase in this study could not be carried out as a whole, this was caused by the constraints experienced by the researchers. The percentage level of attractiveness of the media obtained from the student response sheets shows that the learning media for comics is in a very good category, which means that the learning media for comics is effectively used in the subject matter of international trade for class VIII SMP. Qualitatively,media comics as learning media on the subject of international trade are able to attract students' attention to study, facilitate student learning, and assist students in relating international trade material to everyday events.


2021 ◽  
Vol 12 (1) ◽  
pp. 8
Author(s):  
Sri Haerina Lailatul Janah ◽  
I Dewa Ayu Made Budhyani ◽  
I Gede Sudirtha

Penelitian ini bertujuan untuk mengetahui penilaian media moodboard berbantuan aplikasi pengolah gambar pada pembelajaran desain busana melalui uji ahli media, uji ahli isi, dan uji subjek sasaran. Jenis penilitian ini merupakan penelitian dan pengembangan (research and development) adapun model yang digunakan dalam penelitian ini yaitu model ADDIE yang terdiri dari analyze, design, development, implemenation, dan evaluation. Teknik analisis data dalam pengambilan data pada penelitian ini yaitu angket. Hasil penelitian menunjukkan penilaian media moodboard berbantuan aplikasi pengolah gambar berdasarkan uji ahli materi memperoleh rerata presentase 99 % termasuk kategori sangat baik, ahli media memperoleh rerata presentase 92% (sangat baik), dan subjek sasaran memperoleh rerata persentase 94% (sangat baik). Kata Kunci : Media, Moodboard, aplikasi pengolah gambar, Desain Busana This study aims to determine the assessment of moodboard media assisted by image processing applications in clothing design learning through the media expert test, content expert test, and target subject test. This type of research is research and development. The model used in this study is the ADDIE model which consists of analyze, design, development, implementation, and evaluation. The data analysis technique in collecting data in this study is a questionnaire. The results showed that the assessment of moodboard media assisted by image processing applications based on the test of material experts obtained an average percentage of 99% including the very good category, media experts obtained an average percentage of 92% (very good), and the target subject received an average percentage of 94% (very good). DAFTAR RUJUKANKeywords: Media, Moodboard, image processing application, Fashion DesignAnggrini, Anggi.2020. “ Alternatif Model Penyusunan Moodboard sebagai Metode Berfikir Kreatif dalam Pengembangan Konsep Visual” Vol 1 Juli 2020Ayu, Anggra Rucitra.2020. “ Merumuskan Konsep Dasar Interior“ Volume 5 No.1Bestari, Afif. 2016. “Pengaruh Penggunaan Media Moodboard Terhadap Pengetahuan Desain Busana Pada Mahasiswa Pendidikan Teknik Busana” Volume 3 No.2.Haryati, Siti. 2015. “Pengembangan Media pembelajaran Fliipbook Fisika Untuk Meningkattkan Hasil Belajar Peserta Didik”. Volume 4 Oktober 2015.Tegeh, Made I. Pengembangan Bahan Ajar Metode Penelitian Pendiidikan dengan Model ADDIE.SE Nomor 4 Tahun 2020 Tentang Kebijakan Pendidikan Dalam Masa Darurat Penyebaran covid-19, kementerian pendidikan IndonesiaSuciati. 2008. Moodboard. Prodi Pendidikan Tata Busana. Bandung: Universitas Pendidikan IndonesiaSugiyono. 2006. Metode Penelitian Bisnis. Bandung: Alfabeta.Sugiyono. 2019. Metode Penelitian dan Pengembangan. Bandung: Alfabeta.


2020 ◽  
Vol 8 (2) ◽  
pp. 269-279
Author(s):  
Yani Wulandari ◽  
Yayat Ruhiat ◽  
Lukman Nulhakim

The media cannot be separated from the learning process. The use of learning media that is not interesting and varied makes students bored. This research was conducted to produce learning media products in the form of based video animation of powtoon. To achieve these objectives used to Research and Development (RD) method. The development of instructional media focuses on Natural Sciences (IPA) subjects for the fifth-grade of primary schools. To find out the coherence between media and material, validity test have been conducted by media experts and material experts. The results of product validity by the two experts have obtained a very decent category. From the media, expert obtained a value of 89.8% and material experts 88.7%. Next, to find out the effectiveness of the media on the subject matter, a trial was conducted at SDIT. The results of a limited trial to learners obtained a very decent category with 96.36% and an evaluation by the educator of 91.1%. The results of the analysis by both experts and have been tested on students and educators, that the powtoon-based learning video media has met the criteria to be applied as a learning media for IPA


2019 ◽  
Vol 2 (2) ◽  
pp. 91-98
Author(s):  
Aris Dermawan Siahaan ◽  
Rosane Medriati ◽  
Eko Risdianto

Penelitian ini bertujuan untuk menghasilkan produk berupa penuntun praktikum Fisika Dasar II dengan menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang valid serta untuk mengetahui tanggapan mahasiswa mengenai penuntun praktikum tersebut. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) dengan tahapan Define, Design, dan Develop. Hasil uji validitas aspek isi didapatkan hasil persentase sebesar 80% dengan kategori sangat baik, aspek penyajian sebesar 79,17% dengan kategori sangat baik,  aspek kepraktisan sebesar 90,48% dengan kategori sangat baik, aspek bahasa 98%,  dan aspek keterkaitan materi dengan media sebesar 86,11% dalam kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penuntun praktikum Fisika Dasar II menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang dikembangkan sudah valid dan teruji dengan persentase rata-rata uji validitas yaitu 86,74% yang termasuk dalam kategori sangat baik. Respon tanggapan yang diberikan mahasiswa terhadap penuntun praktikum tergolong baik, terlihat dari antusias penggunaan media augmented reality pada saat praktikum.Kata  kunci:  Penelitian Pengembangan, Penuntun Praktikum, Augmented RealityThis research was aimed to produce a Valid Practicum Guide Modul of Second Basic Physics by using augmented reality technology in the material of electric circuits and geometric optics, as well as to find out student responses about that. This research was a type of development research (Research and Development) with four stage, namely Define, Design, and Develop. The content aspect validity test results obtained 80% with very good categories, presentation aspects as much as 79.17% with very good categories, practical aspects were 90.48% with very good categories, aspects of the language was 98% and material related aspects of the media amounting to 86.11% with a very good category. Based on these results, it can be concluded that the Practicum Guide Modul of Second Basic Physics using augmented reality technology in the material of electrical circuits and geometric optics has been valid and tested with the average percentage of validity test, 86.74%, which was included in the excellent category. Responses given by students to the practicum guide modul was classified as good, seen from the enthusiastic of using of augmented reality media at the time of practicum.Keywords: Development Research, Practical Guide, Augmented Reality


2019 ◽  
Vol 5 (1) ◽  
pp. 141-154
Author(s):  
Nisaul Jamilah

Using media in language teaching has various weaknesses in terms of design, material aspects, and in terms of language. Based on this, the problem of this research "How is the development, feasibility, response of students to the power point learning media ispring the presenter on vocabulary material?" The research aims to: develop power point learning media, ispring presenters in vocabulary material and knowing the feasibility, effectiveness, and response of students to the ispring presenter's power point learning media. This research was conducted using the Research and Development (R & D) method which adopted the development of Borg & Gall. Instruments for data collection using questionnaires and interviews. Based on the results of this study, it was found that the development of the powerpoint ispring presenter included three main points, design, material and language. The feasibility of the validation results of the media expert team obtained an average percentage of 84%. The results of the validation of the material expert team obtained an average percentage of 89%. And the results of the validation of the linguist team gained an average percentage of 92%. The response of students to the attractiveness of learning media based on small-scale trials obtained an average score of 86.5% with interpretation criteria "Very Interesting", and in large-scale trials obtained an average score of 95.7% with interpretation criteria "Very Interesting". While the average score of a teacher as users is 86% with "Very Worth" interpretation criteria. Abstrak Penggunaan media pembelajaran yang selama ini digunakan memiliki berbagai kelemahan dilihat dari segi desain, materi, dan bahasa. Berdasarkan hal tersebut, penulis merumuskan masalah “Bagaimana pengembangan, kelayakan, respon peserta didik terhadap media pembelajaran power point ispring presenter pada materi kosakata?”. Adapun penelitian ini bertujuan untuk: mengembangkan media pembelajaran power point ispring presenter pada materi kosakata dan mengetahui kelayakan, keefektifan serta respon peserta didik terhadap media pembelajaran power point ispring presenter. Penelitian ini dilakukan dengan metode Research and Development (R&D) yang mengadopsi pengembangan dari Borg & Gall. Instrumen pengumpulan data menggunakan angket dan wawancara. Berdasarkan hasil penelitian ini diperoleh bahwa, pengembangan power point ispring presenter mencakup tiga hal pokok, yaitu desain, materi dan bahasa.. Kelayakan hasil validasi tim ahli media memperoleh presentase rata-rata sebesar 84%. Hasil validasi tim ahli materi memperoleh presentase rata-rata sebesar 89%. Dan hasil validasi tim ahli bahasa memperoleh presentase rata-rata sebesar 92%. Respon peserta didik terhadap kemenarikan media pembelajaran berdasarkan uji coba skala kecil diperoleh skor rata-rata 86,5% dengan kriteria interprestasi “Sangat Menarik”, dan pada uji coba skala besar diperoleh skor rata-rata 95,7% dengan kriteria interprestasi “Sangat Menarik. Sedangkan skor rata-rata pendidik sebagai pengguna adalah 86% dengan kriteria interprestasi “Sangat Layak”. Kata Kunci: Media Pembelajaran, Power Point Ispring Presenter, Kosakata


2020 ◽  
Vol 30 (2) ◽  
pp. 99-108
Author(s):  
Rendy Putra Pratama ◽  
Rochmawati Rochmawati

Learning media is believed to be one of the important parts of the learning process, especially computer-based media. This study aims to develop a computer game-based media Make a Match and to analyze its feasibility as a media enrichment. This study provided a type of educational Research and Development (RD) by referring to the model of development ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The result of validations by material experts, linguists, and media experts showed thatthe average worthiness of assessment was 86,27%. The average percentage revealed the number of 90,1% in the material aspect, 81,4% in the linguistics aspect, and 86,7% in the media aspect. Therefore, this computer based-game is very decent to be used as amedia enrichment for students. 


Sign in / Sign up

Export Citation Format

Share Document