scholarly journals The Development of Digital Pocketbook Based on the Ethnoscience of the Singkawang City to Increase Students' Scientific Literacy on Heat Matter and Its Transfer

2020 ◽  
Vol 5 (2) ◽  
pp. 263
Author(s):  
Emi Sulistri ◽  
Eti Sunarsih ◽  
Erdi Guna Utama ◽  
Usinah Robert Moseki

Many factors cause low student scientific literacy, one of which is due to the inappropriate use of the selected learning media in the learning process. This study aims to produce ethnoscience-based digital pocketbooks that are feasible and attractive to use by students and are effective in improving students' scientific literacy. The ADDIE model research procedure used includes five stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The sample consisted of 141 fifth grade students in three Singkawang City Public Elementary Schools. Data collection techniques in the form of interviews, validation, questionnaires, and scientific literacy tests. Based on the results of the analysis stage, it was found that the KI and KD were related to cultural elements and local wisdom of the city of Singkawang. The design stage is obtained by designing a book framework, presentation of material, instruments. The development stage obtained material, graphic, and linguistic feasibility. Phase I validation was 3.25 with a percentage of 81.41% and stage II was 3.72 with an eligibility percentage of 92.92%. The results of the practitioner validator were 3.8 with a percentage of 95% and were classified as valid. Implementation stage, validation of the attractiveness of student and student responses to linguistic aspects of 3.31 and 3.46, respectively. While the material and graphic aspects of the student's response have a value of 3.23 and 3.22 respectively in the attractive criteria and student responses have a value of 3.33 and 3.39 respectively in the very interesting category. This means that ethnoscience-based digital pocketbooks are generally feasible, easy to understand, and interesting to use because they have a new display concept that is coherently integrated with local culture and a design that is in line with developments. Students' scientific literacy skills increased with an effect size value of 0.621 with moderate criteria at 73% presentation. It can be concluded that ethnoscience-based digital pocketbooks can effectively improve students' scientific literacy skills.

Author(s):  
Hasmai Bungsu Ladiva ◽  
Rafhy Febryan Putera ◽  
Yesi Anita

This study aims to develop a value-based teaching material for Citizenship Education (PKn) together with the local wisdom of the Minangkabau community to build the national character of the fifth grade students of Elementary School. The research conducted is research and development with the ADDIE research model which is an acronym in English from the stages of analysis, design, development, implementation, and evaluation. By participating in the development stage of the ADDIE model, teaching material development is carried out by combining the values of togetherness found in the local wisdom of the Minangkabau community in a single unit of learning material. Data obtained from the validation of teaching materials, classroom learning practices, and the effectiveness of learning from student learning outcomes. The results of this study indicate that the development of Pkn teaching materials based on the values of togetherness of the Minangkabau community has been successfully carried out based on data on the validity, practicality, and effectiveness of teaching materials in learning in Class V of Elementary School.Keywords: Development Research, Minangkabau, PKn, SD Togetherness Value.


2021 ◽  
Vol 9 (1) ◽  
pp. 57
Author(s):  
Muhamad Afandi ◽  
Sari Yustiana ◽  
Nofita Puji Kesuma

<p align="center"><strong>Abstract</strong></p><p><em>The Development of Pop-Up Book learning media in Pancasila Material Based on Local Wisdom at second grade of Elementary Schools was conducted to find out its feasibility, practicality and effectiveness. This study used the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. At the Analysis stage, interviews, material analysis and student needs are carried out. Then, at the design stage, namely the selection of product formats and images are conducted. The development stage is carried out by validating the expert validator. Furthermore, the Implementation stage was tested on students and the Evaluation stage was carried out by pretest and posttest to determine the effectiveness of students. Based on these five stages, the development of Pop-Up Book Learning media resulted in the feasibility of learning media with a score of 0.90 which was obtained by four validators, then the practicality of the Pop-Up Book learning media got a value of 90.8%. The effectiveness of using the Gain Test was 0.45. and get the "moderate" criteria. Based on these results, the Pop-Up Book learning media is declared feasible, practical and effective in learning</em>.</p>


2019 ◽  
Vol 9 (1) ◽  
pp. 73-89
Author(s):  
Indah Slamet Budiarti ◽  
◽  
Triwiyono Triwiyono ◽  
Florentina Maria Panda ◽  
◽  
...  

In learning science, it is necessary to have a learning model that can integrate scientific literacy skills. This study aimed to develop discovery learning-based module to improve students’ scientific literacy. We used R & D research that adapts the 4-D model device development procedure, namely define, design, develop, and disseminate. Product assessment was carried out after revision stage I by 3 media experts, 3 material experts, and 1 SMA YPPK Taruna Bakti teacher. To determine student responses, the product was tested for feasibility and readability on 5 X grade students of SMA YPPK Taruna Bakti through a limited trial. The product was revised and tested again through a broad trial on 16 students. The revision through experts’ comments and students’ initial responses has affected the readability, feasibility, and usability of developed Newton’s Law module. There were no students who have high scientific literacy. Students who have low scientific literacy were 13 and students who have moderate scientific literacy were 3. It can be said that the module cannot significantly improve students’ scientific literacy because of online learning environment. Keywords: Discovery learning, Modul, Newton’s Law, Scientific literacy


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 9 (3) ◽  
pp. 371-378
Author(s):  
Nadhifatus Shifa’ Al-mira ◽  
Rusly Hidayah

Tujuan dari penelitian ini adalah untuk mengembangkan permainan element adventure berbasis android sebagai media pembelajaran kimia unsur berdasarkan kevalidan media permainan tersebut. Model pengembangan penelitian ini diadaptasi dari penelitian model Borg dan Gall yang terdiri dari 10 tahap. Namun, pada penelitian ini dilakukan sampai tahap 4 meliputi tahap studi pendahuluan, tahap merencanakan penelitian, tahap pengembangan desain dan tahap uji coba awal. Kevalidan permainan berbasis android element adventure ditinjau dari aspek validitas isi dan validitas konstruk. Validitas isi dan validitas konstruk didapatkan dari penilaian validator yang dilakukan oleh 2 orang dosen kimia UNESA dan 1 guru kimia SMA Negeri 1 Porong Sidoarjo. Validitas isi didapatkan dari penilaian 2 aspek yaitu kebenaran konsep kimia yang memperoleh nilai sebesar 93,33% dengan kategori sangat valid dan mempunyai tujuan didalam permainan yang memperoleh nilai sebesar 86,67% dengan kategori sangat valid. Sehingga dari data tersebut, didapatkan rata-rata validitas isi sebesar 90,00% dengan kategori sangat valid. Sedangkan validitas konstruk didapatkan dari 11 aspek yang dinilai dan memperoleh nilai 87,98% dengan kategori sangat valid. Sehingga hasil penelitian menunjukkan bahwa permainan element adventure yang dikembangkan valid sebagai media pembelajaran dibuktikan dengan presentase validitas isi sebesar 90,00% dengan kategori sangat valid dan validitas konstruk sebesar 88,57% dengan kategori sangat valid. Kata kunci: permainan element adventure, pengembangan media pembelajaran, kimia unsur. Abstract The purpose of this research is to develop an android-based element adventure game as an element of learning chemistry based on eligibility the game media. The development model of the research was adapted from the research of the Borg and Gall models consisting of 10 stages. However, the research was conducted until stage 4 covering preliminary study stage, research planning phase, design development stage and early trial stage. Kevalidan game based on the Android element Adventure is reviewed from the content validity and validity aspects of the construct. The validity and validity of the construct was obtained from the validator assessment conducted by 2 Unesa chemical lecturers and 1 Porong Sidoarjo High school chemistry teacher. The validity of the contents obtained from the assessment of 2 aspects is the truth of the chemical concept that obtained a value of 93.33% with a category is very valid and has a purpose in the game that obtained a value of 86.67% with a category is very valid Thus, from the data, the average validity of the content of 90.00% is obtained with a very valid category. While the validity of the construct was obtained from 11 aspects assessed and obtained a value of 87.98% with a very valid category. So that the research, results show that the game element adventure is developed valid as a learning medium evidenced by the validity percentage of content of 90.00% with a very valid category and a construct validity of 88.57% with a very valid category. Keywords: Element Adventure game, Development media learning, chemical elements.


2021 ◽  
Vol 5 (4) ◽  
pp. 708
Author(s):  
Miftahul Jannah ◽  
Rohana Rohana ◽  
Arief Kuswidyanarko

Students have difficulty learning mathematics, so it can be concluded that mathematics is complicated, especially for elementary school students. It has an impact on student learning outcomes that decline. This study aims to produce LKPD on material distribution based on a valid and practical PMRI approach for learning. The development research used is research and development (R&D) using a 4D model developed by Thiagarajan consisting of four stages: define stage, design stage, development stage, and dissemination stage. Data was collected through interviews, questionnaires, and observations. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results obtained from the validation test by experts with an average rating of 87.5% are excellent categories. The student responses in the limited trial obtained an average percentage of 84.58% in the efficient category, and the student responses in the field trial with 82.40% in the efficient category. The results of the assessment of the educator's response were 88.75% in the efficient category. Based on these data, the LKPD in the distribution material based on the PMRI approach has met the criteria for validity and practicality so that the LKPD developed is feasible to be used in the learning process.


2021 ◽  
Vol 10 (2) ◽  
pp. 267
Author(s):  
Diyah Dwi Agustina ◽  
Ahmad Efendi

In this digital era, e-module becomes a great help in accessing knowledge combined with the good method application. This study is intended to develop an e-Module design based on Project Learning in the Speaking for General Communication course. This e-Module Project Based Learning is designed with the purpose of creating effective and efficient learning. The subjects of this study were students in 2nd semester of the English Education study program. The kinds of this research are a Research and Development (R&D) research and the method used is ADDIE development method (Analysis, Design, Development, Implementation and Evaluation). The stages in this study are the needs analysis stage, the e-module planning and design stage, the e-module development stage, the e-module implementation stage and the evaluation and revision stage of the module. The research used descriptive qualitative and quantitative descriptive methods. Through the project designed in the e-module, it is hoped that it will increase student creativity and increase student activity in speaking. Furthermore, students' speaking skills can be improved.


Author(s):  
Ade Fitri Rahmadani ◽  
Hendra Hidayat ◽  
Eril Syahmaidi

This study aims to describe the design of a valid Learning Module for Elementary Elementary subjects. This research type is research of development by using 4D model that is definition stage (define), design stage (design), development stage (develop), and dissemination stage (disseminate). This study looks at whether the designed module is valid, then conducted expert test, namely expert design of Elementary Electronic Learning Module and expert readings Elementary Electronic Learning Module. Aspects that are tested to experts are aspects of the material in the learning module, aspects of presentation on learning modules and aspects of language and legibility. The results showed that the basic Electronic Elementary Learning Module by experts is valid. Then it can be concluded that the Module on Higher Education Vocation is valid


2021 ◽  
Vol 9 (1) ◽  
pp. 151-167
Author(s):  
Sri Adelila Sari* ◽  
Nur Fatni Amirah Harahap

Teachers often use projector media in classroom learning. Rarely do they want to develop and vary learning media with the aim of making the learning process more interesting. Finally, the lack of student interest in reading textbooks results in low student learning outcomes, which are not the focus of teacher attention. This study was aimed to develop comic in the material on reaction rates. The method used was R D with ADDIE, namely analysis, design, development, implementation, and evaluation. The analysis stage was carried out by analyzing the needs in the form of student characteristics and identifying learning media. The media design stage included plot design, character design, and scenario creation. The design results were then developed at the development stage, then the comic was given to two validators to test their feasibility. The implementation phase was carried out at the XI IPA class XI IPA Senior High School LAB IKIP Al Washliyah Medan. Furthermore, student learning outcomes were measured at the evaluation stage using tests. The results of this study found that comic could be developed by meeting the eligibility criteria of 93.29 percent with very good criteria. Students were very enthusiastic about chemistry comic. Student learning outcomes obtained an average of 81.07, which means that the minimum completeness criteria value was 75. This study concludes that this chemistry comic learning media was very suitable for use in chemistry learning, especially in the material reaction rate and student learning outcomes were achieved good criteria.


2018 ◽  
Vol 5 (2) ◽  
pp. 68
Author(s):  
Mita Hapsari Jannah ◽  
Suyoto Suyoto

This study aims to develop elementary V class multimedia based on humanistic theory on integer competencies that is valid, practical, and effective. The development model is a 4D (define, design, development, disseminate) model. In the define stage there are interviews and observations to study the curriculum and the needs of teachers and students. In the design stage, draft I multimedia was designed using Adobe Flash Player. In the development stage, draft I is valid based on questionnaires from media and  material expert validators. Furthermore, the results of field notes and student and teacher response questionnaires indicate that draft II is practical. Then drat III was tested by independent t-test which resulted that draft III is effective. Draft III developed into a final product which was then disseminated at the disseminate stage with the delivery of products to teachers, training of teachers, and publications in national journals.


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