scholarly journals The Development of Fotonovela Learning Media Assisted by Ms Publisher on Arithmetic Sequence and Progression

2020 ◽  
Vol 8 (2) ◽  
Author(s):  
Ika Mareta ◽  
Dafik Dafik ◽  
Randi Pratama Murtikusuma

This research aims to (1) describe the process of developing a fotonovela learning media by using Ms Publisher on arithmetic sequence and progression, (2) to know the results of developing learning media Ms Publisher on arithmetic sequence and progression. Online learning media allows students to access information quickly and more efficiently. This research was processed through the stages of 4D that are define, design, develop, and disseminate. Development research results a product is tested validity, practically, and effectiveness. The research instruments used were questionnaire for needs analysis, validation sheets, test, and student response questionnaire. The subjects of the test were 34 students of XI MIPA 4 SMAN 1 Tempeh. The media validation includes three aspects, namely materian and question aspects, content aspects, and language aspects.The result of fotonovela validation including valid criteria with an average of 3,67. Then the effectiveness of media on students learning outcomes included in high level of effectiveness with percentage 88,24%. While the criteria of fotonovela media practicity gets the percentage of student response by 85,23% which is included in high criteria.

2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Ika Mareta ◽  
Dafik Dafik ◽  
Randi Pratama Murti

This research aims to (1) describe the process of developing a fotonovela learning media by using Ms Publisher on arithmetic sequence and progression, (2) to know the results of developing learning media Ms Publisher on arithmetic sequence and progression. Online learning media allows students to access information quickly and more efficiently. This research was processed through the stages of 4D that are define, design, develop, and disseminate. Development research results a product is tested validity, practically, and effectiveness. The research instruments used were questionnaire for needs analysis, validation sheets, test, and student response questionnaire. The subjects of the test were 34 students of XI MIPA 4 SMAN 1 Tempeh. The media validation includes three aspects, namely materian and question aspects, content aspects, and language aspects.The result of fotonovela validation including valid criteria with an average of 3,67. Then the effectiveness of media on students learning outcomes included in high level of effectiveness with percentage 88,24%. While the criteria of fotonovela media practicity gets the percentage of student response by 85,23% which is included in high criteria.


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.


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.


Author(s):  
Muhammad Habibbulloh ◽  

his study aims to determine the effectiveness of the implementation of online learning on dynamic electricity topics carried out in junior high schools during the Covid-19 pandemic. Effectiveness is seen from the completeness of learning outcomes, obstacles faced during learning, and student responses to online learning. The research method used in this research is quantitative descriptive with one group pre-test post-test design. The sample used in this study were 64 junior high school students in one of the state junior high schools in Lamongan Regency, East Java. The results of the research obtained were that the average completeness of student learning on dynamic electricity material with an online learning model was very low (below the minimum completeness standards), analysis of the N-Gain value gets a value of 0.23 and is categorized as low. Statistical analysis with the help of SPSS 22 shows that the sample is normally distributed and hypothesis testing shows that online learning has no effect on increasing the value of student learning outcomes. There were many obstacles during the online learning process even though solutions had been given but there were not resolved properly, one of the obstacles was the need real lab. Student response to online learning is quite positive 63%. The conclusion of this study is that online learning is not effective enough to be used at the junior high school level and improvements are still needed in terms of facilities and infrastructure.


2021 ◽  
Vol 15 (1) ◽  
pp. 22
Author(s):  
Tiarima Marbun

This classroom action research (CAR) was conducted to increase student success in learning History with the Google Classroom (GC) application. The class as the subject is that of XI IPS-2 SMA Negeri 2 Tarakan, consisting of 36 students, with 19 male and 17 female students. They were chosen,  because the class saw a very large level of online learning problems such as: students often missed class, attended late, did not do assignments, did not have data packages so they did not participate in learning , and very passive learning activities.This research was conducted in two cycles, with  three meetings in each. It employed GC as the media to hold the learning process done online in the pandemic era. The results of the analysis has proved that the use of GC can help in improving student learning outcomes, based on all aspects of observation and action so that learning outcomes increase in each meeting and cycle. The learning outcomes in the first cycle showed 47.2%, while in the second cycle it increased to 83.3%. There were 5 students or 13.9% who had failed to reach the minimum completeness and a student was not present at the last meeting of the cycles. A remedial will be given in a separate meeting so that they can achieve the required mastery in learning. In short, learning with GC media can improve the results of learning history subject for the students in high school. Therefore, it is recommended that teachers or teachers be able to use GC in online learning.


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2021 ◽  
Vol 7 (2) ◽  
Author(s):  
Ketut Nurhayanti

<p><em>This study aims to describe the effectiveness of online learning in vocational colleges in Hindu theory courses and electrical installation practices. Assessment indicators are student learning outcomes, learning completion, student interests and motivations as well as attractive learning experiences experienced by students during online learning. Quality research with qualitative descriptive research approach is used in this study. Data collection techniques using questionnaires in the form of essays are disseminated through the google form platform and interviews conducted with google meet. Respondents numbered 50 students. The results of online learning research are effective if reviewed from indicators of the value of learning outcomes and complete materials but are not effective if reviewed from behavior changes. Indicators of attractive learning experience will be fun assuming the media used and lecturers can package materials in an interesting, interest and motivational learning students more to the obligation to get value and no other learning alternatives except online</em>.</p><p><em><br /></em></p>


2019 ◽  
Vol 3 (3) ◽  
Author(s):  
Dwi Oktaviana ◽  
Iwit Prihatin

<em>This research is a development research that aims to develop and assess the quality of mathematical teaching materials based on fable books character in a rectangular material that is valid, meets classical completeness, and good student response The type of research used is Research &amp; Development (R &amp; D) research with reference to the Borg &amp; Gall model. The experimental subjects in this study were seventh grade students of MTs Al-huda, Mubung Village, Hulu Gurung Subdistrict, Kapuas Hulu District with a total of 17 students. Based on the results of a limited trial conducted, it was found that (1) the results of character fable book validation obtained the average score of 85,42% with a very valid category so there was no need to revise and experts stated that the developed fable character was feasible to be used and can be tested in the field, (2) the results of testing the use of products through student learning outcomes tests obtained classical completeness were 76,47% so as to achieve classical completeness where the completeness of classical completeness set at MTs Al-huda Mubung Village is 70%, and (3) student responses to Mathematical teaching materials based on fable books with character with an average score of 87,54% with a very good category</em>


2020 ◽  
Vol 14 (1) ◽  
pp. 22-35
Author(s):  
Wahyu Arini ◽  
Endang Lovisia

This research aims to develop a plastic waste pyrolysis tool as an environment-based learning media in SMP Musi Regency. This research is a development research. There are 3 junior high schools used, namely Air Satan Public Middle School, Muara Beliti Public Middle School and Pedang Public Middle School. Learning outcomes of learning media using pyrolysis tools by measuring students' understanding through given questions is greatly improved and average N-Gain (0.81) are included in the high category. Then for the questionnaire students' responses to the learning media pyrolysis tool obtained an average of 89,75% and a guidebook of 87,89% which is in the category of very practical, as well as a guidebook for the feasibility of the contents of 89,81%, the feasibility of serving 92,59% and language eligibility of 88,89%. For the validity level of the pyrolysis tool to the material is 90% and the media is 88,64% and for the validity of the guidebook for the material is 87,5% and the media is 84,37%. Based on the results of the analysis it can be concluded that the environment-based pyrolysis tool that was designed, developed is suitable for use as a medium for learning physics on material temperature and heat. In this research, it can also be used to produce fuel substitutes for petroleum that are difficult to renew and the impact on the environment can minimize plastic waste that is very difficult to degrade.


2018 ◽  
Vol 6 (3) ◽  
pp. 83-92
Author(s):  
ROSALINA ESTI LESTARI ◽  
VIRMAN VIRMAN

This research is a research and development (Research & Development) which aims to find out how to develop physics learning module based on discovery learning on vector material of class X students of SMA KPG Typical "Papua" Merauke. Number of samples of study 21 students of class X MIA-2 SMA KPG Typical "Papua" Merauke. Data analysis techniques used descriptive presentative to determine the feasibility of the module. The results showed that: (1). Module development module starts from potential problem analysis, module planning, module drafting, and development; (2). The feasibility of module from media validator was obtained percentage of average result of 81.96% with very feasible category, material validator equal to 95.62% with very decent category, and result of student response equal to 87.29% with very good category; (3). Excess module that was module contextually according to local wisdom of Papua especially Merauke and improved learners learn result with result of average of n-Gain test equal to 0.64 with medium concept concept category; (4). The shortcomings of the module were the less developed discovery learning stage in the module more broadly.  Keywords: Discovery Learning, Learning Outcomes, and Physics Module.


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