scholarly journals Development of Multimedia Learning of Cell Material in Senior High School

2020 ◽  
Vol 5 (2) ◽  
pp. 420
Author(s):  
Indah Purnamasari ◽  
Fadillah Fadillah ◽  
Warneri Warneri

This study aims to describe the design of multimedia learning, to determine the feasibility and to determine the affective and psychomotor of students. The method in this research is the method of research and development or research and development using the 4D model, namely the definition, design and development. Participants of this study were biology subject teachers and students of class XI at SMA Negeri 2 Teluk Keramat. Data collection technique used observation, interview and documentation. Data were analyzed qualitatively and quantitatively. From the results of the validation of media experts, material experts and design experts obtained an average value of 4.33 with very valid criteria which means that multimedia learning is very feasible to use for field trials. Assessment of affective and psychomotor of students obtained an average of 3.5 and 3.6 with excellent criteria. From the results of product validation and testing that multimedia learning can help teachers in the learning process to create interesting learning for students.

Author(s):  
Agit Darojatil Izzaty ◽  
Sunanih ◽  
Meiliana Nurfitriani

This research and development is motivated by the existence of potentials and problems, the potential in this study regarding several learning media that can stimulate or facilitate the learning process. Whereas the problem is that students do not understand the subtraction operation so they have to explain the material repeatedly, this is because there is no stimulus to support the learning process. This can be proven by the average value of 70, and the KKM score in these subjects 75. So it can be concluded that the average score is less than the KKM value. Therefore, a learning media is needed based on these potentials and problems. So that ludo game learning media was created in the MIS Sindangraja class 3 reduction operation. This research is included in the type and design of research development or R&D (Research and Development) of the Borg and Gall type which was carried out at the Sindangraja MIS School with a total of 16 students. The data collection technique was done by using prestest and postest tests. Data were analyzed by SPSS.


2018 ◽  
Vol 1 (2) ◽  
pp. 217
Author(s):  
Nia Angraini ◽  
Rubhan Masykur

The purpose of this study is to develop a mathematic module based on Problem Based Learning method trigonometry lessons for Senior High School. In this study use R&D (Research and Development) Borg and Gall modified from sugiyono, the procedure used as follows: (1) potential and problems, (2) data collection, (3) product design, (4) product validation, (5) product revision, (6) product trial, (7) product revision. Data collection techniques used areinterview, kuisioner, observation, and document. Validaton is done by material experts, media experts, and linguists. Trials are conducted through two stages is small group trials and field trials. Validation results material experts, media experts, and linguists obtained the average value with valid criteria. On field trials determine the response of learners in Senior High School Muhammadiyah 2 Bandar Lampung, in Senior High School AL-AZHAR 3, and in Senior High School Muhammadiyah 2 Bandar Lampung obtained average value of 3,58 with criteria very interesting.


2016 ◽  
Vol 3 (1) ◽  
pp. 53
Author(s):  
Siska Miga Dewi ◽  
Mukminan Mukminan

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa SMK kecantikan kulit kelas X yang layak digunakan dalam proses pembelajaran rias wajah, dan (2) mengetahui keefektifan produk multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa. Model penelitian dan pengembangan ini dilakukan melalui tiga tahap, yaitu perencanaan, desain dan pengembangan. Proses validasi terhadap produk dilakukan dengan tahap uji alpha, uji beta dan uji coba produk. Hasil penelitian sebagai berikut. (a) Multimedia dikembangkan dinilai layak digunakan dalam pembelajaran ditinjau dari media, materi, dan penilaian siswa. Kelayakan tersebut dapat dilihat dari skor penilaian ahli media 4,2 kategori baik, skor ahli materi 4,9 kategori sangat baik, dan skor penilaian siswa 4,4 kategori sangat baik. (b) Multimedia pembelajaran rias wajah yang menggunakan Macromedia Flash dinilai efektif karena dapat meningkatkan pengetahuan siswa. Hal ini dibuktikan dengan hasil nilai pre-test dengan rata-rata nilai 61,0 dan nilai post-test dengan rata-rata nilai 83,9. Persentase ketuntasan belajar siswa 100%. Kata kunci: multimedia, rias wajah, kecantikanDEVELOPING MULTIMEDIA IN MAKE-UP LEARNING FOR INCREASING THE KNOWLEDGE OF GRADE X STUDENTSOF VOCATIONAL SCHOOL 0F SKIN BEAUTY Abstract This research aims to: (1) product multimedia on make-up learning in increasing students’ knowledge vocational of skin beauty, and (2) know the effectivness of multimedia product on make-up learning in increasing students’ knowledge on learning process. It applied the research and development with 3 stages, i.e.: planning, design, and development. The process of validation of this product was carried out through 3 stages, i.e.: alpha testing, beta testing and product testing. The results of the study are as follows. (a) Multimedia learning developed is judged worthy tobe used as a learning in terms of media, materials, and students’ assessment. Feasibility can be seen from the expert assessment score of 4.2 in media with good category, a score of 4.9 with category expert material very good, and students’ assessment score of 4.4 with very good category. (b) Multimedia on makeup learning using Macromedia Flash is considered effective because it can increase students' knowledge. This is evidenced by the results of the pre-test with an average value of 61.0 and a post-test value with an average value of 83.9. The percentage of students’ learning mastery is 100%. Keywords: multimedia, make-up, beauty


2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2018 ◽  
Vol 2 (1A) ◽  
pp. 59-69
Author(s):  
Roby Zulkarnain Noer ◽  
Fadhlan Muchlas Abrori

Pemanfaatan media pembelajaran di dalam kelas selama proses pembelajaran pada kebanyakan sekolah di Indonesia umumnya kurang inovatif dan cenderung monoton. Monotonnya pengunaan media dalam proses pembelajaran menyebabkan siswa tidak mampu mengikuti pelajaran dengan maksimal sehingga pembelajaran menjadi tidak efektif dan efisien. Salah satu media pembelajaran yang efektif digunakan dalam kelas untuk membangkitkan motivasi dan minat siswa adalah media grafis terutama media komik pembelajaran. Tujuan dalam penelitian ini adalah untuk mengetahui kualitas komik pembelajaran yang dikembangkan. Penelitian ini merupakan jenis penelitian pengembangan (research and development). Model pengambangan dalam penelitian dan pengembangan ini menggunakan modifikasi pengembangan perangkat Four-D Model. Berdasarkan hasil dan pembahasan di atas maka dapat disimpulkan: Kualitas komik pembelajaran ditinjau dari penilaian validasi dari ahli materi didapatkan hasil komik pembelajaran memiliki kriteria valid dengan presentase 90,3%. Penilaian validasi dari ahli media didapatkan hasil validasi komik pembelajaran memiliki kriteria valid dengan presentase 87,8%. Penilaian validasi ahli bahasa pada komik pembelajaran memiliki kriteria valid dengan presentase 96 %. Hasil uji coba lapang berdasarkan penilaian guru dan dan siswa didapatkan presentase pada guru sebesar 86% dan pada siswa sebesar 86.5% (valid). Generally, using of instructional media in the classroom during learning process in most schools in Indonesia is less innovative and monotonous. That problems it caused students can not followed the lesson maximally, therefore learning process becomes uneffective and unefficient. One of the effective learning media can be use in the class to increase motivation and interest of students is the graphic/visual media, for example is a comic. The purpose of this research is to find out of comic quality. This research approach is research development (R&D). The developing model in this research and development uses modification of Four-D Model. Based on the above result and discussion it can be concluded: The quality of learning comic review from the validation of the material experts obtained the result of the learning comic having valid criteria with 90.3%. Assessment validation from media expert got result of validation of comic learning have valid criterion with percentage 87,8%. Assessment of validation of linguists on learning comics has valid criteria with 96% percentage. The results of field trials based on the assessment of teachers and students obtained a percentage of teachers at 87.2% and at students of 86.5% (valid).


2020 ◽  
Vol 9 (1) ◽  
pp. 28
Author(s):  
M.Hafyzh Caniago ◽  
Anisah Anisah ◽  
Ermita Ermita

The purpose of writing articles to obtain information about Management of Education Facilities at Vocational High School in the City of Padang. The population in this study is the manager of educational facilities at State Vocational High School In Padang City amounting to 40 people. The data collection technique is done by spreading the questionnaire to all populasidenga using the mean formula. The results showed that the management of educational facilities at Vocational High School in the City of Padang, with details of the research results as follows, the planning of education facilities has been done well (76%), procurement of educational facilities have been done well (77.7%), (74.1%), the utilization of educational facilities has been well implemented (80.6%), maintenance of educational facilities have been done well (74.6%) and the elimination of pedidika facilities has been done quite well ( 64.2%). From the description of research results can be concluded that the overall management of educational facilities at Vocational High School in Padang City has been done well (74.53%), but must be improved again so that the educational facilities in schools are in good condition and ready to use and can support in the learning process effectively and efficiently.


Author(s):  
Susi Yanti Br Sinuraya ◽  
Khairil Anshari ◽  
Wisman Hadi

In the form of an assessment guide reading poetry on poetry text material and knowing the process of developing and the feasibility of the product. This research method is a Research and Development (R&D) research and development method proposed by Tegeh et al. Referring to the Borg & Gall model with minor adjustments according to the research context simplified to product trials. Data was collected through validation of material experts, design experts, the responses of Indonesian Language teachers of Junior High School 1 Pancur batu, and 32 students of Junior High School 1 Pancur batu as research subjects. The results of this research and development are teaching materials in the form of textbooks based on contextual approaches in the form of printed media, which have been declared feasible to be used by material experts, design experts, Indonesian language teachers and students as learning resources. The feasibility of teaching materials in accordance with the results of validation. The results of the expert validation of the material include a component of content worthiness with an average of 82.29% in the very good criteria, the feasibility of the presentation obtained an average value of 82.5% in the very good criteria, the feasibility of the language obtained an average value of 86.11% in the very good criteria , and contextual feasibility obtained an average value of 81.25 on very good criteria.


2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.


Author(s):  
Lilis Nurmalasari

This research motivated by the low results of students speaking skills. This study aims to find out the results of students speaking skills before using the strategy everyone is teacher, the learning process using strategy everyone is teacher here, also to find out the results of students speaking skills after using the strategy everyone is teacher here on Indonesian language subjects in class V MI Al Musdariyah District Cileunyi Regency Bandung. The Method used is a classroom action research method.The data collection technique uses observation for work and documentation. Data analysis uses the observation sheet and performance. The study subjects consisted of 24 students, 10 women and 14 men. The results of the data analysis concluded that (1) The students speaking skills before using the strategy everyone is teacher here is still low with an average value of 46,9. (2) Implementation of the strategy everyone is teacher here goes well according to the stages. Teacher and student activities have increased in each cycle. (3) Students speaking skills after using the strategy everyone is teacher here has increased every silk cycle. The percentage of classical learning completeness in pre cycle 8,3%, cycle I is 41,5%, and cycle II is 91%.


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