PENGEMBANGAN MODUL INTERAKTIF PADA PEMBELAJARAN GENETIKA UNTUK MENINGKATKAN HASIL BELAJARDAN PEMAHAMAN KONSEP SISWA SMA ISLAM BATU

2015 ◽  
Vol 3 (2) ◽  
pp. 25
Author(s):  
Riyanto Riyanto

<p>This study uses research and development (Research and Development <br />/ R &amp; D) method. Model development of instructional media used is a<br />Development model consisting of ten steps, but in this study only comprises<br />eight steps, namely: potential and problems, information gathering, product<br />design, design validation, the revised design, product testing, product revision,<br />and the final product.  Based on the results of the validation interactive module Genetics by matter experts and media experts shows that genetics interactive module is feasible used with a percentage of the average score of 90%. Based on the<br />results of the validation interactive CD genetics by material experts showed<br />that the decent used by a score of 96% while the results validator of media<br />experts with regard to the feasibility of an interactive CD genetics show that<br />decent used is by a score of 88% and an average rate of eligibility Interactive<br />CD showed that the decent genetics used is 92%, this indicates that the<br />interactive CD genetics can be applied in small scale to see the effectiveness of<br />the implementation of this genetic interactive CD.  Based on the results of a small-scale trial Genetics interactive module effectively used by students seen from the kognitive learning outcomes reached 85.3% and students' understanding of concepts of 87.2%.Based on the research results, it can be concluded that genetics developed interactive module gets adequate assessment of experts, as well as the effective use of learning by students of class XII, SMA Islam Batu with kognitive learning outcomes<br />reached 85.3% and students' understanding of concepts of 87.2%.</p>

2018 ◽  
Vol 4 (1) ◽  
pp. 1-10
Author(s):  
Mia Novita Ningrum ◽  
Novi Ratna Dewi ◽  
Parmin Parmin

Penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan modul pop-up berbasis inkuiri terbimbing tema tata surya. Penelitian ini merupakan penelitian pengembangan yang terdiri dari sepuluh langkah dalam pelaksanaannya. Modul yang dikembangkan kemudian divalidasi oleh 3 ahli materi dan 3 ahli media untuk mengetahui kelayakan produk. Hasil penelitian menunjukkan bahwa penilaian kelayakan modul pop-up berbasis inkuiri terbimbing oleh ahli materi dan media memperoleh skor rata-rata 54 dan 39 dengan kriteria sangat layak. Uji coba skala kecil untuk mengetahui keterbacaan modul mendapatkan rata-rata skor 36,89 dari siswa dan 11,9 dari guru dikategorikan sangat baik. Hasil skor N-gain diperoleh  kriteria sedang sampai tinggi sebesar 93,75% dan siswa mendapatkan nilai posttest ≥75 sebesar 84,4%. Berdasarkan hasil penelitian dapat disimpulkan bahwa modul pop-up berbasis inkuiri terbimbing tema tata surya layak dan efektif digunakan dalam proses pembelajaran. Development of pop-up module with inquiry guided-based in the solar system’s theme for 7th grade students AbstractThis research aims to determine the feasibility and effectiveness of pop-up module with the inquiry guided based in the solar system’s theme. This research is a development research using research model that cited from Sugiyono (2015) which consists of ten steps in the implementation. Then, the modules which developed were validated by 3 material experts and 3 media experts to determine the feasibility of the product. The results show that the feasibility assessment of pop-up module with inquiry guided based is guided by material and the media experts obtain an average score of 54 and 39 with very reasonable criteria. Small-scale experiment  aims to determine the legibility of the module earned an average score of 36.89 from students and 11.9 from teachers. The classical exhaustiveness obtained is 84,4%, the average og gain normality is 0,55 with medium criterion. Based on the results of the research can be concluded that the pop-up module with inquiry guided-based in the solar system’s theme is feasible and effective use in the learning process.


Author(s):  
Tiara Adi Pratiwi

<p>This research aims to produce students’ worksheet based on local wisdom for first grade on theme my hobbies subtheme love in doing sports&amp; singing and dancing of  SDN Utama 1 Tarakan. This research was <em>Research and Development</em>  with adopt procedure from Borg and Gall which is potential and problem, gather information, product design, design validation, the revised design, product testing, product revision, testing usage, and product revision. This result showed that : (a) student worksheet included in the category of valid from aspect content and material with average score 4,44 category very good, aspect language with average score 4 category good, and aspect desain with average score 4,04 category very good (b) student worksheet included in the category of practic with average score 3,83 category good (c) student worksheet included in the category effective from aspect observation student activity with average score 3,45 category good, aspect student respons with average score 4,32 category very good, and aspect of  students learning outcomes with average score 4,74 category very good.</p><p> </p><strong>Keyword:</strong> <em>Student Worksheet, Local Culture</em>


2019 ◽  
Vol 1 (1) ◽  
pp. 79-87
Author(s):  
Sugian Nurwijaya

This is a research and developmentstudy with limited trials which aims to develop the Mathematics Learning Package by using a geogebra-assisted scientific approach in the eight grade of MTs Al-Junaidiyah Biru, Bone Regency. Such learning package includes student books, student activity sheets, learning implementation plans and learning outcomes test. The subjects of this study were twenty two students of class VIIIC MTs Al-Junaidiyah Biru Bone Regency. The development procedure used in this study is the Thiagarajan model or 4D model (Define, Design, Develop, and Disseminate) which includes four phases, namely the limitation, the design, the development, and the small scale distribution phase. Learning packagewith geogebra-assisted scientific approach that had been developed have been validated by experts and have been revised so that results are feasible to use. The results of limited trials show that the learning package produced has been practical and effective. (4) skor rata-rata yang diperoleh siswa pada tes hasil belajar adalah 78,40 dari skor ideal 100 dengan standar deviasi 11,89. Dimana 19 dari 22 siswa atau 86,36% memenuhi ketuntasan individu yang menunjukkan bahwa ketuntasan klasikal tercapai.The results of data analysis are as follows: (1) teacher activities can guide groups to work and learneffectively; (2) students generally give the positive responses to the developed learning package; (3) mathematics learning package with geogebra-assisted scientific approach make students more active in the learning process; (4) the average score obtained by students on the learning outcomes test is 78.40 from the ideal score of 100 with a standard deviation of 11.89. Then, 19 of 22 students or 86.36% fulfilled individual completeness which shows that classical completeness was achieved


2019 ◽  
Vol 8 (2) ◽  
pp. 246-256
Author(s):  
Rina Wahyuningsih ◽  
Sri Sukaesih ◽  
Endah Peniati

This study aims to describe the types of learning resources used previously at SMA N 3 Salatiga, describe the feasibility of Biomagz Based on Local Wisdom, and test the effectiveness of Biomagz Based on Local Wisdom on learning outcomes and student’s environmental care attitude. The method used is research development (R & D). Products are validated by material and media validators, and revised before being tested. Small-scale trials (readability test) use 10 students from class X MIPA 1, while large-scale trials use class X MIPA 2 with the experimental design Pre-experimental Design with the type of Pre-test and Post-test One Group Design. The results of the study show the variety of learning resources used previously including biological, teacher, internet, biology books, and the environment around students. The Feasibility of Biomagz Based on Local Wisdom obtained an average score of 92.21% with very decent criteria. Large-scale trials with an average N-gain value 0.49 in the medium category, the average classical completeness is 85.29%, and the environment care attitude of students is based on the observation result of 92.9% with a high category and the result of the inter-student assessment is 86, 18% with a high category. Based on the results of this study, it can be concluded that Biomagz Based Local Wisdom is well worth and effective on learning outcomes and student’s environmental care attitude.


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


2020 ◽  
Vol 2 (2) ◽  
pp. 69-74
Author(s):  
Supriyanto Balango ◽  
Ruslan Ruslan

Learning facilities are often a problem in the learning process for athletic sports. The purpose of this study was to produce a product to develop a hurdling learning tool. The subjects of the small scale trial were class IV which assessed 28 students, and the subjects of the large scale trial were class V who were assessed 32 who were in SDN 70 Kota Tengah Kota Gorontalo. The method in this research is related to determining potentials and problems, design data, design validation, revised design, product testing, product testing, usage trials, product revisions, product testing. The results of this development research are in the form of a tool made from a rubber band with adjustable height support poles then poured out and packed into a book.


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.


Author(s):  
Togi Martua Damanik ◽  
Saidun Hutasuhut ◽  
Fitrawaty Fitrawaty

To realize the success of improving education, efforts must be made from various sides, namely paying attention to all components that play an important role such as improving the quality of lecturers, curriculum, facilities and infrastructure, management and community participation. E-module with the sigil application really helps students in lectures because the tutorial content facility supports both descriptions in text, images, and videos so that students have an interest, are able to understand and review learning materials properly and motivate them to study independently. The objectives of this study are: 1) to produce problem solving-based e-modules that are suitable for use in learning, 2) to determine the effectiveness of e-modules developed in improving learning outcomes. Introduction to accounting I. This type of development research uses the Borg & Gahl model with the Dick n Carey development model. The results showed; (1) The instructional media expert test is at very feasible criteria (80.26%), (2) the learning design expert test is in the appropriate criteria (75%), (3) the material expert test is at very feasible criteria (92.5 %), (4) small group trials are in very feasible criteria (84.16%) (5) Limited field trials are in very feasible criteria (81.79%). Based on the results of the feasibility assessment of the developed problem solving-based e-module with the percentage of the average score of the overall variable score of 82.74%, it is included in the “very feasible” category, meaning that the developed e-module is proven to be feasible for use.


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>


2021 ◽  
Vol 13 (2) ◽  
pp. 130
Author(s):  
Suprianto Kadir ◽  
Arief Ibnu Haryanto

This study aims to develop a speed test for Gyaku Tsuki and Mawashi Geri kicks in Karate. This research is development research with steps that include potential problems, data, product design, design validation, revision design, product testing, product revision, trial use and product revision. The small scale trial was carried out on 10 Karateka who actively participate in the training at the PPLP Gorontalo Province. Meanwhile, a large-scale trial was conducted on 30 Karateka who took part in the training at the PPLP Gorontalo Province. The development research resulted in a valid and reliable form of test, so it was feasible to use it to measure the speed of the Gyaku Tsuki shot and the kick speed of Mawashi Geri.


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