THE EFFECTIVENESS OF PRACTICUM KIT AS A LEARNING MEDIA TO TRAIN SPS ON REACTION LAW

2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.

2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


2018 ◽  
Vol 2 (1) ◽  
pp. 9-12
Author(s):  
Fajar Fitri ◽  
Laifa Rahmawati

The purpose of this study is to describe the grant of science based learning media Kinect to support the improvement of students’ learning outcomes from cognitive aspect. This research is an educational development research which is adapted from the development model according to Borg Gall. The research was conducted in four main stages, that are (1) needs analysis, (2) instructional design, (3) media development, (4) validation. Instruments used in this research are assessment sheets by validator, student response questionnaires, pretests, and post test. After being validated, the media was tested to ten students, so that the results obtained of student responses and the effectiveness of improving students' cognitive learning outcomes. The result of the development is Kinect-based science learning media. From the results of research and development stage as well as experiments that have been done can be concluded that the product can improved student learning outcomes in cognitive aspect


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


Author(s):  
Intan Rahayu ◽  
Farida Mayar

This research originated from the fact that was found in Aisyiyah 29 Tanjung Aur Kindergarten, Padang, that children's creativity ability is not well developed, because the media is less varied. The aim of the researchers was to raise this title to find out whether clay influences the creativity of early childhood in Aisyiyah 29 Kindergarten Tanjung Aur Padang. Children's creativity can be developed through clay media. After going through the process and stages of clay can be used by children so that it is safe and harmless when forming activities with clay. The research method used is a quantitative method with experimental quasy types. Tests in the form of 4 items are used as data collection techniques, then processed using the t-test. The results of the post-test data analysis of the experimental class scored an average of 80 using clay activities and the control class gained an average of 71.67 using paper pulp.  


2014 ◽  
Vol 2 (1) ◽  
pp. 143
Author(s):  
Sukainil Ahzan ◽  
Syifa’ul Gummah

This study aims to determine differences in student learning outcomes between divergent and convergent thinking styles. The sample of research is the fourth semester students in the Department of Physics Education IKIP Mataram. The experimental design uses a pre-test-post-test one-group design. The data analyzed is the result of cognitive learning and questionnaire of students' thinking character. The research hypothesis was tested by using t test statistic. The result of data analysis can be concluded that there is no difference between learning achievement with convergent and divergent thinking style.


2018 ◽  
Vol 5 (1) ◽  
pp. 38-47
Author(s):  
Dian Puspita Eka Putri ◽  
Ali Muhtadi

Tujuan penelitian adalah(1) mengetahui karakteristik produk multimedia yang layak untuk materi laju reaksi (2) menguji keefektivan produk dalam meningkatkan capaian hasil belajar kognitif. Penelitian dilakukan di kelas XI IPA 3 SMAN 9 Yogyakarta. Metode penelitian R & D dari model Alessi and Trollip. Subjek uji  coba  adalah 3 ahli media dan 3 ahli materi pada uji alpha, 1 guru kimia dan 5 orang siswa pada uji beta, dan 30 siswa pada uji validasi. Pengumpulan data menggunakan observasi, wawancara, angket, dan tes.  Data dianalisis secara deskriptif kualitatif dan perhitungan statistik. Hasil penelitian: (1) produk sangat layak (2) karakteristiknya dapat memvisualisasikan konsep laju reaksi, tersusun atas beberapa jenis media penggunaan dikontrol siswa, memenuhi perbedaan kecepatan belajar, dan dikemas dalam bentuk aplikasi berbasis android. Oleh karena itu, pembelajaran dengan produk yang dihasilkan dapat dilakukan dimana saja dan kapan saja; (3) produk terbukti efektif dalam meningkatkan capaian hasil belajar kognitif pada materi laju reaksi.Kata kunci: multimedia pembelajaran interaktif, laju reaksi, capaian hasil belajar kognitif DEVELOPING INTERACTIVE MULTIMEDIA LEARNING CHEMISTRY BASED ON ANDROID WITH MAYER’S PRINCIPLES ON RATE REACTION COURSEAbstractThis study aims to: (1) determine the effectiveness of multimedia products interactive learning based on Android using the principles of Mayer viable in the material reaction rate. (2) test the effectiveness product to improve outcomes cognitive achievement of students in the material rate reaction. This research was conducted in SMAN 9 Yogyakarta by using research and development methods (R & D), followed the model Alessi and Trollip. Subject trials of investigational products were the three experts of media and three experts material on the alpha test, one chemistry teacher and 5 students grade XI students in beta test and 30 students of class XI IPA 3 SMAN 9 Yogyakarta on validity test the effectiveness of the product. The collection of data was done through observation, interviews, questionnaires, and tests. Data were analyzed by descriptive qualitative and statistical calculations. The results show: (1) the products considered to be feasible, (2) the product has characteristic can visualize the concept of reaction rate, composed of several types of media, the activity can be controlled by students, can meet the student's pace difference, can be installed on android smartphone can be done learn; (3) the product proved effective in raising the achievement of the cognitive learning.Keywords: multimedia interactive learning, rate reaction, cognitive learning outcomes


2019 ◽  
Vol 6 (4) ◽  
pp. 228-233
Author(s):  
BUDI ADI PRAYOGO

Tujuan penelitian ini untuk mengetahui pengembangan, kelayakan dan keefektifan media permainan monopoli mata pelajaran matematika  sebagai  media yang layak dan untuk meningkatkan hasil belajar kognitif kelas II SD. Jenis penelitian ini adalah penelitian pengembangan menggunakan metode Research and Development . Populasi penelitian ini adalah peserta didik kelas II  SDN Langensari 02. Teknik pengumpulan data menggunakan angket, wawancara, dokumentasi, observasi, dan tes. Analisis data menggunakan uji validitas, Reliabilitas, Normalitas, Homogenitas, N-gain, dan t-Test. Hasil Penelitian menunjukan bahwa, penilaian pakar ahli materi sebesar 92,64% (sangat layak) dan ahli media sebesar 91,66% (sangat layak). Media yang dikembangkan mampu meningkatkan ketuntasan klasikal 26,08% menjadi 100%. Jadi, dapat disimpulkan bahwa Media Permainan  Monopoli Mata Pelajaran  Matematika Materi Penjumlahan dan Pengurangan bilangan 1 sampai 500 di Kelas II SD layak digunakan   The purpose of this study was to know development, properness, and effectiveness of monopoly game media in Mathematics as a proper media and to improve cognitive learning outcomes of second grade of elementary school. The type of this study was research development which used Research and Development method. The population of this study was the second grade students of SDN Langensari 02. The Technique of the data collection used questionnaire, interview, documentation, observation, and test. The data analysis used validity, reliability, normality, homogeneity, N-gain, and t-test. The results of the study showed that, the expert material's assessment as many as 92,64% (very proper) and from media expert as many as 91,66% (very proper).The media which is being developed is able to increase classical mastery from 26.08% to 100%. Thus, it can be concluded that Monopoly Game Media in Mathematics especially in Addition and Substraction material of number 1 up to 500 in the second grade of elementary school was proper to be used.


2021 ◽  
Vol 15 (2) ◽  
pp. 162-170
Author(s):  
Eka Lokaria ◽  
Harmoko Harmoko

One of the learning models that emphasizes learning activities related to the environment around studens is the doscovery learning model which is able to help and improve each studen’s ability to solve problems streng then self concept, encourage each studen to be more active in seeking information and knowledge. This study aims to determine the effecy of the discovery learning model on biologi students at SMA Budi Utomo. The study was conducted in two classes X1.A (control) and X1.B (Experiment) The results of the post-test data analysis using the t-test, obtained a t-value of 2.97. This result is compared with the ttable value at a significant level of 5%, which is 1.68. This shows that the value of tcount (2,97) > ttable (1,68). So it can be concluded that there is an influence of the Discovery Learning learning model on the learning outcomes of Class XI students at SMA Budi Utomo.


Al Adzka ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 33
Author(s):  
Hariyanto Hariyanto

The purpose of this research is to know the improvement of the result of the study of the widespread joint building material in the second grade students in SD Negeri 02 Toyomarto Singosari with Jigsaw learning model. The research method using Classroom Action Research with 2 cycles consisting of 4 phases, namely planning, action, observation and reflection. Data collection method used in this research is observation and post test. Data analysis used is descriptive quantitative data analysis obtained from observation result of learning and post test result at every meeting. The result of the analysis shows that learning with Jigsaw learning model can improve the result of the study of the joint wake up area in the students of class VI SDN 02 Toyomarto academic year 2017/2018. The average value of cognitive learning outcomes I (60.82), then the average cognitive learning outcome II (78.9) showed an increase compared to cognitive learning outcomes I. In addition, Jigsaw learning model also improves student activeness. This is indicated by the percentage of active students more on the learning cycle II (31.11%) compared to cycle I (13,%).


2018 ◽  
Vol 2 (1) ◽  
pp. 63-71
Author(s):  
Mully Cahyani Byari ◽  
Arono Arono ◽  
Gumono Gumono

This research aimed to examine and develop three-dimensional drawing media pop up in learning to writing poetry in class VIII SMP Negeri 1 Ujan Mas Kepahiang Regency Year 2016/2017. The method used in this research is research and development. The subject of this research is the class VIII A which amounts to 29 students. Technique of collecting data  by observation, interview, and questionnaire. Data analysis technique is done by counting the number of percentage of the result of writing poetry. The results showed that SMPN 1 Ujan Mas needed media during the learning process, with the media can help improve students' motivation, in learning. In this research development, the researcher refers to research and development model (R & D) consisting of several steps as follows: (1) needs analysis, (2) development of three dimensional pop-up image media, (3). The percentage of students generated in writing poetry using three dimensional pop-up images is 76.96%. Based on the data analysis can be concluded the use of three-dimensional drawing media pop ups can help students in writing poetry. The learning process takes place more interesting using the three dimensional pop-up images. Keywords: learning media, pop ups, poetry


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