scholarly journals Analysis of Do-it-Yourself (DIY) Electrode for Soil Resistivity Measurement Practical of Geology and Geophysics Subject at Earth and Outerspace Laboratory

2020 ◽  
Vol 3 (1) ◽  
pp. 10-18
Author(s):  
Cahyo Puji Asmoro ◽  
Hana Susanti

This study describes the process of designing, manufacturing and the performance of Do It Yourself (DIY) electrodes for Soil Resitivity Measurement (SRM) practicum in the Geophysical Geology course. The aim is to produce electrodes that can be used with the Geo Tester tool from the Fluke 1623. The method used was the Research and Development method. the required electrode had been analyzed prior to the idea of making make your own electrode was created. The electrodes were designed in such a way as to consider the level of accuracy, convenience, safety and economics. The results showed that the DIY electrode was made well, the limited trial of data collection using the Schlumberger and Wenner configuration methods resulted in data error values ​​of 2.43% and 4.1%, respectively. The results were much smaller than the accepted minimum error threshold, namely 20%. The validation results from DIY electrode users (Data Collection Team) and Earth Physicist lecturers gave an average rating of 3.8 out of a scale 4. Thus, DIY eceltrodes can be used in practical for Geophysical Geology lectures in the Earth and Space Laboratory

2020 ◽  
Vol 6 (1) ◽  
pp. 48
Author(s):  
Kamaruddin Hasan ◽  
Zaid Zainal ◽  
Suhadjerah Suhadjerah

The purpose of this study is to develop a learning media in the form of boardgame Learning Media (Optional Board and Career Cards) to improve students’ career knowledge in a fun, interactive and active learning under. This research uses Research and Development Method, with The phases in this research consist of; (1) product analysis, (2) developing products, (3) validation and revision, (4) play-trials and final products. Data collection techniques using interviews and questionnaires. Feasibility check and assessment by theory expert, learning media expert and users using Likert scale with the value used are 5 to 1. The results of the validation by theory expert get score 5 with a very worthy category, while the validation by media expert gets score 4.89 with the very worthy category. Whereas in the usage test by users or students and teacher response as an education practitioner showed very worthy category with scores 4.53 and 5 respectively. As a result, the developed pakakala boardgame for year 4 students at SDN 84 Parepare is suitable to use in teaching theme 4 concerning various occupations


Author(s):  
Muhammad Fahrezi Harahap ◽  
Iman Sulaiman ◽  
Yasep Setiakarnawijaya

This research and development was conducted to produce exercise model of softball batting based on drill for beginner athletes by testing the effectiveness of softball batting training for beginner athletes. The development method used took the steps of Borg and Gall. To support data to be more valid, the process of analyzing data collection used observation, interviews, and tests. The batting exercise model was designed by combining drill-based training activities. After that the model item design was validated by 3 experts in their field, 1 softball lecturer, 1 softball coach, and 1 motor expert. The study involved 20 athletes consisting of 3 softball clubs in Medan. Increasing battingsoftball training during the pre-test showed t-count = -21,225, df = 19 and p-value = 0,00 <0,05, meaning that there were significant differences in softball batting training model before and after being given a training model. It could be concluded that the model of training developed effectively to enhance batting exercises developed was effective for enhancing batting exercises for beginner athletes.


2020 ◽  
Vol 10 (1) ◽  
pp. 78-84
Author(s):  
Ike Dian Puspita Sari ◽  
Indrawati Pusparini

In phonology, students will be familiar with phonetics which is specifically emphasize phonetics’ articulation and the sound. This study used Research and Development method. Researchers developed Interactive Multimedia Power Point Presentation (IMPPT) which can be used to teach phonetics. There are some stages done to develop IMPPT. Those stages are need analysis, data collection, product design and validation, and product testing. Product testing was also carried out as a consideration for the next steps. If the result was not satisfied, the researcher revised the design to obtain the final product. There were three aspects concerned as criteria of IMPPT, namely visual aspect, audio aspect, and material aspect. Those three aspects were validated based on assessment rubrics made by researcher. The range in the rubric is 1-5. The visual aspect showed the highest percentage, in which it was 35%. The second highest percentage was audio aspect. In material aspect, the total score was 23 (32%).


2018 ◽  
Vol 1 (2) ◽  
pp. 149
Author(s):  
Dita Andini ◽  
Nanang Supriadi

This study aims to develop animation media using Macromedia flash based on the conceptual understanding of the subject of rectangle and rectangle. The research and development method used is 4D model proposed by Thiagarajan consisting of 4 stages, namely: (1) define; (2) design; (3) develop and (4) disseminate. Researchers use data collection techniques is a questionnaire in the form of Likert scale for the response of learners. The result of the research is the animation media using Macromedia flash based on the concept of the subject of rectangular and rectangle that is suitable for learning media. The feasibility of learning media obtained from the validation of material experts with an average score of 3.40 is categorized valid and validation of media experts with an average score of 3.32 are categorized as valid. Student response to learning media obtained in small group test is very interesting with an average score of 3.64. In the large group, test obtained criteria attractiveness is very interesting with an average score of 3.47.


Author(s):  
Nurul Istiqomah ◽  
Ifa Aristia Sandra E

This research and development aims to determine the feasibility level of the material in the traditional early childhood crank game media. The media development method used in this development was adapted from the Thiagarajan 4-D development model. Data collection techniques from the results of a questionnaire or questionnaire. The results of the validation carried out by two material experts are as follows: 1) Conformity with Basic Competence (KD) is 4 with 80% eligibility criteria. 2) Learning aspect is 3.6 with 72% eligibility criteria. 3) Material presentation is 4 with 80% eligibility. So it can be concluded that the material on the traditional crank game media "WORTH" to be presented.


2018 ◽  
Vol 1 (2) ◽  
pp. 237
Author(s):  
Hamidah Nursidik ◽  
Indah Resti Ayuni Suri

This research and development aims to know the prevalence of interactive learning media products assisted software lectora inspire and to know the response of learners to interactive learning media assisted software lectora inspire on material relations and functions that have been developed. The method used in this research is 7 stages from 10 stages of research and development method from Brog and Gall which have been modified by sugiyono. The stages are potential and problems, data collection, product design, validation, design improvement, product testing, and product revision. Instrument data collection used is validation sheet and questionnaire response of learners. Based on the results of the study showed: Interactive learning media assisted software lectora inspire on material relations and class X functions developed with Brog and Gall modified by sugiyono declared feasible to be used by experts materials and media experts with good criteria with assessment of average material experts 4,2 and the media expert 3,5. Student response to interactive learning media assisted software lectora inspire on material relation and function get good criterion with average value 4,0167.


2019 ◽  
Vol 1 (1) ◽  
pp. 22-33
Author(s):  
Ahmad Fahrudin

The purpose of this study is to determine the effect of the use of learning media book summarizationof physics-based smartphone applications for the achievement of learning elasticity in class XI SMA N 2Lubuklinggau. This research uses two methods of development method (research and development) andquasi-experimental method (quasi-experimental design). Development method using ADDIE developmenton analysis, design, development, implementation, and evaluation. The place of study was conducted in SMAN 2 Kota Lubuklinggau with a sample of 64 students, divided into two experimental classes and controlclass. The objective test was used for data collection in this study. The test is given twice before treatmentand after treatment. The analysis test used parametric statistic with a t-test. The result of the research showsthat there is an increase of learning achievement in the experimental class that shows the minimumcompleteness criteria (KKM) which reaches the learning completeness 93,75% and the learningcompleteness improvement is 75,00% from the pretest value of 18,75%.


2021 ◽  
Vol 17 (01) ◽  
pp. 75-92
Author(s):  
Abdul Halim ◽  
Dewi Anggraeni ◽  
Abdul Fadhil

This study aims to develop learning media in the form of Tahfizh cards in the learning process of memorizing Al-Quran with an edutainment approach. Tahfizh card is a learning medium in the form of cards that discusses learning to memorize the Qur'an, especially the short letters listed in juz 30 in a fun way that is suitable for children. The method used in this research is a research and development method using the Hanafin and Peck models. The techniques used in data collection were observation, interviews, and questionnaires. The results of this study indicate that the Tahfizh Card game learning media obtained value through the validation of media experts and theorists with the "very good" category of 96%. The edutainment approach in the process of learning the Qur'an and memorizing the Qur'an is very helpful for students, where it is a fun element that makes them not overwhelmed in the memorization process.    


2020 ◽  
Vol 1 (1) ◽  
pp. 12-22
Author(s):  
Endang Setyawati ◽  
David Kristian Paath ◽  
Evelyne Kristiani Komala

As time goes by, the earth has undergone many changes, many of which have happened, from natural changes to human lifestyle. Many natural disasters occur as a result of the development of human lifestyles, such as floods caused by littering and piling up. Littering is one of the causes of flooding, therefore it is necessary to build awareness of society, especially children as the next generation. The purpose of " Design of Educational Recycling Waste Management Video Games For Children " is to provide an understanding of waste and be able to find out the products of reusing inorganic and organic waste to children. The benefits of designing interesting video games can stimulate children's psychology in understanding the cleanliness of the environment and provide education that waste can be used. The research method in this design uses the Research and Development method which is used to produce a product and test the effectiveness of the product. The results obtained are that there is a significant difference in children's understanding of waste when playing video games and before playing so that the use of games as educational media can be said to be effective.


Author(s):  
Ai Hayati Rahayu ◽  
Bunyamin Faisal Syarifudin

Mastering science process skill is very beneficial in problem solving process. This research aimed to develop teaching materials such as science process skill-based textbooks on energy and its changes. The method used in this research was research and development, by using the 4D design, which include define, design, develop, and disseminate. Research and development method were used to produce a product and to test its efficiency. The result showed that the learning material fulfill the assessment criteria. The mean validation result of textbook showed a number of 3.58 indicated as a good category. Based on T test, it was proven that the use of textbooks is indeed influential towards the development of students’ science process skill.


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