scholarly journals The Development of M-Learning Based on Integration-Interconnection of The Accounting Cycle of Trading Company

2018 ◽  
Vol 3 (1) ◽  
pp. 56
Author(s):  
Putri Adisti Kamadita ◽  
Nujmatul Laily

<p>This study aims to produce a mobile learning application based on the topic of integration-interconnectionofthe trading company. The application is useful as an alternative to independent learning that can support the learning of accounting students .This research was a development research which refers to the development procedure of Borg and Gall which was modified into seven steps. Data in this study were collected using a questionnaire. The results of the study showed that the percentage of eligibility of the material expert validator was 73%, the media expert validator was 98%, the integration-interconnection expert validator was 75%, and the respondent was 79%. The average percentage of eligibility is 81 %. This number means that the application is very feasible to use. Some suggestions that can be given for further development of the application are by making indicators of specific expert validation measurements with supporting references; provide competency updates to the application and add new practice questions; the presentation of the verses of the Qur'an and Hadith can be added so that the students' knowledge of the relationship between the Qur'an, Hadith,and accounting becomes wider; as well as product testing, so that the level of effectiveness of learning media products can be known.</p>

2021 ◽  
Vol 1 (4) ◽  
pp. 274-282
Author(s):  
Nila Kusumaningtyas ◽  
Nur Endah Purwaningsih ◽  
Hapsari Kusumawardani

This study aims to develop animation media based on Sparkol Video Scribe on the material making patterns of men's pants at 1 Batu Vocational High School. This is related to the development of technology, so that there is a need for new computer-based media that are more interactive to support the learning process The method used in this research is development research with ADDIE models. Stages of development carried out include: (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. The research subjects in this development research were class XII students of the Boutique Clothing Department at 1 Batu Vocational High School totaling 26 students. The developed media contains learning objectives and competencies, the understanding of men's pants and men's pants patterns, sizes, and animated video tutorials for making men's pants patterns. The feasibility of the media that has been made is tested on material experts, media experts and linguists, after being repaired and declared feasible then proceed to the implementation phase of the XII grade students of the Boutique Clothing Department at 1 Batu Vocational High School. The results of expert validation and field trials state that learning media that have been developed are suitable for use with the following results: material expert validation was 92.7 percent, media expert validation was 97.2 percent, language expert validation was 97.5 percent. Data from the field trial results was 92.74 percent. Based on these results it can be concluded that the developed animation media is suitable as a learning media. The media developed are clear, easy to understand and easy to operate, an attractive media display can motivate and attract students to learn because the media can be used as a means of independent learning. Suggestions for further researchers should be the duration in the video tutorial for making men's pants patterns slowed down so that students find it easier to follow the stages of learning.


2021 ◽  
Vol 9 (2) ◽  
pp. 126
Author(s):  
Jamalludin - Jamalludin ◽  
Rif'ati Dina Handayani ◽  
Lailatul - Nuraini

Indonesian cultures are starting to fade due to technological developments. One of the solutions is by introducing Indonesian cultures to students at school. This research aimed to generate an effective and valid traditional culture-based interactive learning media, therefore it can be used in learning physics. The learning media that was developed by the researcher was an interactive learning media on the parabolic motion subject with 3-dimensional animation of Patil Lele's traditional game. This research was development research with the Thiagarajan model, which has been modified into 3D (Define, Design, and Develop). The data were collected by using an expert validation sheet and a student test. The results showed that the learning media was valid and effective, with an average percentage of the validator's assessment 90.8% and the percentage of student learning completeness 82.35%. Referring to the analysis results that has been carried out on the media that was developed, it was included as a valid and effective category for use, therefore the learning media product is able to be used in learning physics.


2019 ◽  
Vol 4 (2) ◽  
pp. 130-137
Author(s):  
Aditya Sunu Widyanto ◽  
Priyanto Priyanto

The purpose of this study is designed to: (1) develop Job sheet in accordance with the curriculum for Grade XI students of Electronic Engineering; and (2) describes the percentage level of job sheet worthiness as a learning device for implementing electronic circuits. This research is a development research using the development model of 4-D models with four main stages namely, Define, Design, Develop, Disseminate. Data collection was carried out using a questionnaire. The data analysis technique in this research is quantitative descriptive. The results of the study note that: (1) Job sheet was developed containing 13 materials; and (2) based on the results of the assessment of the media experts, the average percentage was 86.76% (very feasible), the material experts reached the average percentage of 81% (feasible), and the students got an average percentage score of 88.34% (very good). Although job sheets are considered appropriate and good for use in learning, there are some limitations regarding their application by teachers when teaching.


2019 ◽  
Vol 2 (2) ◽  
pp. 91-98
Author(s):  
Aris Dermawan Siahaan ◽  
Rosane Medriati ◽  
Eko Risdianto

Penelitian ini bertujuan untuk menghasilkan produk berupa penuntun praktikum Fisika Dasar II dengan menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang valid serta untuk mengetahui tanggapan mahasiswa mengenai penuntun praktikum tersebut. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) dengan tahapan Define, Design, dan Develop. Hasil uji validitas aspek isi didapatkan hasil persentase sebesar 80% dengan kategori sangat baik, aspek penyajian sebesar 79,17% dengan kategori sangat baik,  aspek kepraktisan sebesar 90,48% dengan kategori sangat baik, aspek bahasa 98%,  dan aspek keterkaitan materi dengan media sebesar 86,11% dalam kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penuntun praktikum Fisika Dasar II menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang dikembangkan sudah valid dan teruji dengan persentase rata-rata uji validitas yaitu 86,74% yang termasuk dalam kategori sangat baik. Respon tanggapan yang diberikan mahasiswa terhadap penuntun praktikum tergolong baik, terlihat dari antusias penggunaan media augmented reality pada saat praktikum.Kata  kunci:  Penelitian Pengembangan, Penuntun Praktikum, Augmented RealityThis research was aimed to produce a Valid Practicum Guide Modul of Second Basic Physics by using augmented reality technology in the material of electric circuits and geometric optics, as well as to find out student responses about that. This research was a type of development research (Research and Development) with four stage, namely Define, Design, and Develop. The content aspect validity test results obtained 80% with very good categories, presentation aspects as much as 79.17% with very good categories, practical aspects were 90.48% with very good categories, aspects of the language was 98% and material related aspects of the media amounting to 86.11% with a very good category. Based on these results, it can be concluded that the Practicum Guide Modul of Second Basic Physics using augmented reality technology in the material of electrical circuits and geometric optics has been valid and tested with the average percentage of validity test, 86.74%, which was included in the excellent category. Responses given by students to the practicum guide modul was classified as good, seen from the enthusiastic of using of augmented reality media at the time of practicum.Keywords: Development Research, Practical Guide, Augmented Reality


2016 ◽  
Vol 3 (1) ◽  
pp. 12 ◽  
Author(s):  
Farizha Irmawati ◽  
Ika Oktaviana ◽  
Lia Rahayu

<p>The development of rapid information technology makes learners freed in obtaining teaching materials. One of them is a web-based teaching materials. The purpose of the research is to produce a web-based teaching materials on the subjects of Environmental Sciences to enhance student motivation Budi Utomo Malang Teachers' Training College. Development of teaching materials based website using ADDIE models. Development research was conducted from April to December 2015. Based on the results of validation material obtained from the value of 80% and the media expert validation and design to get the value of 93.75% and 83.33%, it means that the teaching materials developed have been fit for use as an ingredient supporting<br />teaching Environmental Science course, but still be revised on the advice and comments from experts as well as students. Web-based teaching materials have been developed and tested on students can create and enhance motivation sebesar 85,75.%.</p>


Author(s):  
Titin Mairisiska ◽  
Sutrisno Sutrisno ◽  
Asrial Asrial

TPACK based learning devices development research on the colligative properties is intended to develop Lesson Plan (RPP) and student’s activity sheets (LKS) in the form of a flip page ebook, apply the RPP and LKS and analyze the relationship among components of TPACK compiler. This research done by applying 4D Thiagarajan, Semmel and Semmel  Model, that has been modified. The results indicated on learning activities at the meeting I 92%, meeting II dan III 93,4%, meeting IV dan V 86,7%, meeting VI 86,1%, meeting VII 91,4%, all of them belong to the category of “highly optimized”. Students gave positive responses to the learning and products developed. The average percentage of student’s critical thinking skills as a whole is 66.3% which includes the category of “good”.


2019 ◽  
Vol 9 (1) ◽  
pp. 75-84
Author(s):  
Kamid Kamid ◽  
Yelli Ramalisa

Abstrak Matematika memiliki banyak nilai di dalamnya, namun dalam pembelajaran capaian yang diinginkan adalah penguasaan konsep materi bersifat teoritis yang belum menyentuh sisi kehidupan peserta didik. Media dan sarana belajar perlu mempertimbangkan lingkungan peserta didik serta kearifan lokal yang dapat mewarnai pembelajarannya. Penelitian ini bertujuan mengembangkan modul matematika dalam kerangka kajian budaya Jambi yang bermuatan budaya Jambi dan  nilai karakter dalam Matematika atau sebaliknya. Untuk jangka panjang, budaya jambi dapat dilestarikan dan dikembangkan melalui dunia pendidikan. Pengambilan data pada penelitian di bidang pendidikan matematika ini menggunakan  teknik data validasi ahli, observasi dan wawancara. Masing-masing teknik digunakan  sebagai triangulasi data yang dihasilkan dari subjek budayawan dan guru matematika serta pembelajaran di sekolah. Studi referensi digunakan menentukan data tentang nilai-nilai yang telah terjadi pada waktu lampau hingga kini. Observasi digunakan untuk menentukan data dari produk budaya di Jambi. Wawancara digunakan untuk memastikan data yang telah diperoleh dari dua teknik sebelumnya. Analisis data dilakukan untuk menentukan keterkaitan antara nilai-nilai dalam matematika dan nilai-nilai karakter dalam budaya Jambi atau sebaliknya. Hasil pengembangan berupa modul yang praktis dan dapat digunakan pada subjek autis. Disamping itu, modul juga memberikan efek yang positif pada motivasi belajar peserta didik karena muatan budaya yang digunakan konten yang menarik untuk dipelajari. Kata kunci: modul, siswa autis, budaya Jambi   Abstract Mathematics has many value ​​contained in it, however in the desired learning outcomes the mastery of the material concepts is still theoretical which has not touched the lives of students. Media and learning facilities need to consider the environment of students and local wisdom that can color part of their learning. This development research aims to develop modules for mathematical material within the framework of Jambi cultural studies. The desired achievement is the availability of modules that contain Jambi culture and character values ​​in Mathematics or vice versa. Furthermore, for the long term, Jambi culture can be preserved and developed through the world of education. Retrieval of data in research in the field of mathematics education uses data techniques expert validation, observation and interviews. Each technique is used as a triangulation of data generated from the subject of culture and the teacher of mathematics and learning in school. Reference studies are used to determine data about values ​​that have occurred in the past until now. Observation was used to determine data from cultural products in Jambi. Whereas interviews are used to ascertain data that has been obtained from the two previous techniques. Data analysis was performed to determine the relationship between values ​​in mathematics and character values ​​in Jambi culture or vice versa. The results of the development are practical modules and can be used on autistic subjects. Besides that, the module also has a positive effect on students' learning motivation because of the cultural content used by interesting content to learn. Keywords: module, autistic students, Jambi culture


2019 ◽  
Vol 1 (2) ◽  
Author(s):  
Nurlinah Nurlinah ◽  
Adnan Adnan ◽  
Muhiddin P. Muhiddin P.

Abstract. This study aims to determine the validity and practicality of moodle (poodle) portable learning media in biology learning. This research is a development research with 4D models. The subjects of this study were students of class XI IPA 1 and XI IPA 2 Senior High School of Pangkajene 20, Pangkep and Biology teachers. This study was conducted for 4 meetings for media trials by researchers and Biology teachers. The collection technique was to validate the expert validator first, then share the questionnaire responses of the teachers and student responses to test the practicality of the media that has been made. The results of expert validation showed that media development products have valid criteria based on assessment by material experts at 4.3 and media experts at 4.6. Field tests were carried out for students of Senior High School of Pangkajene 20 and biology teachers as the users of media products, and obtained criteria based on the acquisition of scores percentage of assessments in each trial amounted to 79.62% for student responses and 90% for teacher responses. Based on the data analysis in this study, it was concluded that the results of the development of poodle-based media obtained valid and practical criteria for use in biology learning. Keywords: media, portable, moodle, valid, practical.


2021 ◽  
Vol 9 (4) ◽  
pp. 482-490
Author(s):  
Ari Septian ◽  
Sarah Inayah ◽  
Ihsanu Nasihin

The purpose of this study was to develop teaching materials assisted by Google Classroom in the form of mathematical material about building cubes and blocks, examples of math problems, and practice math problems. Developed as empirical evidence of the effectiveness of Google Classroom-assisted teaching materials on building materials. The method used in this study is research and development (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). These teaching materials were developed through a questionnaire and assessed from several expert validations including media experts and material experts. Based on the results of the media expert validation, the average score percentage was 78.3% and was included in the Eligible category. Meanwhile, based on the results of material expert validation, the average score percentage is 82.6% and is included in the Very Eligible category. Thus, overall Google Classroom-assisted teaching materials on this spatial building material have a percentage of 80.4% and fall into the Very Eligible category. so that it is effective as a Google Classroom-assisted teaching material on building materials and can be used anytime.


Author(s):  
Mey Alsih Sihombing ◽  
Sahat Siagian ◽  
Abdul Hamid K

Abstrak: Tujuan Penelitian ini adalah untuk mengetahui apakah video pembelajaran dengan aplikasi camtasia pada mata pelajaran pemangkasan dan penataan rambut layak digunakan pada siswa kelas kelas XI Kecantikan Rambut di Sekolah SMK Negeri 3 Pematangsiantar. Jenis penelitian ini adalah penelitian pengembangan. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Hasil penelitian menunjukkan bahwa (1) Secara keseluruhan media  pembelajaran  interaktif yang  dikembangkan layak  untuk  digunakan sebagai media  pembelajaran  pada mata pelajaran Penataan dan Pemangkasan Rambut dengan presentase rata-rata sebesar 95,09%, dengan nilai 5 skala likert dan berada pada criteria “Baik Sekali”, (2) uji ahli materi mata pelajaran penataan dan pemangkasan rambut berada pada criteria baik sekali (97,11%) (3) uji ahli desain pembelajaran berada pada criteria baik sekali (90,00%) (4) uji ahli media berada pada criteria baik sekali (97,11%), (5) uji perorangan berada pada criteria baik sekali (96,58 %), (6) uji kelompok kecil berada pada criteria baik sekali (95,80%), (7) uji coba lapangan berada pada criteria baik sekali (93,95%). Hasil pengembangan media interaktif menunjukan validasi ahli menunujukkan bahwa keseluruhan rata-rata dikategorikan “Baik Sekali” dan uji kelayakan menunujukkan bahwa keseluruhan rata-rata dikategorikan “Baik Sekali”. Kata Kunci: Video Pembelajaran, Camtasia, Tata Kecantikan Rambut Abstract: The purpose of this study was to determine whether the learning video with the application of camtasia in the subjects of hair trimming and styling is suitable for use in the eleventh grade students of Hair Beauty at SMK Negeri 3 Pematangsiantar. This type of research is development research. This learning product development model is a model that is arranged in a programmed order in a systematic order and meets the characteristics of students in learning. The results showed that (1) Overall the interactive learning media developed was feasible to be used as a learning medium in Hair Styling and Trimming subjects with an average percentage of 95.09%, with a value of 5 Likert scale and were in the criteria of "Very Good ", (2) expert test material for hair styling and trimming subjects is in very good criteria (97.11%) (3) learning design expert test is in excellent criteria (90.00%) (4) media expert test is in very good criteria (97.11%), (5) individual tests are in very good criteria (96.58%), (6) small group tests are in very good criteria (95.80%), (7) tests Try the field is in very good criteria (93.95%). The results of the development of interactive media show that expert validation shows that the overall average is categorized as "Very Good" and the fit test shows that the overall average is categorized as "Very Good". Keywords: Learning Videos, Camtasia, Hair Beauty


Sign in / Sign up

Export Citation Format

Share Document