scholarly journals The Multimedia Development for Learning Outcomes of Fraction Concept in Third Grade Of SDN 41 Sungai Ambawang

2019 ◽  
Vol 2 (2) ◽  
pp. 57
Author(s):  
Mahdalena Mahdalena ◽  
Indri Astuti ◽  
Dede Suratman

The main problem in this research is the difficulty of learning media procurement in math, especially on fractional concept material. Many learners have difficulty understanding fractions because learning tends to use a mechanistic way of giving rules directly to be memorized, remembered, and applied so that learners will quickly forget the fractional concepts, and it will be challenging to apply the concept. The results of this research are: (1) multimedia design is carried out through stages such as conducting preliminary research, designing, material collection, initial product development, material expert validation, media expert and design expert, (2) multimedia profile depicted in the storyboard contains the forms of drawings accompanied by explanations or narratives used in the process of producing multimedia programs, so that in the process of producing multimedia programs will be more structured and orderly, (3) students implement multimedia learning with enthusiasm, it looks more enthusiastic learners in the implementation of learning so that learners are more independent and active, and (4 Learning outcomes of learners who use multimedia, this can be seen from the differences in learning results fractional concepts between before learning and after learning to use multimedia.

2018 ◽  
Vol 3 (1) ◽  
pp. 92-106
Author(s):  
Randi Suhendi ◽  
Abd Mughni

The textbook of ushul fiqh al-Waraqat was developed by following the steps of Borg and Gall. In the initial phase, the development was carried out at MTs Salafiyah Syafi'iyah through four stages, namely are needs analysis, Initial product design, Expert validation, and Revision. The advantage of this product development is that provides convenience to students by displaying many addition applicable examples; the updated form of printed textbooks, presentation of material, material content and concept map methods used to develop the textbook of ushul fikih al-Waraqāt. The limitations are the impact that can encourage students do not try and think hard to understand a complicated book; this textbook is still not entering the product testing phase to say it is ready to use.


2018 ◽  
Vol 57 (6) ◽  
pp. 1534-1548 ◽  
Author(s):  
Scotty D. Craig ◽  
Noah L. Schroeder

Technology advances quickly in today’s society. This is particularly true in regard to instructional multimedia. One increasingly important aspect of instructional multimedia design is determining the type of voice that will provide the narration; however, research in the area is dated and limited in scope. Using a randomized pretest–posttest design, we examined the efficacy of learning from an instructional animation where narration was provided by an older text-to-speech engine, a modern text-to-speech engine, or a recorded human voice. In most respects, those who learned from the modern text-to-speech engine were not statistically different in regard to their perceptions, learning outcomes, or cognitive efficiency measures compared with those who learned from the recorded human voice. Our results imply that software technologies may have reached a point where they can credibly and effectively deliver the narration for multimedia learning environments.


2017 ◽  
Vol 1 (1) ◽  
pp. 39
Author(s):  
Tommy Soenyoto

This study aims to develop mushroom gymnastic instrument for men’s artistic gymnastic athletes of junior and senior levels. The instrument is aimed at improving movement skills on horse saddle. Aside from its use as an exercise instrument for beginner, junior and senior levels of men’s artistic gymnastic athletes, this instrument can also be used for beginners’ level competition. This study used qualitative approach in which the data are collected from the initial step to the trial. The main procedure involved five steps: (1) the analysis of product development; (2) the development of initial product; (3) the expert validation; (4) the trial; and (5) the product revision. This study found that the mushroom gymnastic instrument can be used for men’s artistic gymnastic sport, particularly (1) for improving movement skill development on horse saddle for junior and senior athletes; (2) as an exercise instrument for beginner, junior and senior level of men’s artistic gymnastic athletes; (3) as an instrument used in competition for men’s artistic gymnastic for beginners’ level.   Keywords: model development, prototype, mushroom gymnastics, men’s artistic gymnastics  sport.


Author(s):  
Santi Dewi ◽  
Fauziah Harahap ◽  
Adi Sutopo

Development of Inquiry-Based Teaching Materials Guided by the Material of Heat Transfer Class V Elementary School 2 Alue Teh This study aims to: 1) produce a product in the form of science teaching materials based on guided inquiry on heat transfer material; 2) describe the results of product validation based on guided inquiry teaching materials on the material heat transfer class V Elementary School 2 Alue Teh; and 3) analyzing effectiveness science teaching materials based on guided inquiry on heat transfer material can improve student learning outcomes class V Elementary School 2 Alue Teh. Research This was carried out in class V of Alue Teh 2 Public Elementary School. This research is a Research Research & amp; Development (R & D) includes Define (definition), Design (Design), Develop (development), and Disseminate (deployment). The design of teaching materials uses small group trials and large group trials which was conducted in class V Elementary School 2 Alue 2 Alue Teh. Data has been verified by 2 a material expert lecturer, and 2 design expert lecturers. Overall the results of expert validation the material obtained an average of 92% with the very feasible category while the results the design expert validation as a whole obtained an average of 95% in the category very worthy. At the effectiveness stage, the results showed that the second posttest data on the ability of student learning outcomes has a value of t count (= 0,000) so there is a difference because sig (2-tailed) & lt; 0.05 and t count is positive so that H 0 is rejected. Based on this, it can concluded that "there is a significant difference in learning outcomes among students who are taught using based teaching materials guided inquiry with students who are not taught to use inquiry guided.


2019 ◽  
Vol 4 (2) ◽  
pp. 375
Author(s):  
Leny Meidiantary

This study aims to find out the development of learning multimedia through multimedia development design with material welcoming guests and registering guests at the Hotel, as well as to see how to improve English communication skills using learning multimedia with research subjects in XI grade of Hospitality Accommodation in Pontianak 5 State Vocational High School study the material. The research method used in this research is the development research method by combining the Borg & Gall development model with the Assure learning design model. Data obtained through interviews, observations and tests applied to the subject of the study. The flow of this research is carried out through three main stages, namely: (1) Product development plan phase which includes needs analysis, learning planning, (2) product development phase, which includes analysis of media forms, outlining media program contents, making flowcharts, collecting materials , making programs and (3) testing and revision stages which included small group trial, initial product revisions, second trial (medium scale), product revisions from the results of the second trial, field trial (large scale). The results of the study showed an increase in the presentation using learning multimedia starting from 2.80 from the value of the small group trial, 3.01 for the second trial value and 3.36 for the trial implementation value. In improving English communication skills, the learning completeness increased from an average value of 69.08 to pretest to 83.50 for the posttest average. This means that the use of learning multimedia can contribute to improving the skills of students communicating English.


2019 ◽  
Vol 1 (1) ◽  
pp. 37
Author(s):  
Khotijah Khotijah ◽  
Arsini Arsini ◽  
Sheilla Rully Anggita

This study aims to determine the feasibility and the effectiveness of using a video tracker application for practicum of physics 1 on momentum conservation. This is included in research and development type. Stages carried out in this study include: 1) define, is done by giving questionnaires and interviews, 2) design, includes media selection, format selection and produce the initial product design, 3) development, includes product development and material expert validation assessment, media experts and linguists and limited field testing. The validation test results obtained that the media is feasible to use with a percentage of 88% based on material experts with very good categories, 85% based on media experts with very good categories, and 78% based on linguists with good categories. The effectiveness of media is shown by high average value of the experimental class of 84,06 compared to the control class of 70,97. Student responses to the use of products are categorized very well with a percentage of 89%.


2021 ◽  
Vol 1 (1) ◽  
pp. 24-33
Author(s):  
Ellysa Dini Aryanti ◽  
Mohammad Arief

Abstract The Development of teaching material of E-Module in archival subject is needed because there are no modules intended for students so far. The development of this e-module is aimed at (1) Producing an electronic module (E-module) based on Digital Flipbook in Archival Subject (Basic Competency 3.7 Implementing alphabetical, chronological, geographical, number, and subject archive systems And Basic Competency 4.7 Carry out alphabetical, chronological, geographical, number, and subject archive systems) for class X OTKP’s students in SMK Negeri 1 Ngawi, (2) Knowing the feasibility of Digital Flipbook-based E-module in the subject of Archival based on expert validation and (3) Knowing the difference in learning outcomes of students in the experimental class using E-module with control class students who do not use E -module that has been made by researcher. This research uses Research and Development (R&D) with Borg & Gall research and development model, namely 1) Preliminary studies, 2) Initial data collection, 3) Initial product development, 4 ) Design Validation, 5) Design Revision, 6) Limited trials, 7) Initial product revisions, 8) field trials, 9) Final product revisions, 10) Final Products. The e-module validation is carried out by e-module experts, material experts and limited trials. E-module experts is 98%, material expert validation is 94.5%, the limited trial result is 89.6%. The combined validation average is 94.03% which shows that the e-module is very valid. Abstrak Pengembangan bahan ajar e-module kearsipan sangat dibutuhkan karena belum adanya modul yang diperuntukkan untuk siswa. Pengembangan e-module ini bertujuan untuk (1) Menghasilkan modul elektronik (E-module) berbasis Digital Flipbook pada Mata Pelajaran Kearsipan (KD 3.7 Menerapkan penyimpanan arsip sistem abjad, kronologis, geografi, nomor, dan subjek dan KD 4.7 Melakukan penyimpanan arsip sistem abjad, kronologis, geografi, nomor, dan subjek) untuk siswa kelas X OTKP di SMK Negeri 1 Ngawi, (2) Mengetahui kelayakan E-module berbasis Digital Flipbook pada Mata Pelajaran Kearsipan berdasarkan validasi para ahli dan (3) Mengetahui perbedaan hasil belajar siswa kelas eksperimen dengan siswa kelas kontrol. Penelitian ini menggunakan metode penelitian dan pengembangan (R&D) dengan Model penelitian dan pengembangan Borg & Gall yaitu 1) Studi pendahuluan, 2) Pengumpulan data awal, 3) Pengembangan produk awal, 4) Validasi Desain, 5) Revisi Desain, 6) Uji coba terbatas, 7) Revisi produk awal, 8) uji coba lapangan, 9) Revisi produk akhir, 10) Produk Akhir. Validasi e-module dilakukan oleh ahli e-module, ahli materi dan uji coba terbatas. Ahli e-module sebesar 98%, ahli materi sebesar 94,5%, dan uji coba terbatas sebesar 89,6%. Rata-rata gabungan validasi yaitu sebesar 94,03% yang menunjukkan e-module sangat valid


2021 ◽  
Vol 4 (2) ◽  
pp. 144
Author(s):  
Ani Wahyuni_123 ◽  
Siti Aulia Hutagalung

Researchers conducted a field study to SD PAB 20, and found problems regarding student learning outcomes that were unsatisfactory in science lessons because there was no activity-based learning process (practicum), learning was still limited in time and media.  Therefore, in this study, researchers made the development of activity-based teaching materials in simple electrical circuit material to improve student learning outcomes, increase creativity and critical nature of students.  Before research into the field, the media created were validated by material experts and design experts.  The results of the material expert validation show 80% and the design expert validation is 92.8%.  From these results it can be classified that teaching materials that have been made are proven to be valid and tested for eligibility for testing to students.  For processing student data through pre and posttest, researchers used the N-Gain formula.  From the average pretest results obtained 46 and posttest results obtained an average of 84. If these values are classified, the final result is 70%. The figure is included in the high criteria.  So it can be concluded that, activity-based teaching materials used, can improve student learning outcomes and foster student creative nature.


Author(s):  
Handika S Tumanggor ◽  
Harun Sitompul

Abstrak: Penelitian ini bertujuan untuk mengetahui: (1) Kelayakan multimedia interaktif untuk pembelajaran membaca Alquran di pesantren. (2) Hasil belajar siswa yang diajarkan dengan menggunakan multimedia interaktif lebih tinggi daripada hasil belajar siswa yang diajarkan dengan menggunakan media grafis sketsa pada pembelajaran membaca Alquran di pesantren. Metode penelitian pengembangan. Hasil penelitian menunjukkan bahwa kelayakan produk adalah: (1) validasi ahli materi pembelajaran berada pada kualifikasi sangat baik, (2) validasi ahli desain pembelajaran berada pada kualifikasi sangat baik, (3) validasi ahli media pembelajaran berada pada kualifikasi sangat baik, (4) uji coba terbatas berada pada kualifikasi sangat baik, (5) uji coba lebih luas berada pada kualifikasi sangat baik. Hasil pengujian hipotesis keefektifan produk menunjukkan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan media grafis sketsa. Hasil pengolahan data diperoleh bahwa  thitung=2,988 pada taraf signifikasi α=0,05 dengan dk=78 diperoleh ttabel=1,997 sehingga thitung>ttabel, disimpulkan bahwa hasil belajar membaca Alquran kelompok yang diajarkan dengan menggunakan multimedia interaktif lebih tinggi daripada kelompok yang diajarkan dengan menggunakan media grafis sketsa. Kata Kunci: pengembangan multimedia interaktif, pembelajaran membaca alquran, pesantren Abstract: This study aims to determine: (1) Eligibility interactive multimedia for learning to read the Koran in schools. (2) The results of student learning is taught using interactive multimedia learning outcomes are higher than students taught by using graphic media sketch on learning to read the Koran in schools. The research method development. The results showed that the eligibility of products are: (1) expert validation of learning materials that are in excellent qualifications, (2) validation expert instructional design that are in excellent qualifications, (3) validation expert instructional media that are in excellent qualifications, (4) limited trial are in excellent qualifications, (5) more extensive trials are in excellent qualifications. Results of hypothesis testing the effectiveness of the product indicate that there are significant differences between student learning outcomes that learned using interactive multimedia learning outcomes of students that learned by using graphic media sketch. The result of data processing obtained that t = 2.988 at significance level α = 0.05 df = 78 obtained table = 1.997 so thitung> ttable, concluded that the results of learning to read the Koran groups taught by using interactive multimedia higher than the group taught by using graphic media sketch. Keywords: interactive multimedia development, learning to read the Quran, boarding


TOTOBUANG ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. 61-74
Author(s):  
Sahril Nln ◽  
Biatus Buulolo ◽  
Ita Suriani

This study aims to produce a module and describe the validation and description of the effectiveness of Nias folklore based on literature for learning character values. The Research uses the R R method. The research subjects were students of SMPN 2 Sidua Ori 2, SMPN 1 Gomo, and SMPN 2 Lahusa with,totaly 75 people. The steps  in this study are collecting data, product design, expert validation, product revision, and product implementation. Based on the results of expert validation, an average value of 84.6% was obtained with a very good category. In addition, the results of the assessment of Indonesian language subject teachers were 89.66%. Student response to the module is 90.41%. Furthermore, the average learning outcomes of students taught using Nias literature based folklore modules for learning character values is 85.11% while the average learning outcomes of students were taught without using Nias folklore based on literature for learning character values is 71.28%. This shows that Nias folklore based on literature modules for learning character values are effectively used in learning  in "very good" level of effectiveness. Penelitian ini bertujuan untuk menghasilkan modul dan mendeskripsikan validasi serta mendeskripsikan keefektiafan modul sastra berbasis cerita rakyat masyarakat Nias untuk pembelajaran nilai-nilai karakter. Penelitian ini menggunakan metode RR. Subjek penelitian adalah siswa SMPN 2 Sidua Ori, SMPN 1 Gomo, dan SMPN 2 Lahusa dengan jumlah keseluruhan 75 orang.  Langkah-langkah yang digunakan dalam penelitian ini adalah mengumpulkan data, mendesain produk, validasi ahli, revisi produk, dan implementasi produk. Berdasarkan hasil validasi ahli, diperoleh nilai rata-rata 84,6% dengan kategori sangat baik. Selain itu, hasil penilaian guru mata pelajaran Bahasa Indonesia sebesar 89,66%. Respon siswa terhadap modul sebesar 90,41%. Selanjutnya rata-rata hasil belajar peserta didik yang diajarkan menggunakan modul sastra berbasis cerita rakyat masyarakat Nias untuk pembelajaran nilai-nilai karakter sebesar 85,11%, sedangkan rata-rata hasil belajar peserta didik yang diajarkan tanpa menggunakan modul sastra berbasis cerita rakyat masyarakat Nias untuk pembelajaran nilai-nilai karakter sebesar 71,28%. Hal ini menunjukkan bahwa modul sastra berbasis cerita rakyat masyarakat Nias untuk pembelajaran nilai-nilai karakter efektif digunakan dalam pembelajaran dengan tingkat keefektifan “sangat baik”.


Sign in / Sign up

Export Citation Format

Share Document