scholarly journals Development Of Video Media Instructional Bhagavad Gita In Religious High School Hindu Lampung

Author(s):  
Nyoman Siti ◽  
Budi Koestoro ◽  
I Dewa Made Raka

<p>The objectives of this research are: (1) developing video media teaching materials of Bhagavad Gita, (2) to analyze the effectiveness of Bhagavad Gita video media use, (3) to analyze the efficiency of Bhagavad Gita video media, (4) to analyze the attractiveness of Bhagavad Gita video media. This research uses a research and development approach, conducted in religious high school hindu (STAH) Lampung. Data collection using tests and questionnaires and analyzed quantitatively and qualitatively. The conclusions of the study were (1) to produce teaching material of Bhagavad Gita video media consisting of eight elements, namely: (a) opening greetings, (b) introduction, (c) parts of Bhagavad Gita, (d) how to read, (e) types of mentrum, (f) examples, (g) self-assessment and (h) closing greetings. (2) video media teaching materials Bhagavad Gita effective with the average of the gain value in sequence is 0.71; 0.77; and 0.77. (3) Bhagavad Gita video media is efficient as a learning media of 1.7. (4) The video media instructional Bhagavad Gita is attractive in used as media video learning Bhagavad Gita  with the consecutive average percentage being 91%, 91%, and 92%.</p>

2020 ◽  
Vol 11 (2) ◽  
pp. 97-104
Author(s):  
Azizul Azizul ◽  
Widya Yuliatin Riski ◽  
Devi Indah Fitriyani ◽  
Ira Nofita Sari

ABSTRAKPerkembangan teknologi digital dewasa ini telah terjadi secara masif tidak terkecuali di dunia pendidikan Mengingat pesatnya perkembangan teknologi digital maka penelitian ini berupa pengembangan bahan ajar komik digital pada materi gerak. Tujuan penelitian ini adalah untuk mengembangkan bahan ajar komik digital pada materi gerak sebagai pendukung dalam pembelajaran. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan (research and development). Rancangan penelitian yang akan digunakan dalam penelitian ini mengikuti 5 langkah atau tahapan penelitian dan pengembangan menurut Borg & Gall. Pada penelitian ini tahapan pengembangan yang dilakukan sampai pada tahap main product revision. Pertimbangan tersebut dilakukan karena keterbatasan waktu dan biaya. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah teknik komunikasi tidak langsung dengan alat pengumpul data yaitu lembar validasi ahli materi dan media dengan skala Likert. Data yang akan diperoleh dalam penelitian pengembangan, selanjutnya akan diolah dan dianalisis sesuai dengan masalah dan tujuan yang telah dirumuskan. Data dari lembar yang berupa data kuantitatif dianalisis secara deskriptif untuk mencari persentase dari kelayakan bahan ajar pada materi gerak berbasis komik digital berdasarkan penilaian ahli. Berdasarkan penelitian yang telah dilakukan, diketahui bahwa telah dihasilkan bahan ajar komik digital pada materi gerak. Kualitas pengembangan bahan ajar komik digital pada materi gerak berkategori layak menurut ahli materi dengan rata-rata persentase sebesar  76,89 dan menurut ahli media sangat layak dengan persentase sebesar 89,17%.Kata Kunci: Pengembangan, Bahan Ajar, Komik Digital, Gerak ABSTRACTThe development of digital technology today has occurred massively, including in the world of education. Given the rapid development of digital technology, this research is in the form of developing digital comic teaching materials on motion material. The purpose of this research is to develop digital comic teaching materials on motion materials as a support in learning. The method used in this research is the method of research and development (research and development). The research design that will be used in this study follows 5 steps or stages of research and development according to Borg & Gall. In this research, the development stage is carried out until the main product revision stage. This consideration was made due to time and cost limitations. The data collection technique used in this research is indirect communication techniques with data collection tools, namely material and media expert validation sheets with a Likert scale. The data to be obtained in development research will then be processed and analyzed in accordance with the problems and objectives that have been formulated. Data from the sheet in the form of quantitative data were analyzed descriptively to find the percentage of the feasibility of teaching materials on digital comic-based motion material based on expert judgment. Based on the research that has been done, it is known that digital comic teaching materials have been produced on motion material. The quality of the development of digital comic teaching materials on motion material is categorized as feasible according to material experts with an average percentage of 76.89 and according to media experts it is very feasible with a percentage of 89.17%.Keywords: Development, Teaching Materials, Digital Comics, Motion


2021 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Linda Suci Triliana ◽  
Munzil Munzil ◽  
Sugiyanto Sugiyanto

The purposes of this research and development is to produce feasible and valid teaching materials utilizing augmented reality-assisted guided inquiry learning model in the activity of identifying life organizational system for 7th grade students of Junior High School/Islamic Junior High School, as teaching material in Covid-19 Pandemic era. This research used Lee and Owens research and development model, limited to three stages, namely: analysis/assessment, design, and development. The feasibility of the teaching materials were determined from the results of the validation and user assessment. The teaching materials were developed in A6-sized printed books containing Basic Competence 3.6 materials of life organizational system from the cellular level to organismic level. The materials were presented in the forms of illustrations, videos, three-dimensional AR animations, and handouts on google drive. Based on the validity result which was conducted by material and media experts, it was discovered that the teaching materials were valid and feasible for learning with the score percentage of more than 81 percent.


2018 ◽  
Vol 3 (2) ◽  
pp. 10-21
Author(s):  
Eka Apriliatul Qoidah

The study aims to determine the feasibility of local wisdom based booklet teaching materials in Maliran forest on biodiversity material for class X students. The type of research used in study is research and development research. The development model used is the Thiagarajan, dkk. (1974) which is limited to develop stage. The booklet is validated by a team of experts including material experts, media expert, and linguistic.. The results of the validation by the expert team get an average percentage of 75,3% with a decent category. The readability test results by class XI students get a percentage of 78% with a decent category. Based on the result of the validation that has been obtained, it shows that the local wisdom-based booklet teaching material in Maliran forest is worthy of being in biodiversity material for class X students.


2019 ◽  
Vol 2 (2) ◽  
pp. 70-81
Author(s):  
Tri Ariani ◽  
Yaspin Yolanda

This study aims to determine the learning outcomes of class XI students in Lubuklinggau 6 Model State Senior High School 2018/2019 Academic Year after using contextual-based Physics teaching material for Static Fluid students and to find out the students' response to learning using contextual learning material Static Fluid class XI students in high school Negeri 6 Lubuklinggau Model 2018/2019 Academic Year. The sample of this study consisted of 23 students of class XI IPA 4 of State Senior High School 6 Model Lubuklinggau. Data collection is done by interview techniques, questionnaires, tests, and observations. The overall percentage of teaching material components is 81.82% (very good). The percentage of student responses to contextual-based teaching materials is 79.78% (very good). In addition, from the results of daily test results, the effectiveness percentage of 86.95% (very good) of students who received scores above 70 out of 10 test items. Data analysis technique used was t-test Calculated value> t table with the value of t count = 3.69 and t table = 1.717. The results of the average percentage of students in the affective realm of 89.40% (very good) and the results of the average percentage of students in the psychomotor realm of 91.30% (very good). The percentage of student responses to learning using contextual learning is 91.07% (very good). So that the use of contextual based teaching materials can be said to be valid, practical and effective.


2020 ◽  
Vol 9 (1) ◽  
pp. 109-124
Author(s):  
Dian Permana Putri ◽  
Yopi Nisa Febianti ◽  
Sugeng Muslimin

This study aims to design a Cirebon-based local genius teaching material that is valid, practical and effective in the Basic Natural Sciences course to build student scientific literacy. The research method used is the research and development (R & D) approach. The model development approach used is 4D developed by Thiagarajan. The results of the study showed that teaching materials designed and developed were valid by testing validity twice by three expert validators, consisting of material experts, media experts and practitioners' experts. Teaching materials have been practical based on a limited test on 20 participants who filled out the questionnaire. and in effective tests, teaching materials can improve student scientific literacy, as evidenced by the average n-gain value of 0.417 in the experimental class with the moderate criteria.


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Panji Setyo Wiguno ◽  
Jaja Jaja

This study aims to develop teaching materials for letter texts based on personal letters and letters from agencies in Brebes Regency. This research was carried out because there were still limited effective letter text textbooks that were developed and used in learning for VII graders in junior high school. The purpose of this research is to produce teaching material designs, obtain information about the feasibility of textbooks, and the effectiveness of the use of teaching materials in class VII SMP, and produce the final product of textbooks. To achieve this goal, the Research and Development (R&D) research method is used by using the ADDIE research model. Based on the results of the research that has been carried out it can be seen that the textbooks developed are very feasible and can be effectively used in learning for VII grade students in junior high schools.


2020 ◽  
Vol 21 (2) ◽  
pp. 94-103
Author(s):  
Mohamad Alfarizi ◽  
Pujianto Yugopuspito

The purpose of this research is to develop a virtual reality (VR) museum modules for a citizenship  lesson at Tzu Chi Senior High School Jakarta, Grade 10. The module is about the Indonesian national integration within the Bhinneka Tunggal Ika Framework. This research started with the process of analyzing product specifications, attractiveness, and practicality as an inquiry-based learning activities. a module employing the research and development approach of Borg and Gall. Seventeen students were involved in the field test of the module. The data collection was conducted using observations, interviews, and questionnaires.The data was then analyzed qualitatively and quantitatively. This research shows that students consider  the VR museum module as attractive, allowing interactivity between user, the content, and easy to use since it includes clear directions to explore. In conclusion, the VR museum as a  learning media can be effectively used in citizenship lesson. Tujuan dari penelitian ini adalah mengembangkan modul museum virtual reality (VR) untuk pembelajaran Pendidikan Pancasila dan kewarganegaraan di Sekolah Menengah Atas Tzu Chi Jakarta kelas 10. Modul tersebut membahas tentang integrasi bangsa Indonesia dalam Kerangka Bhinneka Tunggal Ika. Penelitian ini dimulai dengan proses menganalisis spesifikasi produk, daya tarik, dan kepraktisan sebagai kegiatan pembelajaran berbasis inkuiri. Modul dikembangkan yang menggunakan pendekatan penelitian dan pengembangan Borg dan Gall. Tujuh belas siswa dilibatkan dalam uji lapangan modul. Pengumpulan data dilakukan dengan observasi, wawancara, dan kuesioner, kemudian dianalisis secara kualitatif dan kuantitatif. Penelitian ini menunjukkan bahwa siswa menganggap modul museum VR menarik dan memungkinkan interaktivitas antara pengguna dan konten, siswa dapat dengan mudah menggunakannya karena adanya petunjuk arah yang jelas didalam kegiatan penjelajahan. Kesimpulannya,  museum VR sebagai media pembelajaran dapat digunakan secara efektif dan dapat dijadikan sebagai media pembelajaran kewarganegaraan.


2019 ◽  
Vol 10 (1) ◽  
pp. 137-158
Author(s):  
Imam Syafei

Through the development of Islamic religious education teaching materials based on problem based learning, it is expected to further enhance the knowledge of Islamic religion of students, so that it is easier for these students to ward off radicalism. The purpose of this study (i) how is the development of Islamic religious education teaching materials based on problem based learning to counteract radicalism in students? (2) how is the effectiveness of Islamic religious education teaching materials based on problem based learning to ward off radicalism in students? So that the main objective in this research is to develop Islamic religious education teaching materials based on problem based learning, so as to ward off radicalism in high school students in Bandar Lampung City. This study uses research and development design, with a sample of 30 high school students in Bandar Lampung, part of the experimental class as a control class. Data collection techniques using questionnaires and documents. The data obtained were then analyzed using gain analysis and independent sample t test. The conclusions of the study are (1) the realization of the development of Islamic religious education teaching materials based on problem based learning to counteract radicalism in high school students in Bandar Lampung City. (2) there is a difference in the attitude of radicalism of students who use it and those who do not use teaching materials based on problem-based Islamic education in state high schools in Bandar Lampung City. 


2021 ◽  
Vol 1 (1) ◽  
pp. 119-123
Author(s):  
Nurhayati Abbas ◽  
Nancy Katili ◽  
Dwi Hardianty Djoyosuroto

This research is motivated by the lack of mathematics teaching materials that can make students learn on their own. The teaching material can be created by teachers as they are the ones who possess the knowledge about their students’ characteristics. Further, learning materials are a set of materials (information, tools, or texts) that can aid teachers and students to carry out the learning process. The two-variable linear equation system (SPLDV) is one of the mathematics materials taught to eighth-grade students of junior high school; it contains problems related to daily life. However, it is found that this material is still difficult to master by most students. Therefore, it is necessary to develop the SPLDV teaching materials that can help students learn and solve problems as well as be used as examples by teachers in developing other materials. This research aimed to make problem-based SPLDV teaching materials. The research method refers to the Four-D Model by Thiagarajan, Semmel, and Semmel (1974). It consisted of defining, designing, developing, and disseminating. The results showed that problem-based SPLDV teaching materials could be used in learning activities as the students and the teachers had shown their positive responses after going through expert assessments. This study also suggested that the teachers use this teaching material and adopt teaching materials for other similar materials.


2019 ◽  
Vol 6 (2) ◽  
pp. 179
Author(s):  
Vinsca Sabrina Claudia ◽  
Ani Rakhmawati ◽  
Budi Waluyo

<em>The research aims to explain and describe (1) speech acts in the dialogue collection of  drama text Geng Toilet; (2) the principle of politeness in the dialogue collection of drama text Geng Toilet; (3) the relevance collection of drama text Geng Toilet as a teaching material for drama text in High School. The method use in this research is descriptive qualitative. The result of the research indicates the result of the research indicates the speech act in the collection of the drama text Geng Toilet based on speech that contains action include locution,illocution, and perlocution. While, speech acts based on the sentence mode include direct speech acts and indirect speech acts.Next, the principle of politeness in the dialogue collection of drama text Geng Toilet includes maxim of agreement or consent, maxim of generosity, maxim acceptance or praise or appreciation, maxim of humility or simplicity, and maxim of sympathy. the collection of drama text Geng Toilet can be  used  as a teaching materials for drama text in High School.</em>


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