THE VALIDITY MULTIMEDIA INTERACTIVE BASES ANDROID ON IONIC BOND MATERIAL

2020 ◽  
Vol 4 (2) ◽  
pp. 63
Author(s):  
Muhammad Kharis Syarifuddin ◽  
Kusumawati Dwiningsih

This research is aims to describe the validity of interactive multimedia based on Android in the ion bonding sub material. This research uses Thiagarajan's 4-D development research consisting of Define; Design; Development and Disseminate. However, this research is limited to the Development stage of Thiagarajan in Ibrahim (2014). Multimedia validity is reviewed from the aspect of content validity and construct validity. This multimedia was validated by 2 Unesa chemistry lecturers and 1 chemistry teacher with the research instrument used in the form of a multimedia validation sheet then the results of the validation resulted in a validation score. Based on data analysis, it can be concluded that android-based interactive multimedia on the ion bond sub-material is valid for use with percentage content validation and construct validity respectively 91.85% and 89.61% with highly valid criteria.

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 3 (2) ◽  
pp. 51
Author(s):  
Deiya Gama Ilyasa ◽  
Kusumawati Dwiningsih

Abstract. Interactive multimedia is needed to improve student's understanding of certain material. The purpose of this study is to analyze the validity of interactive multimedia on ionic bonding material. The type of research used in this study is 4P research model (Define, Design, Development, and Dissaminate) but in this study only limited on Development step which adapted from Ibrahim (2014). The validity results showed that: (1) The content validity and construct validity obtained highly valid criteria with average percentage range gradually 90% and 91,04%. From the results, it can be conclude that the developed media was declared valid to be used as interactive multimedia on ionic bond materials.


2021 ◽  
Vol 5 (2) ◽  
pp. 364
Author(s):  
Zulfarina Zulfarina ◽  
Tuti Mailani ◽  
Wan Syafii

The purposes of this study are to develop a PDEODE-WEB based Blended Learning model, and determine the quality of the developed PDEODE-WEB based Blended Learning model on digestive system material in terms of validity, practicality, and effectiveness. This study employed a 4D development research (R&D) which consists of Define, Design, Development, and Disseminate. The results showed that the validation of material and media experts for content validation was 3 with very important categories. Analysis from a learning expert for the construction validation category obtained 4.03 with the very good category. The results of the limited trial obtained a score of 81.47 in the good category and the practicality test obtained 90.6 which could be categorized as very practical. The effectiveness test was carried out obtained the N-Gain of 0.6 with the medium category. The PDEODE-WEB Blended Learning model that was developed meets the criteria of validity, practicality, and effectiveness as a solution for the development of learning in the 21st century.


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Prima Warta Santhalia ◽  
Elisabet Clara Sampebatu

Pendemi covid 19 mengharuskan semua jenjang pendidikan melakukan pembelajaran daring. Akan tetapi banyak pendidik yang masih kesulitan dalam memilih dan menggunakan platform yang sesuai dengan pembelajaran fisika terutama pada materi prinsip bernaoulli. Upaya untuk mengatasi hal tersebut salah satunya melalui pemanfaatan media pembelajaran yang bersifat audio visual dalam bentuk multimedia interaktif. Tujuan dari penelitian pengembangan ini adalah mengembangkan multimultimedia interaktif fisika pokok bahasan prinsip bernoulli. Penelitian pengembangan ini menggunakan model pengembangan 4D. Pengumpulan data dilakukan dengan menggunakan instrumen berupa kuesioner dan soal tes pemahaman konsep terhadap 36 siswa kelas XI MIPA 2 di SMA Katolik Rajawali Makassar. Untuk mengukur tingkat pemahaman konsep siswa dilakukan dengan membandingkan hasil pretes dan posttes. Instrumen tes yang digunakan berupa tes uraian. Hasil validasi ahli menunjukan bahwa multimedia pembelajaran yang dikembangkan layak untuk di uji coba. Hasil Uji coba menunjukkan bahwa multimedia pembelajaran yang kembangkan sangat praktis dan layak digunakan. Sedangkan untuk kemampuan pemahaman konsep siswa mengalami peningkatan yang ditunjukan dengan nilai N-gain yang diperoleh mencapai 0,50 yang berada dalam kategori medium atas. Hal ini berarti bahwa multimedia pembelajaran yang dikembangkan secara efektif dapat meningkatkan pemahaman konsep fisika siswa. Penelitian lanjutan diharapkan dapat mengembangkan multimedia interaktif pada materi lainnya sehingga banyak tersedia multimedia pembelajaran interaktif yang dapat digunakan oleh siswa untuk meningkatkan pemahaman konsep fisika siswa. AbstractCOVID 19 requires all levels of education to do online learning. However, many educators still find it challenging to choose and use a platform suitable for learning physics, especially in Bernoulli's principle. One of the efforts to overcome this is to use audiovisual learning media in interactive multimedia. This development research aims to develop interactive multimedia subject matter of the Bernoulli principle. This development research uses the 4D development model. In this research, the development stage is limited to the development stage because of time and cost limitations. Data were collected using instruments in the form of questionnaires and concept understanding test questions on 36 students of class XI MIPA 2 at Catholic High School Rajawali Makassar. To measure the level of understanding of student concepts is done by comparing the pretest and post-test results. The test instrument used was a description test. The results of expert validation show that advanced learning multimedia is worthy of a trial. The trial results show that the developed learning multimedia is efficient and feasible to use. As for the ability to understand, the concept of students has increased as indicated by the value of N-gain obtained reached 0.50, which is in the medium category. This means that multimedia learning developed effectively can improve students' understanding of physics concepts. Further research is expected to create interactive multimedia on other materials. That way, there are many interactive learning multimedia available that students can use to improve students' understanding of physics concepts.


Author(s):  
Hastuti Wibowo ◽  
Syamsurizal Syamsurizal ◽  
Upik Yelianti

Research and development of interactive multimedia development model is adapted from Lee & Owens;the steps were analysis, design, development, implementation, and evaluation. The results of learningmaterials proportion analysis based curriculum: tissues: organs: totipotensi was 40%: 40%: 20%. Theresults of need analysis of science process skills indicated that students are lack of ability in terms ofgrouping and concluding skill. The analysis also reveals that students need multimedia, which isinteresting and aesthetics. In the design phase, developers create a storyboard based on the results of theanalysis. In development stage, we input all information in storyboard to the media. According to mediaexperts, the product is scored well and very well. Trials phase is conducted in a small groups and largegroups. The results of tests shows that the skills of students increased from 69.34 to 89.30, and knowledgeof students also increased from 75.7 to 91.9. The effectiveness of interactive multimedia structure andfunction of plant tissue seen by the changes in knowledge, performance, and the positive response ofstudents using interactive multimedia and facilitate students doing science process skills.


2019 ◽  
Vol 5 (2) ◽  
pp. 84
Author(s):  
Khaeruman Khaeruman ◽  
Darmatasyah Darmatasyah ◽  
Hulyadi Hulyadi

This study animed to obtain the from and feasibility of teaching materialsinteractive multimedia based on virtual laboratory on colloidal systemconcept for SMA. The development model used in this study was 4D namelyDefine, Design,, Development, And Disseminate. But in this study only cameto Development stage. The velopment result was validated by 2 lecturers, 1teacher and 10 students in Ma Nurul Muhsinin. Based on the assessment oftwo lecturers as validatorn got the average (71,3%) with the appropriatecategory, the validation result from the subject teachers got percentage of(77,7%) with appropriate category, and the limited trial result by 10 studentsgot percentage of (80,8%) with decent category. So it can be concluded thatthe feasibility of interactive multimedia based on virtual laboratory oncolloidal system material for SMA/MA/SMK was feasible to use.


2021 ◽  
Vol 18 (2) ◽  
pp. 142
Author(s):  
Mely Tri Octavina ◽  
Susanti Susanti

Perkembangan IPTEKS di era revolusi industri 4.0 serta berlakunya sistem kurikulum 2013 dalam pembelajaran, guru diharapkan dapat menyesuaikan perkembangan zaman yang ada. Salah satu cara untuk memanfaatkan teknologi yang ada adalah dengan mengembangkan media interaktif dengan memanfaatkan smartphone android. Dengan memanfaatkan smartphone android berbantu aplikasi yang menarik peserta didik dapat belajar kapanpun dan dimanapun sehingga pembelajaran berlangsung dengan baik.Terdapat beberapa aplikasi yang beragam untuk mendukung media interaktif salah satunya yakni Lectora Inspire. Tujuan dari penelitian ini ialah untuk mengembangkan media interaktif program Lectora Inspire berbasis android pada materi jurnal penyesuaian perusahaan jasa. Penelitian ini adalah jenis penelitian pengembangan yang mengadaptasi model pengembangan 4D yang dikembangkan oleh Thiagarajan meliputi tahap pendefinisian, perancangan, pengembangan dan penyebarluasan. Namun dengan keterbatasan waktu yang dimiliki penelitian ini hanya sampai pada tahap pengembangan. Subjek uji coba penelitian adalah ahli materi, ahli media dan 20 peserta didik kelas XI Akuntansi dan Keuangan Lembaga 4 SMK Negeri 10 Surabaya. Menggunakan angket sebagai instrumen penelitian, serta menggunakan analisis deskriptif kuantitatif sebagai teknik analisis data. Untuk mengetahui tingkat kelayakan media interaktif dilakukan beberapa langkah yakni telaah media, revisi, validasi, dan uji coba yang dilakukan secara terbatas. Hasil validasi yang diperoleh dari ahli materi menunjukkan rata-rata sebesar 81,30%, ahli media 84%, dan respon peserta didik sebesar 93,33%. Sehingga dapat disimpulkan bahwa Media Interaktif Program Lectora Inspire berbasis android sangat layak dijadikan sebagai media pembelajaran Akuntansi.The development of science and technology in the era of the industrial revolution 4.0 and the implementation of the 2013 curriculum system in learning, teachers were expected to be able to adapt to the existing developments. One way to take advantage of existing technology was to developed interactive media using an android smartphone. By utilizing an android smartphone with an attractive application, students could learn anytime and anywhere. Therefore the learning process went well. Several different applications supported interactive media, one of it which was Lectora Inspire. The purpose of this study was to developed interactive media for the Android-based Lectora Inspire program on service company adjustment journal material.This research was a type of development research that adapted the 4D development model developed by Thiagarajan which includes the stages of definition, design, development, and dissemination. However, due to the limited time, this research had, it only reached the development stage. The subjects of the research trial were material experts, media experts, and 20 students of class XI Accounting and Financial Institutions 4 SMK Negeri 10 Surabaya. Using a questionnaire as a research instrument, and using quantitative descriptive analysis as a data analysis technique. To determine the feasibility level of interactive media, several steps were taken, they are media review, revision, validation, and limited trials. The validation results obtained from material experts showed an average of 81.30%, media experts 84%, and the response of students was 93.33%.From the result above it can be concluded that the Interactive Media of the Android-based Lectora Inspire Program is very worthy of being used as a medium for learning Accounting.


2020 ◽  
Vol 5 (3) ◽  
pp. 307
Author(s):  
Ella Rizky Endryanti ◽  
Roekhan Roekhan ◽  
Primardiana Hermilia Wijayati

<p><strong>Abstract:</strong> This research aims to develop digital interactive teaching materials entitled "Ayo Sinau Basa Jawa" (Let's Learn Javanese) for students in grade I in elementary school. The research and development method used is ADDIE. The measures taken in this development research are <em>analysis, design, development, implementation, dan Evaluation. </em>The digital teaching method named Ayo<em> Sinau Basa Jawa</em> is a multimedia based interactive teaching material which provides menu called <em>sinau</em> (learn) and <em>gladhen</em> (practice) inside. The "sinau" material is presented by integrating pictures, sounds, and videos while "gladhen" is given in a form of quizzes. Products developed were validated by three experts according to the aspects assessed, namely aspects of content, language and multimedia. The content validation results obtained a score of 96%, the results of language validation obtained a score of 93%, and the results of multimedia validation scored 93%. The result of this study is that the product is valid, so it is capable of being utilized and is attractive and effective to be used by elementary school students.<em></em></p><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan mengembangkan bahan ajar interaktif berupa bahan digital <em>Ayo Sinau Basa Jawa</em> bagi siswa kelas I Sekolah Dasar. Metode penelitian dan pengembangan yang digunakan adalah model ADDIE (<em>Analysis, Design, Development, Implementation, Evaluation)</em>. Bahan digital <em>Ayo Sinau Basa Jawa</em> merupakan bahan ajar interaktif berbasis mulimedia yang menyediakan menu <em>sinau</em> (belajar) dan <em>gladhen</em> (latihan) didalamnya. Materi <em>sinau </em>disajikan dengan mengintegrasikan media gambar, audio dan video, sedangkan <em>gladhen</em> disajikan dalam bentuk kuis. Produk yang dikembangkan divalidasi oleh tiga ahli sesuai aspek yang dinilai, yakni aspek isi, bahasa, dan multimedia. Hasil validasi isi memperoleh skor 96%, hasil validasi bahasa memperoleh skor 93%, dan hasil validasi multimedia memperoleh skor 93%. Hasil penelitian ini menunjukkan bahwa produk telah valid sehingga layak dan efektif digunakan oleh siswa Sekolah Dasar.


2021 ◽  
Vol 9 (2) ◽  
pp. 167
Author(s):  
Triana Rejekiningsih ◽  
Mochamad Kamil Budiarto ◽  
Sudiyanto Sudiyanto

This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA. 


2021 ◽  
Vol 5 (1) ◽  
pp. 129
Author(s):  
Kadek Ardinata ◽  
Desak Putu Parmiti

The limitations of appropriate learning media in online learning make listening skills difficult to teach. The purpose of this study is to develop listening learning videos for first-grade elementary students. This research is development research using ADDIE model, analysis, design, development, implementation, and evaluation. However, due to the pandemic situation, this research is only carried out until the development stage. The subjects in this study were two media experts, two material experts, and two practitioners. The method of data collection used in this study is the questionnaire method. The validity of the learning video is measured using the instrument rating scale in the form of an assessment sheet. Data analysis techniques use qualitative descriptive analysis and quantitative descriptive analysis. This study produced a listening learning video for first-grade elementary school students. The average validation score obtained in the listening learning video is 4.71, and the average material validation score is 4.81, with excellent criteria. Based on the study results, listening learning videos are declared valid and can be used in learning.


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