scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA POKOK BAHASAN DIMENSI DUA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS XI SMK AL-INABAH PONOROGO

EDUPEDIA ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 186
Author(s):  
Dina Okzolatavina ◽  
Senja Putri Merona

This research aimed to produce learning media using Macromedia Flash in subject discussion dimension 2. Other than that to find out the feasibility of interactive learning media based on criteria of validity, practicality and effectiveness. This learning media be developed because lack of student motivation and the absence of learning support media. This research is a development research. This development research use Plomp development model which consists 4 phases, there are (1) the initial investigation phase, (2) design phase, (3) realization/construction phase, (4) test, evaluation, and revision phase. The subject of the validity trial consisted of 1 media expert and 11 student of 11th grade multimedia SMK A-Inabah and for the subject of the effectiveness trial is 11 student of 11th grade multimedia SMK A-Inabah. Data collection tchniqyes using questionnaries. And the instruments used to collect data included media expert validation sheets, expert material validation sheet, teacher response questionnaire, student response questionnaire, and student learning motivation questionnaire on mathematics. Data analysis techniques are used to analyze validity and practicality in the form of quantitative data analysis and then converted to qualitative data. While to analyze the effectiveness of learning media using Wilcoxon non-parametric test. The result of this development study resulted that validity values of media experts and material experts meet the good criteria. For the practicality value from the teacher respondents meet the good criteria while from the students respondents meet the very well criteria. For the results of effectiveness shows that    and so  is rejected. Its means that students learning motivation after using media is better than students learning motivation before using the media. So that it can be concluded that the interactive learning media developed have fulfilled the validity, practicality, and effectiveness criteria

AN-NISA ◽  
2019 ◽  
Vol 12 (1) ◽  
pp. 537-548
Author(s):  
Indah Dwi Sartika

Penelitian tindakan ini bertujuan untuk menggambarkan proses dan hasil dalam meningkatkan kemampuan membaca permulaan TK PAUD Anak Bangsa Kota Palembang Provinsi Sumatera Selatan melalui penerapan media bulletin board. Metode penelitian yang digunakan adalah penelitian tindakan dengan model Kemmis dan Taggart, yang meliputi perencanaan, tindakan dan observasi, refleksi. Subjek penelitian ini adalah TK PAUD Anak Bangsa yang berjumlah 16 orang anak. Penelitian dilakukan dalam dua siklus yang terdiri dari delapan pertemuan pada setiap siklus. Teknik pengumpulan data dilakukan melalui observasi, wawancara dan dokumentasi. Teknik analisis data dalam penelitian ini adalah analisis data kualitatif dan analisis data kuantitatif. Hasil penelitian menunjukan bahwa kemampuan membaca permulaan anak mengalami peningkatan setelah diterapkan media bulletin board. Skor kemampuan membaca permulaan anak pada pra siklus sebesar 44, siklus I sebesar 62, dan siklus II sebesar 65,125. Hasil tersebut memberikan implisasi bahwa kemampuan membaca permulaan dapat ditingkatkan melalui penerapan media bulletin board.Research action aims to describe the process and results in improving the ability to read the beginning of TK PAUD Anak Bangsa of Palembang City South Sumatera Province through the application of Media bulletin board. The research methods used are research actions with the Kemmis and Taggart models, which include planning, action and observation, reflection. The subject of this research is TK PAUD Anak Bangsa, a total of 16 children. Research is conducted in two cycles consisting of eight meetings on each cycle. Data collection techniques are conducted through observation, interviews and documentation. The data analysis techniques in this study are qualitative data analysis and quantitative data analysis. The results showed that the ability to read children's beginnings improved after the media bulletin board was applied. Scores of children's start reading on the pre-cycle of 44, cycle I by 62, and cycle II by 65.125. The results gave implisation that the ability to read the start can be increased through the application of Media bulletin board.


2020 ◽  
Vol 13 (2) ◽  
pp. 25-32
Author(s):  
Rafiqa Rizalita

This media designed to increase motivation and creativity of students so that students can understand the overall material provided in the subject operation system. This research used the development metode was 4D (Four D), while the 4D development procedure those were: define, design, develop, and Disseminate. Data type was   primary data where the data provided  by the media experts, lecturers and students. Data analysis technique used was  descriptive data analysis technique those were describe the validity, practicality and effectiveness of using support learning media. Results obtained from this development research as follows; (1) The validity of support learning media expressed very valid on the media design with a value of validity was  0.828, while the materi of media was valid for a value was 0.703, (2) the practicalities of support learning media based the response of teachers after going  through  practical  trials  with  a  total  value  was  84.66%,  while  the practicalities of support learning media based on student response after going through the otherwise very practical trials with a total value of 87.96%.  


2021 ◽  
Vol 3 (3) ◽  
pp. 279-288
Author(s):  
Lusi Englita

Visualization capabilities is a very important skill in mathematics learning. Having a better visualization capabilities students will understand the subject matter well, particularly in geometry material as the material within the geometry. But the fact that the school found that the visualization capabilities of students is still low. One effort to improve visualization upon ability students is to develop media based interactive mathematics constructivism. The purpose of this development is to produce a valid instructional media, practical and effective. This development research uses a Plomp model consisting of three phases namely: preliminary, prototyping, and assessment. Subjects were students of class X SMAN 1 Koto XI Tarusan. The results of validity of media based interactive learning constructivist mathematics have valid criteria in content and construct. Media Learning has met the criteria of practical because it can be done well in learning activities. Media effective learning has met the criteria for being able to increase the activity of student learning and mastery learning outcomes over a predetermined classical completeness. Thus, it can be concluded that the media based interactive learning constructivist mathematics was valid, practical and effective.


2021 ◽  
Vol 4 (3) ◽  
pp. 459
Author(s):  
Dewa Ayu Candra Dwi Evayani ◽  
I Nyoman Jampel ◽  
I Wayan Widiana

The lack of use of learning media in the learning process causes students to find it difficult to understand the material. This study aims to produce learning media that can increase students' motivation and activeness in the learning process. Media development in this study is guided by the ADDIE model procedure which consists of several stages, namely analysis (analyze), design (design), development (development), implementation, and evaluation (evaluate). The subject in this development research is the mission book game media to increase the learning motivation of fifth-grade students while the object in this research is the validity and effectiveness of the mission book game media developed. This development research method is a qualitative and quantitative analysis method. The data collection used is a questionnaire method with data collection instruments in the form of a rating scale by giving an assessment instrument to 4 experts, namely, 2 material experts, 2 media experts, 2 practitioner responses, and 12 students. The data were analyzed by testing the validity and reliability test of the mission book game media based on data from experts, practitioners, and students' responses. The data obtained is calculated using the mean formula to determine the average validity of the media. The average validity score of the mission book media game in terms of material experts is 4.8 with very valid criteria, in terms of media experts it is 4.4 with very valid criteria, in terms of practitioner responses it is 4.7 with very valid criteria and in terms of student response of 4.9 with very valid criteria. The motivational data analysis technique used is descriptive quantitative statistical data analysis techniques in the form of prerequisite tests and t-tests. The results of the hypothesis test showed a significance value of 0.033 which means 0.033 <0.05, so it can be concluded that there is an effect of the.


2021 ◽  
Vol 5 (1) ◽  
pp. 23
Author(s):  
Yudi Jepri Dianta ◽  
Yenita Roza ◽  
Maimunah Maimunah

This study aims to produce computer-based learning media with a scientific approach to probability material. The development model used is the 4D model which consists of the stages of define, design, develop, and disseminate. The instrument used was a validity instrument in the form of a validation sheet and a practicality instrument in the form of a student response questionnaire. The data collection techniques used were validation sheets and student response questionnaires. The data analysis technique used in this research is quantitative data analysis and qualitative data analysis. Validation is carried out by four validators who are experts in their fields. A limited trial was conducted on 16 students of SMP Mutiara Harapan Pangkalan Kerinci. Students are divided into two groups, consisting of students with high, medium, and low abilities. Each group tries two learning media. From the results of data processing, it was found that the average validation of learning media on the media aspect was 3.47 with very valid criteria and the material aspect was 3.53 with very valid criteria. This means that all aspects of the device in the learning media developed are related consistently. While the average percentage obtained from the student response questionnaire in the limited trial was 90.59% with very practical criteria. This means that the learning media developed can be used in learning activities. It can be concluded that the learning media developed are valid and practical.


2019 ◽  
Vol 3 (2) ◽  
pp. 195 ◽  
Author(s):  
Puji Karuniakhalida ◽  
Maimunah Maimunah ◽  
Atma Murni

This research was inspirated by the lack of ICT-based learning media in linear program material. Linear program material has the potential to be developed visually using computer devices to facilitate students in understanding the linear programs. The aim of the study was to develop ICTbased mathematics learning media that met the validity, practicality and effectiveness. The instruments used in this research were material validation sheets, media validation sheets, response questionnaires and student motivation questionnaires. Questionnaire sheets were analyzed quantitatively and qualitatively. Based on the results of data analysis and discussion, it can be concluded that the ICTbased media of mathematics learning is valid with an average value of 3.36 by the material validator and 3.42 by the media validator. This learning media also fulfills practical requirements with an average student response of 3.45 in small group trials and 3.18 in large group trials. Learning media also influence students learning motivation.


At- Tarbawi ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 16-27
Author(s):  
Suratiningsih Suratiningsih

The research aims to describe the puzzling media as a solution to increase the learning motivation of elementary /MI student. This research is library research. It is a method that the data which is needed in completing research comes from library sources i.e. include books, encyclopedias, dictionaries, journals, documents, magazines, etc as well as various sources on the internet. The data collection technique used in this research is documentation. Documentation means looking for data about things in the form of notes, books, papers, articles, journal, and so on. Then, the data analysis technique used in this study is content analysis. In this analysis, the process of selecting, comparing, and combining various meanings will be found to be relevant. The media is an intermediary or introduction. Puzzle media can improve the students’ motivation to keep trying to solve problems. It is fun for students because it can be repeated. The challenges in the puzzle game will give you an addictive effect to always try and try until they are successful.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


2019 ◽  
Vol 15 (2) ◽  
pp. 24-32
Author(s):  
Yuliansah Yuliansah

Mutu pendidikan dipengaruhi oleh banyak faktor, salah satu faktor yang mempengaruhi mutu pendidikan adalah kualitas pembelajaran di sekolah. Salah satu indikator sebuah pembelajaran yang berkualitas dapat dilihat dari hasil belajar yang diraih siswa. Motivasi belajar dapat mempengaruhi pencapaian prestasi belajar peserta didik. Pemanfaatan media dalam proses pembelajaran di kelas untuk membuat suasana pembelajaran menjadi menyenangkan serta dapat menumbuhkan motivasi belajar peserta didik. Salah satu media pembelajaran yang dapat dimanfaatkan dalam meningkatkan motivasi dan prestasi belajar peserta didik adalah media powerpoint berbasis animasi. Penelitian ini bertujuan untuk mengetahui apakah pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatkan motivasi belajar dan prestasi belajar peserta didik didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas. Subjek penelitian ini adalah semua peserta didik kelas X Administrasi Perkantoran berjumlah 34 orang. Hasil penelitian ini menunjukkan bahwa 1) Pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatan motivasi belajar peserta didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas, 2) Pemanfaatan media pembelajaran powerpoint berbasis animasi dapat meningkatan hasil belajar peserta didik pada standar kompetensi membuat dan menjaga kearsipan untuk menjamin integritas. Kata kunci : Media Pembelajaran, Powerpoint, Motivasi Belajar, Prestasi Belajar   Abstract: The Effectiveness Of Learning Media Powerpoint Based Animation In Increasing Motivation And Learning Achievement. The quality of education is affected by many factors, one of the factors that affect the quality of education is the quality of learning at school. One of the indicators of a quality learning can be seen from the results of the study earned students. Learning motivation may affect the achievement of the learning achievements of students. The utilization of the media in the process of learning in the classroom to create an atmosphere of learning into fun learning motivation can grow as well as learners. One of the media learning which can be utilized in improving learning and achievement motivation of learners is a media-based powerpoint animation. This research aims to find out whether the utilization of media learning powerpoint based animation can increase motivation and learning achievements learning educates learners on standards of competence to make and keep the archives to ensure the integrity. The subject of this research is all learners class X Office Administration amounted to 34 people. The results of this study indicate that 1) utilization of instructional media in powerpoint based animation can improve the learning motivation of learners on the standard of competence to make and keep the archives to ensure the integrity of media Utilization, 2) powerpoint animation based learning can improve the learning results of students on the standard of competence to make and keep the archives to ensure integrity. Key word : learning media, powerpoint, motivation of learnier, the learning achievements


2018 ◽  
Vol 24 (2) ◽  
pp. 262-269
Author(s):  
Pramudita Budiastuti ◽  
Moh. Khairudin ◽  
M.N.A Azman

Interactive learning media facilitate students to be understand and comprehend certain contents of engineering subjects. Therefore, this study aimed to develop e-instructional multimedia for students in the subject of basic electronics and electricity using adobe flash CS 5.5. This subject was selected to support the teaching-learning process at the Vocational Secondary Schools. There were five stages during the development of the learning media, including (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation (ADDIE). Furthermore, 30 students in total were selected to test the media practicability. The results revealed that this multimedia is acceptable based on five criteria: creativity, affectivity, efficiency, interestingly, and interactivity with the scores of 76.8, 76.8, 71.5, 77.4, and 74.4 respectively. This study suggested the implementation of the e-instructional multimedia for further understanding its empirical application.    


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