scholarly journals Pengembangan Video Pembelajaran Screencast-o-matic (SOM) Berbasis Problem Based Learning (Pbl) Pada Mata Kuliah Pendidikan Kewarganegaraan Di Ikip Budi Utomo Malang

2021 ◽  
Vol 6 (1) ◽  
pp. 35-45
Author(s):  
Khusnul Khotimah ◽  
◽  
Puspita Pebri Setiani

The purpose of developing instructional videos is to make it easier for students to understand the material and improve students' higher order thinking. The product development model uses Research & Development Model (R&D) from Borg and Gall. Products are tested through expert judgment, trials and field trials. Expert judgment consists of aspects of learning, media design and materials. The data collection instrument used in this development was a questionnaire. The analysis technique used is the percentage and average. The results of expert assessment are 1) the learning aspect shows a good category (82%), 2) the media design aspect shows a good category (86%), 3) the material aspect shows a good category (90%). In the trials conducted, the score was 92% in good category. Based on the field test results in an assessment score of 89% with a good category. based on the results of product trials, this learning video cannot be used in learning and further research can be carried out.

2019 ◽  
Vol 2 (2) ◽  
pp. 217-226
Author(s):  
Fira Amanta ◽  
Indra Gunawan ◽  
Wan Jamaluddin

Abstract: This study aims to produce products through the development of Frezi-based physics learning media on business materials and energy at the VIII grade of junior high school level, knowing the feasibility of the media according to the validators and knowing the responses of students to the media. This research is R & D research. The types of data produced are quantitative and qualitative data which are analyzed by the guideline of assessment criteria to determine product feasibility. This study resulted in Frezi-based learning media products on business materials and energy at the junior high school class VIII the final product produced had shown to be very feasible with an average score of material expert assessment 81%, media experts with an average score of 80%. learning media obtained in small group trials are very good with an average score of 87%. In the field trials obtained very good criteria with an average score of 88.33%. This frezi-based physics learning media has been qualified to use as a learning mediaAbstrak: Penelitian ini bertujuan untuk menghasilkan produk melalui pengembangan media pembelajaran fisika berbasis Frezi pada materi usaha dan energi tingkat SMP kelasVIII, mengetahui kelayakan media menurut para validator dan mengetahui respon peserta didik terhadap media. Penelitian ini merupakan penelitianR&D. Jenis data yang dihasilkan adalah data kuantitatif dan kualitatif yang dianalisis dengan pedoman kriteria penilain untuk menentukan kelayakan produk. Penelitian ini menghasilkan produk media pembelajaran berbasis Frezi pada materi usaha dan energi tingkat SMP kelas VIII produk akhir yang dihasilkan telah menunjukan sangat layak dengan skor rata-rata dari penilaian ahli materi 81%, ahli media dengan skor rata-rata 80% Respon peserta didik terhadap media pembelajaran yang diperoleh pada uji coba kelompok kecil yaitu sangat baik dengan skor rata-rata 87%. Pada uji coba lapangan diperoleh kriteria sangat baik dengan skor rata-rata sebesar 88,33%. Media pembelajaran fisika berbasis Frezi ini sudah terkualifikasi digunakan sebagai media pembelajaran.


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 5 (2) ◽  
pp. 384
Author(s):  
Anggun Rimada Akhmad AR ◽  
Gede Wira Bayu ◽  
I Gde Wawan Sudatha

Learning activities have not been carried out optimally. The learning media used is only fixed on one source of textbooks, so students have difficulty understanding the material. In addition, teachers only teach using the assignment and lecture methods. This study aims to develop learning media in the form of videos to assist students in learning. This type of research is development research with the model used is ADDIE. The methods used in collecting data are observation, interviews, and questionnaires. The instrument used in collecting data is a questionnaire. The subject of this research is Civics learning video media on the topic of symbols and meanings of the Pancasila precepts, in this study the data analysis technique used in this development research was using qualitative descriptive statistical analysis techniques and quantitative descriptive statistics. The results of the research are the results of the expert test of the content of the subjects developed to get the results of 4.84 with very good qualifications, the learning design experts get the results of 4.22 with very good qualifications, the test results from the learning media experts get the results of 4.30 with the qualifications very good. The results of the practitioner test got a result of 4.58 with very good qualifications, the results of the limited trial got a result of 4.79 with very good qualifications. It can be concluded that the media developed is feasible to be applied in learning. The implication of this research is that the developed media can make it easier for students to understand Civics subject matter, especially the topic of symbols and meanings of the Pancasila precepts.


2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


2021 ◽  
Vol 8 (1) ◽  
pp. 1
Author(s):  
Siti Wa’dah

The purpose of this research is to develop a lithosphere module for grade X SMA / MA students using the Dicky & Carey development model and to find out the effectiveness of the developed module. This research method uses research and development. The instruments used in this study were questionnaires and tests for each learning activity. The data analysis technique of this research uses descriptive statistical analysis. In this research, five modules have been developed, namely Module I (Structure of the Lithosphere Layer), Module 2 (Endogenous Energy), Module 3 (Exogenous Energy), Module 4 (Pedosphere), and Module 5 (Soil Erosion). Based on the results of field trials, this learning module has succeeded in showing benefits.


2018 ◽  
Vol 1 (1) ◽  
pp. 126
Author(s):  
Dyah Hayu Kumarawati ◽  
Erlina Prihatnani

Abstrak: Penelitian ini bertujuan untuk mengembangkan LKS berbasis kontekstual berbantuan geogebra yang valid, praktis dan efektif. Penelitian ini menggunakan model pengembangan ADDIE dan telah dinyatakan valid dari aspek materi dan media pembelajaran dengan persentase berturut-turut 92,59% dan 92,80%, termasuk kategori sangat baik. Media ini telah diujicobakan kepada siswa kelas VIII SMP PGRI Banyubiru dan menghasilkan indeks kepraktisan penggunaan sebesar 75%, masuk kategori praktis. Uji pair t-test dengan taraf signifikan α = 0,05 menghasilkan signifikan mendekati nol kurang dari 0,05 dengan rata-rata posttest lebih tinggi daripada pretest. Berdasarkan ketiga hasil uji tersebut maka dapat disimpulkan bahwa media ini valid, praktis, dan efektif.  Abstract:  This study aims to develop a Geogebra based, contextual, practical and effective contextual-based LKS. This research uses ADDIE development model and it has been stated valid from material aspect and instructional media with percentage of 92,59% and 92,80%, including very good category. This media has been tested to students of class VIII SMP PGRI Banyubiru and produce the practicality of the use index of 75%, entered the practical category. T-test pair with significant level α = 0.05 yields significantly close to zero less than 0.05 with posttest average higher than pretest. Based on the three test results it can be concluded that the media is valid, practical, and effective.


2021 ◽  
Vol 11 (8) ◽  
pp. 397-404
Author(s):  
Adnan Riyanto ◽  
Widiyanto Widiyanto

The purpose of this study is to produce a modification of the basketball-based game. This research is a research and development (Research and Development). The stages of research on the development of the Borg & Gall model that have been adopted into seven stages, namely: needs analysis, planning, developing initial products in the form of making initial products which are validated by material experts, media experts, and practitioners. Furthermore, the product is tested on students through small group trials, revisions, field trials and final product revisions. The subjects of this study were the upper grade students of SD Negeri Bakalan, SD Negeri Ledoknongko and SD Negeri Jongkang totaling 30 students in total, with 10 students in each elementary school. The data collection instrument used a questionnaire and an evaluation sheet. The quantitative data analysis technique in this study used descriptive statistical analysis. The results of the study were in the form of TGfU-based basketball game material in the form of a book consisting of six games as a learning tool. The material expert's assessment is included in the criteria of "very good" with an average of 4.9, then media experts indicate the criteria of "very good" with an average of 4.7, and practitioners include the criteria of "very good" with an average of 4.9, while the material field trials The TGfU-based basketball game that was tested on students showed the criteria of "very good" with an average score of 4.37. It can be concluded that the development of TGfU-based basketball game material is feasible to be used as a means of learning big ball games in physical education lessons in elementary schools.


2019 ◽  
Vol 4 (2) ◽  
pp. 130-137
Author(s):  
Aditya Sunu Widyanto ◽  
Priyanto Priyanto

The purpose of this study is designed to: (1) develop Job sheet in accordance with the curriculum for Grade XI students of Electronic Engineering; and (2) describes the percentage level of job sheet worthiness as a learning device for implementing electronic circuits. This research is a development research using the development model of 4-D models with four main stages namely, Define, Design, Develop, Disseminate. Data collection was carried out using a questionnaire. The data analysis technique in this research is quantitative descriptive. The results of the study note that: (1) Job sheet was developed containing 13 materials; and (2) based on the results of the assessment of the media experts, the average percentage was 86.76% (very feasible), the material experts reached the average percentage of 81% (feasible), and the students got an average percentage score of 88.34% (very good). Although job sheets are considered appropriate and good for use in learning, there are some limitations regarding their application by teachers when teaching.


Author(s):  
RODY SATRIAWAN ◽  
FAHRURROZI FAHRURROZI ◽  
NENY ENDRIANA ◽  
NILA HAYATI ◽  
RISTU HAIBAN HIRZI ◽  
...  

This research aimed to develop audio visual based on learning media using adobe flash professional CS6 in material subject for students of seventh graders at MTs Mu'allimin NW Pancor that was valid, practical and effective. This research was a research and development (R&D) that was adapted from the ADDIE development model. There are 5 stages: (1) Analysis; (2) Design; (3) Development; (4) Implementation; and (5) Evaluation. The population was students of seventh graders , with a sample of students of VIIB . Data collection techniques used were using a questionnaire that was analyzed descriptively. The results showed that audio visual based on learning media using adobe flash professional CS6 which had been developed based on the assessment of media experts obtained by 96 with a very good category and material expert assessment was obtained by 42 with a good category. Based on students' responses to the practicality of the media it was found that the percentage of assessment was 75.35% with the practical category. Based on tests of student learning outcomes on the effectiveness of the media obtained a percentage of 88.46%. Based on the results of data acquisition shows that audio visual based learning media using adobe flash professional CS6 was feasible and can be used in the mathematics learning process of material for students of seventh graders at MTs Mu'allimin NW Pancor. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran bilangan berbasis audio visual menggunakan adobe flash profesional CS6 untuk kelas VII MTs Mu’allimin NW Pancor yang valid, praktis, dan efektif. Penelitian ini merupakan penelitian pengembangan yang diadaptasi dari model pengembangan ADDIE. Tahapan penelitian ini ada 5 tahap, yaitu: (1) Analysis; (2) Design; (3) Development; (4) Impelementation; dan (5) Evaluation. Hasil penelitian menunjukkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 yang telah dikembangkan berdasarkan penilaian ahli media diperoleh sebesar 96 dengan kategori baik. Berdasarkan respon siswa terhadap kepraktisan media didapatkan persentasi penilaian sebesar 75,35% dengan kategori praktis. Berdasarkan tes hasil belajar siswa terhadap keefektifan media yang telah dikembangkan diperoleh persentase sebesar 88,46%. Berdasarkan hasil penelitian dan analisis data, dapat disimpulkan bahwa media pembelajaran bilangan berbasis audio visual menggunakan adobe flash professional CS6 layak dan dapat digunakan dalam proses pembelajaran matematika materi bilangan kelas VII MTs Mu’allimin NW Pancor.


Author(s):  
Eko Anis Setyorini ◽  
Lilik Bintartik ◽  
Sumanto Sumanto

Abstract: This research and development is to produce a puzzle media based on audio-visual material on the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku" in class IV SDN Kauman 1 Blitar City that is valid, practical, and interesting. This study uses a research and development model or research and development. The results of audio visual based puzzle media validation obtained a value of 93.3 percent, a very valid category by material experts, media experts and users. For practicality and attractiveness audio visual based media is obtained based on the results of student responses during product trials and field trials. The attractiveness of the media scored 97.3 percent in the very interesting category. Practicality of the media scored 84.4 percent in the category of very practical. So it can be concluded that the audio visual media based puzzle is very worthy used in the learning process in the sub-theme "Indahnya Persatuan dan Kesatuan Negeriku". Abstrak: Penelitian dan pengembangan ini yaitu menghasilkan media puzzle berbasis audio visual materi pada subtema “Indahnya Persatuan dan Kesatuan Negeriku” di kelas IV SDN Kauman 1 Kota Blitar yang valid, praktis, dan menarik. Penelitian ini menggunakan model penelitian dan pengembangan atau research and development. Hasil validasi media puzzle berbasis audio visual memperoleh nilai 93,3 persen kategori sangat valid oleh ahli materi, ahli media dan pengguna. Untuk kepraktisan dan kemenarikan media puzzle berbasis audio visual diperoleh berdasarkan hasil dari respon siswa pada saat uji coba produk dan uji coba lapangan. Kemenarikan media memperoleh nilai 97,3 persen kategori sangat menarik. Kepraktisan media memperoleh nilai 84,4 persen kategori sangat praktis. Sehingga dapat disimpulkan bahwa media puzzle berbasis audio visual sangat layak digunakan dalam proses pembelajaran pada subtema “Indahnya Persatuan dan Kesatuan Negeriku”.


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