scholarly journals Pengembangan Permainan Ular Tangga Keyakinan dalam Peningkatan Efikasi Diri Siswa SMP

2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>

2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Ketut Alit Adi Untara ◽  
Gustina Gustina ◽  
Ielda Paramita

This study aims to develop learning media in the form of gas steam stoves fueled by oil and describe the validity and effectiveness of the products being developed. This development and research are summarized in a study entitled the development of learning media in a gas-fired gas stove to increase students' curiosity in applied physics subjects. This study uses a media development research method known as Research and Development (R&D). From the research carried out, the following data were obtained: the results of media validation obtained very good categories, and validation test by media experts found very good category. In the curiosity test, which was initially limited to active students, the scores were very good. The results of the initial average curiosity test for the field test were obtained in the low category, and after the use of the media was tested again, and the average score was obtained in the very good category.  It can be concluded that the use of an oil-fired gas steam stove in the form of a Pertamax stove as a learning medium can increase students' curiosity about learning applied physics material.


Author(s):  
Abdul Muhith ◽  
Ulfa Wulan Agustina ◽  
Yuyun Bahtiar ◽  
Nurul Afidah

Researchers aim to develop Interactive Magic Card as a medium that is suited to learning needs. There are 2 objectives in this study; 1) developing Interactive Magic Card as a learning medium; 2) find out the feasibility of the media. This research uses the Research and Development method which was adapted from Borg and Gall. This English learning media is an HTML5-based Flash Card application that was developed to help students in mastering vocabulary and improve their Speaking and Writing skills.The results of this study indicate that; 1) the results of the material expert validation are 89; 2) the results of media expert validation are 84; 3) main field test results are 91. Based on the results of the study, the researchers concluded that Interactive Magic Cardis suitable for use as a medium for learning English


2021 ◽  
Vol 1 (2) ◽  
pp. 106-113
Author(s):  
Gabriella Jessi Sitohang ◽  
Ati Sumiati ◽  
Santi Susanti

This study discusses the differences in self-efficacy of class X students at SMK N 17 Jakarta from the application of the PBI learning model with the help of two different learning media. The media used in this research are learning videos which applied to the experimental class and educational games (quizizz) in the control class. The limitations of the problem in this study include, the broad scope only includes information obtained from the results of the application of the PBI learning model with two different media on student self-efficacy, the information presented, includes : application of the PBI learning model with learning video media and educational games, differences in student self-efficacy. The purpose of the study was to find evidence of whether there was a difference in student self-efficacy after the implementation of the PBI learning model with the help of two different media. Based on the data hypothesis test conducted by comparing the scores of the self-efficacy between the experimental class and the control class, it was concluded that there was a significant difference between the students' self-efficacy in both classes. The average score of self-efficacy in the experimental class is higher than the control class, so that in the future the use of learning video media can be one of the best alternative during the implementation of PBI learning model to support student self-efficacy.


2019 ◽  
Vol 4 (11) ◽  
pp. 1478
Author(s):  
Andrey Triwidya Putra ◽  
Dany Moenindyah Handarini ◽  
M. Ramli

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract:</strong> This study aims to produce a guide to awareness training to resolve conflicts constructively using the media wayang golek for junior high school student. This training guide is teaching material that contains material, steps in training activities, and evaluation. This research and development procedure adapted from the development of Borg and Gall which carried out six stages, namely (1) preliminary study, (2) planning, (3) product development (4) product validation, (5) product revision, and (6) final products. The analytical technique used in this Research and Development uses Descriptive analysis, which is to describe each assessment item given by experts and prospective users. Based on the results of analysis that have been obtained from puppet experts, Guidance and Counseling, Learning Media and Prospective Users, it can be concluded that the guideline of awareness training to resolve conflict constructively using puppet golek media meets the criteria of acceptance both theoretically and practically. Suggestions for future researchers are that this research is only to test experts and prospective users, so there needs to be an effectiveness test to find out the effectiveness of this product guide.</p><p class="Abstract"><strong>Abstrak:<em> </em></strong>Penelitian ini bertujuan untuk menghasilkan panduan pelatihan kesadaran menyelesaikan konflik secara konstruktif menggunakan media wayang golek untuk siswa SMP. Panduan pelatihan ini adalah bahan ajar yang berisi materi, langkah kegiatan pelatihan, serta evaluasi. Prosedur penelitian dan pengembangan ini mengadaptasi dari pengembangan Borg and Gall yang dilakukan enam tahap, yaitu (1) studi pendahuluan, (2) perencanaan, (3) pengembangan produk, (4) validasi produk, (5) revisi produk, dan (6) produk akhir. Teknik analisis yang digunakan dalam Penelitian dan Pengembangan ini menggunakan analisis deskriptif yaitu dengan mendiskripsikan setiap butir penilaian yang diberikan oleh para ahli dan calon pengguna. Berdasarkan hasil analisis yang telah diperoleh dari ahli wayang, Bimbingan dan Konseling, Media Pembelajaran, dan Calon Pengguna, dapat disimpulkan bahwa panduan pelatihan kesadaran menyelesaikan konflik secara konstruktif menggunakan media wayang golek memenuhi kriteria keberterimaan secara teoritik maupun praktik. Saran bagi peneliti selanjutnya yaitu penelitian ini hanya sampai uji ahli dan calon pengguna, jadi perlu adanya uji efektivitas untuk mengetahui keefektifan produk panduan ini.</p></td></tr></tbody></table></div>


2018 ◽  
Vol 1 (3) ◽  
pp. 187-196 ◽  
Author(s):  
Ajo Dian Yusandika ◽  
Istihana Istihana ◽  
Erni Susilawati

Abstract: This study aims to develop poster media and find out the feasibility of this learning media. This research uses research and development methods or Research and Development (R & D) conducted in three schools. The development procedure follows the Borg and Gall procedure which can be done more simply by involving 10 main steps, but the researcher only limits the seven stages in this study. The technique of collecting data in this study was using a questionnaire. Based on the results of data analysis after the product was validated by media and material expert validators, the final product produced fulfilled the eligible criteria with an average score of media experts at 89%, material experts at 85%, the attractiveness of students by 83% for the trial small group of 82% and educator responses of 81%. The poster media is worthy of being used as a medium for learning physics. Abstrak: Penelitian ini bertujuan untuk mengembangkan media poster dan mengetahui kelayakan media pembelajaran ini. Penelitian ini menggunakan metode penelitian dan pengembangan atau Research and Development (R&D) yang dilakukan di tiga sekolah. Prosedur pengembangan mengikuti prosedur Borg and Gall yang dapat dilakukan dengan lebih sederhana dengan melibatkan 10 langkah utama, tetapi peneliti hanya membatasi pada tujuh tahapan saja pada penelitian ini. Tehnik pengumpulan data dalam penelitian ini adalah dengan menggunakan angket. Berdasarkan hasil analisis data setelah produk divalidasi oleh validator ahli media dan materi, produk akhir yang dihasilkan telah memenuhi kriteria layak dengan skor rata-rata dari ahli media sebesar 89%, ahli materi sebesar 85%, hasil kemenarikan peserta didik sebesar 83% untuk uji coba kelompok kecil sebesar 82% dan tanggapan pendidik sebesar 81%. Media poster sudah layak digunakan sebagai media pembelajaran fisika.


2020 ◽  
Vol 7 (1) ◽  
pp. 61-77
Author(s):  
Ahmad Zubaidi

This study aimed to develop the feasibility of the Mahârah al-Istimâ’ test instrument for electronic-based Arabic students using the Kahoot! application at UIN Sunan Kalijaga Yogyakarta. The method used in this research is the research and development of  Borg and Gall model through analysis, design, and testing. Eligibility is based on the expert validator test and the final operation field test. The results of the study can be concluded that: 1) Preparation of the Test Instrument refers to the 5 objectives or indicators of Mahmud Kamil an-Naqah into 50 questions in product design using the Kahoot! application, 2) From the results of the expert validator it is known that the results of the material quality are obtained by an average 5.37 and the media quality of the application is obtained by an average of 4.75 (very feasible), 3) After being obtained from the main field test to 20 students there are 6 questions or 12% that are not feasible because they are invalid and have not discrimination index, then the author revise and test the revision results to 70 students with 100% valid results and are suitable for use.


2015 ◽  
Vol 18 (14) ◽  
pp. 2565-2574 ◽  
Author(s):  
Øystein Guttersrud ◽  
Kjell Sverre Petterson

AbstractObjectiveThe present study validates a revised scale measuring individuals’ level of the ‘engagement in dietary behaviour’ aspect of ‘critical nutrition literacy’ and describes how background factors affect this aspect of Norwegian tenth-grade students’ nutrition literacy.DesignData were gathered electronically during a field trial of a standardised sample test in science. Test items and questionnaire constructs were distributed evenly across four electronic field-test booklets. Data management and analysis were performed using the RUMM2030 item analysis package and the IBM SPSS Statistics 20 statistical software package.SettingStudents responded on computers at school.SubjectsSeven hundred and forty tenth-grade students at twenty-seven randomly sampled public schools were enrolled in the field-test study. The engagement in dietary behaviour scale and the self-efficacy in science scale were distributed to 178 of these students.ResultsThe dietary behaviour scale and the self-efficacy in science scale came out as valid, reliable and well-targeted instruments usable for the construction of measurements.ConclusionsGirls and students with high self-efficacy reported higher engagement in dietary behaviour than other students. Socio-economic status and scientific literacy – measured as ability in science by applying an achievement test – did not correlate significantly different from zero with students’ engagement in dietary behaviour.


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


2017 ◽  
Vol 1 (2) ◽  
pp. 161
Author(s):  
Yohana Intan Pratiwi ◽  
Haris Nusarastriya

This research method used was Research and Development (RnD) by adapting the research and development steps by Borg and Gall. This research aims to help fourth grade students to enrich their Indonesian vocabulary, and also to know the validity, effectiveness, and practicality of the developed product. The developed product was ‘snake and ladder’ learning media with 31 grade four students of SD Negeri 02 Bringin as the subjects of this research. The data collection technique in this research used test (evaluation questions) and non-test (observation, questionnaire, and documentation). The validity of the product was analyzed from the calculation of media and material expert test, whereas the effectiveness was analyzed using Paired-Sample T Test with SPSS program. The practicality of the media was analyzed from the result of the observation and questionnaire from teachers and students. From this research, it can be concluded that ‘snake and ladder’ learning media to enrich the students’ Indonesian vocabulary in thematic instruction was proven as valid, effective, and practical. The validity was proven with the average score 4,90 (very good) by the media expert and 4,00 (good) by the material expert. The effectiveness of the product was proven by significance score which showed that the result of two evaluation tests, which were X1 (implementation of snake and ladder which has not been developed) and X2 (implementation of developed product), was significant with the amount 0,000, and also 61% students got above average grade which was 86,93. The practicality proof came from the teacher observation with the average score 5,00 (very good) and the questionnaire of students and teacher toward the developed product with the average score 4,94 (very good) and 5,00 (very good)


Author(s):  
Rihab Wit Daryono ◽  
Sunar Rochmadi

The purpose of this study was to determine the process of preparation and feasibility of the Building Maintenance learning module in the Department of Civil Engineering in vocational high schools. This research is a research and development (R&D) study using the Four D (4D) model. The Building Maintenance learning module is validated by one material expert and one media expert and the Building Maintenance subject teacher. The module contains a title, introduction, learning, evaluation questions, UAS, answer key, and bibliography. The analysis shows that the learning module as a whole is very feasible to be used as a teaching material. The results of the analysis of the data obtained an average score from the material experts is  90.0% so that it belongs to the "very feasible" category, the average score from the results of the media experts is 74.194% so that it belongs to the "feasible" category, and the average score of the teacher is 88.46% so it is included in the "very feasible" category. Then it can be concluded that the Building Maintenance module is in the very feasible category.


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