scholarly journals PENGEMBANGAN MODEL PEMBELAJARAN MEMBACA BERBASIS PERMAINAN BAGI PEMBENTUKAN KARAKTER SISWA SEKOLAH DASAR DI KOTA MAKASSAR

2017 ◽  
Vol 4 (1) ◽  
pp. 20
Author(s):  
Muh. Amin

Research development is there stage of design, development, and dissemination. This research data includes expert test result data, practitioner test, and field test result. Data analysis uses qualitative and quantitative description techniques. The objective of the research is to produce the model product of PMBP-PK relating to learning planning (syllabus, RPP, LKS, and teaching materials) and the implementation of learning. The results of the research based on expert and practitioner's test on the feasibility of the content and validation of syllabus content is declared feasible. Percentage of structure effectiveness and syllabus criteria are effective as they reach 79.17%. Expert and practitioner test results on the feasibility and validation of RPP are eligible and valid. Percentage of suitability of structures and criteria reached the level of conformity of 3.68 or 92%. The result of feasibility test of LKS product is feasible based on expert and practitioner validator result. The percentage of conformity of LKS in the appropriate category is 87.5%. Expert and practitioner test results on teaching materials are declared eligible, valid, and appropriate (very suitable) category that is 3.78 or reach 94.5%. The result of the expert assessment of the reading of the game (whispered chain, read do, jumping word sphere, and word of discourse) reached the appropriate category (70.83%) and the practitioner's test result is very effective (97.92%). The results of field trials learning model reading as a whole are in good category. Research findings on PMBP-PK model products, (1) learning planning, implementation of learning, and assessment stated valid, effective, and practical, (2) games in reading learning according to the age level of second grade students of elementary school, and (3) according to the game in learning in positive / good category.

2017 ◽  
Vol 3 (1) ◽  
pp. 41
Author(s):  
Bangkit Seandi Taroreh

AbstractThis study aims to develop a basic kinesthetic based motion activity model for children aged 4-6 years. The design of this study refers to the Borg and Gall development model consisting of ten steps. These steps are 1) preliminary study aims to know the needs analysis in developing physical activity. It was concluded that a basic kinesthetic based motion activity model is required for children aged 4-6 years, 2) planning by formulating forms of participation in research); 3) design development, done by drafting and validated to 4 (four) experts and 1 (one) practitioner with 52 basic motion based kinesthetic activities, 4) conducting limited field test using 20 subjects, 5) revision of field test result limited clarity of implementation procedure and handbook, 6) broader field test using 50 subjects, 7) the revision of the field test results is broader, nothing needs to be revised because all aspects already meet the standards, 8) the main test through the model effectiveness test done 40 subjects, 9) the final product, 10) dissemination. Subjects in this study were children aged 4-6 years in Kindergarten. Place of research conducted in Tangerang City. Data were collected through documentation, observation, questionnaires and kinesthetic tests. Data analysis is done descriptively from qualitative and quantitative data. The results of the study are the basic kinesthetic based motion activity activity for children aged 4-6 years. The results prove that the development of a kinesthetic based motion activity model for children aged 4-6 years has been declared valid by motor learning experts, physical activity experts and early childhood education practitioners.Keywords: basic motion activity, kinesthetic, children aged 4-6 years.


2021 ◽  
Vol 3 (1) ◽  
pp. 29-41
Author(s):  
Susi Yantika Siahaan ◽  
Fitri Wijarini ◽  
Aidil Adhani

AbstrakPenelitian ini bertujuan untuk menghasilkan Handout Bermuatan Pendidikan Karakter Berbasis Kontekstual Pada Materi Kingdom Plantae di Kelas X SMAK Frater Don Bosco Tarakan yang berkualitas dari segi kelayakan dan respon siswa. Penelitian ini merupakan jenis penelitian Research and Development (RD) dengan menggunakan model pengemmbangan 4-D yang terdiri dari 4 tahap  yaitu Define, Design,  Development, Disseminate. Akan tetapi, pada pengembangan ini hanya dilakukan sampai tahap ke 3 yaitu tahap Development. Data penelitian dianalisis melalui uji kelayakan dan respon siswa. Pengujian produk dilakukan oleh validator ahli media, ahli materi, dan praktisi (guru biologi). Uji coba lapangan dilakukan secara online melalui google formulir yang dibagikan pada siswa SMAK Frater Don Bosco Tarakan kelas XI IPA dengan jumlah siswa sebanyak 30 orang. Hasil validasi yang diperoleh dari ahli media sebesar 89% dengan kategori sangat layak, ahli materi sebesar 96% dengan kategori sangat layak, praktisi sebesar 94% dengan kategori sangat layak dan respon siswa sebesar 87% dengan kategori sangat menarik. Berdasarkan hasil penelitian tersebut, maka dapat disimpulkan bahwa Handout Bermuatan Pendidikan Karakter Berbasis Kontekstual Pada Materi Kingdom Plantae yang dikembangkan telah memenuhi kriteria kualitas bahan ajar yang baik dan layak digunakan dalam pembelajaran biologi di sekolah.Kata Kunci: Bahan Ajar, Handout, Pendidikan karakter, Kontekstual.Abstract This study aimed to produce high quality handouts with contextual-based character education on Kingdom Plantae Material for tenth Grade Students of SMAK Frater Don Bosco Tarakan in terms of student eligibility and response. This Research and Development (RD) study used a 4-D development model consisting of 4 stages, namely Define, Design, Development was only carried out until the 3 rd  stage (Deveopment stage). The research data were analyzed through feasibility test and student responses. Product testing was validated by media expert, material experts, and practitioners (biology tearchers). Field trials were carried out online via a google form which was distributed to a total of 30 students. The validations result obtained from media experts were 89% which meant very feasible, 96% from material experts meaning feasible, 94% from practitioners meaning very feasible, 87% from student response meaning very interesting. It could be concluded that the handout with Contextual-Based Character Education on the Kingdom Plantae material developed met the criteria for good quality teaching materials and was suittable for use in learning biology in the school.                                                                                                                  Keywords:  Teaching Materials, Handouts, Character education, Contextual.


2021 ◽  
Vol 2126 (1) ◽  
pp. 012020
Author(s):  
Yuliani ◽  
U Wahyono

Abstract This study aimed to develop a local disaster potential-based mitigation module that is integrated into physics learning. The compilation of these teaching materials can be utilized as one of the learning media for students to learn about disaster mitigation materials independently. This study was research and development using 4D model that consisted of 4 phases namely, Define, Design, Development, and Disseminate. The participants in this study were 12 students from SMPN 1 Palu. The feasibility test phase of the product was conducted to determine the feasibility of the instructional materials. The trial phase was conducted on trials of material experts, media experts, teachers, and students. Based on the results of trials and questionnaire analysis, the average score of the material experts assessment was 3.24 categorized as “Good”, the average score of media expert assessment was 3.00 categorized as “Good”, the average score of teacher assessment was 4 0.0 categorized as “Very Good”, and the average score of the assessment based on student responses was 3.52 categorized as “Very Good”. The result of the study shows that the teaching materials generated, particularly those on disaster mitigation, are very suited for use in the learning process.


2018 ◽  
Author(s):  
Desyandri Desyandri

The research goals was to be achieved in the development of these materials is to produce an integrated thematic teaching materials are valid, practical, and effective. This research is a type of development and uses ADDIE models which consists of five phases: Analysis, Design, Development, Implementation, and Evaluation phases. Test the validity of research data obtained through the sheet validity of teaching materials. Data obtained through the sheet practicality of the impementation of lesson plans, teacher response assessment and student response assessment. Effectiveness seen from the student activity, assessment process and assessment of results. Based on the validity of test data showed that the avarage percentage of the teaching materials validator is 89.26% with the category of very valid. The test results practicalities of the implementation of lesson pland obtained 91.43% with a very good category. Rating teacher responses obtained 93.05% and 89.58% student response. The effectiveness of teaching materials seen from the student activity, obtained an avarage percentage of 85.67% with a very active category. Of the daily assessment conducted seen tends to increase student learning outcomes. Based on these results, we can conclude an integrated thematic teaching materials at Elementary School Fifth Grade using Problem Base Learning developed can be considered valid, practical, and effective.


Author(s):  
Rizki Wahyu Yunian Putra ◽  
Jamal Fakhri ◽  
Dewi Fitriani

This study aims to develop teaching materials gamification-based problem solving on the material in terms of four. To view the judging of the validator against the feasibility of teaching materials gamification-based problem solving on the material  terms of four and see the response of students to the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four. This research use type research of research and development with a research model ADDIE (Analysis, Design, Development, Implementation and Evaluation. Stage of development (development) involving 9 validator (three validator matter experts, three media experts and three language experts) to assess the feasibility of the material, the media and the Indonesian language good and right. Stage of Implementation (field trials) involving 80 students ( 20 students trial of small group and 60 students test a large group). The assessment of the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four using the questionnaire i.e. a questionnaire the validator and questionnaires of learners. Data analysis using descriptive analysis using Microsoft Office Excel 2010. The results of the validation matter experts from the 3 validator shows that the overall product to obtain an average value of 3.7 and the Results of the validation media experts obtained an average value of 3.3 while the results of the validation of language experts to obtain an average value of 3.4. While the results of the trials of a small group of 10 students of MTs N 1 Bandar Lampung obtained the results of the attractiveness of the teaching materials with an average value of 3.4. while the test is a large group that was conducted in SMP 30 Bandar Lampung to obtain an average value of 3.5. Thus, it can be concluded that the development of teaching materials gamification-based problem solving on the criteria of very worthy and interesting.


2021 ◽  
Vol 5 (5) ◽  
pp. 1497
Author(s):  
Rahmi Ulfi ◽  
Charlina Charlina ◽  
Elvrin Septyanti

Research on the Quality of Student Worksheets (LKPD) using the fishbone diagram strategy aimed to determine the quality of the product in the form of Student Worksheets which were used as teaching material media to help students in developing writing. For this reason, students tended not to have difficulties when learning the writing descriptive text skills. This LKPD used fishbone diagram strategy that resembled a fishbone used in speaking and writing skills. This research was a research and development (R&D). The data analysis technique was quantitative description. The results showed that Student Worksheet writing descriptive text using the fishbone diagram strategy was feasible to be used as a companion to teaching materials. The validation results from material experts stated that LKPD obtained a percentage of 97.6% and 91.7%, while the validation from linguists achieved feasibility with a percentage of 88% and 86%. The feasibility test for field experts (teachers) got a percentage of 93.68% and 94.73% and the trials on grade VII students of SMP Negeri 1 Kota Dumai were obtained with a percentage of 84.62%.


2021 ◽  
Vol 11 (1) ◽  
pp. 61-71
Author(s):  
S.H. Wijaya ◽  
I.M. Tegeh ◽  
I.K.Suartama

This study aims to describe the quality of learning video media validation results developed based on expert assessment of content, design, media, individual and small group tests. The development model used is the ADDIE model (analyze, design, development, implementation, evaluation). The data in this study were collected by interview methods and objective tests. The results of the research are as follows (1) The design of the learning video media is made in a video script. This manuscript is transformed into a learning video media through the ADDIE development stage. (2) The results of the validity of the learning video media based on the assessment of content experts, namely 88% with good qualifications, learning design experts, obtained a percentage of 92% with very good qualifications, the assessment of learning media experts, obtained a percentage of 85% with good qualifications. The percentage obtained from the individual test results is 97,14% with very good qualifications. Small group test results obtained 99,04% with very good qualifications. Thus, the learning video media that has been developed is effective in improving student learning outcomes. Suggestions from this study are for teachers to use instructional video media developed in the learning process.


2021 ◽  
Vol 13 (1) ◽  
pp. 159
Author(s):  
Sri Yunita ◽  
Sri Hadiningrum ◽  
Sugiharto Sugiharto

This study aims to: 1) develop a digital module based on the VCT learning model for anti-corruption learning; 2) to analyze the impact of implementing a digital module based on the VCT learning model on the anti-corruption learning outcomes of students majoring in Citizenship education, FIS UNIMED. This study uses a development research method using stages adapted from the Borg & Gall model, namely: 1) a preliminary study; 2) research planning; 3) initial product development; 4) field trials I (limited); 5) revised test results I; 6) field trials II (wider); 7) revision of trial results II; 8) due diligence; 9) revision of feasibility test results and 10) dissemination and socialization of the final product. The research was conducted in the Department of Citizenship Education, Faculty of Social Sciences, UNIMED. The expected outputs are 1) Digital Module Based on VCT Learning Model, 2) Application of VCT-based digital module on Anti-Corruption material increases student learning outcomes by 19.2%.


2020 ◽  
Vol 5 (3) ◽  
pp. 401
Author(s):  
Yusni Anisa ◽  
Wahyudi Siswanto ◽  
Yuni Pratiwi

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p class="Abstract"><strong>Abstract:</strong> This development research aims to produce a product in the form of teaching materials for writing short stories containing character values through family film media for class XI students and producing supplementary guidelines for using short story writing teaching materials for teachers and students. This development research model uses the 4D development model which consists of four steps, viz define, design, development, and disseminate. Validation test results of expert and practitioners in terms of content, presentation, language, and appereance with qualifications worth implementing. Effectiveness test results are normally distributed&gt; 0.05 and the significance obtained is 0.00 &lt;005.</p><p class="Abstract"><strong>Abstrak:</strong> Penelitian ini bertujuan untuk menghasilkan produk bahan ajar menulis cerpen bernilai karakter melalui media film keluarga untuk siswa SMA kelas XI dan menghasilkan panduan pelengkap penggunaan produk bahan ajar menulis cerpen bagi guru dan siswa. Model penelitian yang digunakan adalah model pengembangan 4D (<em>four D model</em>) terdiri atas empat langkah, yaitu <em>define</em>, <em>design</em>, <em>development</em>, dan <em>disseminate</em>. Hasil uji validasi ahli dan praktisi dari segi isi, penyajian, bahasa, dan tampilan dengan kualifikasi layak diimplementasikan. Hasil uji keefektifan terdistribusi normal &gt;0,05 dan signifikansi yang diperoleh sebesar 0,00&lt;005.</p></td></tr></tbody></table></div>


2021 ◽  
Vol 7 (2) ◽  
pp. 93-103
Author(s):  
Kusuma Dewi ◽  
Sumarmi Sumarmi ◽  
Alfyananda Kurnia Putra

The demands and challenges of 21st century development occur in all areas, especially in the learning process and student competence. The achievement of 21st century learning objectives is implemented in the 2013 curriculum, one of which is through the development of Bahan Ajar Digital (BAD). Development of BAD uses STEM approaches and eco-spatial behavior in Population materials. It is expected to produce students who are able to innovate and compete in the digital age while maintaining environmental sustainability. The development research model uses the ADDIE procedure (Analysis, Design, Development, Implementation, and Evaluation). The data type consists of qualitative and quantitative. Data collection using interview techniques, questionnaires, and documentation with descriptive percentage analysis techniques. The product development trial was conducted in class XII IIS MA Al-Ittihad Poncokusumo. The feasibility test results obtained 87% of student responses, 95% of teacher responses, 90% of material validators, and 95% of media validators. Thus, BAD is very feasible to be used in the learning of Geography.


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