scholarly journals Learning Media Design based on Traditional Game of Tumbu-Tumbu Belanga (T2B) on Salt Hydrolysis Topic

2021 ◽  
Vol 5 (1) ◽  
pp. 32
Author(s):  
Julhim S. Tangio ◽  
Rusmiyati Patilima ◽  
Jafar La Kilo ◽  
Akram La Kilo

This research aimed to test the validity of the feasibility of traditional game learning media on salt hydrolysis. This research was development research (R&D) with a qualitative descriptive approach. This research uses the ADDIE model development design, which consists of 5 (five) stages, namely (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. Data collection techniques in this study used a validation sheet for the assessment of the feasibility of tumbu-tumbu  learning media. The tumbu-tumbu  learning media validation wass assessed by 4 expert validators, namely 2 chemistry lecturers of State University of Gorontalo material experts, 1 media expert lecturer, and 1 high school chemistry teacher. The results of the validation of tumbu-tumbu  learning media development obtained an average percentage 0f 89.40%, which was categorized in very feasible criteria. Therefore, the tumbu-tumbu  learning media are highly usable in the learning process of salt hydrolysis.

Author(s):  
I Made Ardwi Pradnyana ◽  
I Ketut Resika Arthana ◽  
I Gusti Bagus Hari Sastrawan

Submission of learning materials with animal themes, especially wild animals to early childhood becomes a challenge for teachers. Two-dimensional displacement media in the form of a monotonous image has the potential to decrease interest in children's learning. Bringing wild animals directly or bringing the children to the zoo requires considerable cost and time and harm. Based on these problems, the authors develop android-based applications that contain fourteen species of wild animals in 3D format that is packed with Virtual Reality (VR) technology. The authors develop applications using development research methods with the ADDIE model. The developed VR application is capable of displaying wild animal animations complete with the sounds and environment of the habitat, as well as the description narrative features and food that can be viewed in 3D and VR modes. The test results showed that the application received a positive response from users, especially children in TK Negeri Pembina Singaraja. The average percentage for the user response test is 88.50%, which means it is very good where children can know the types of wild animals, the movements of wild animals, the sounds of wild animals, the habitats of wild animals and can use them easily. 


2019 ◽  
Vol 6 (1) ◽  
pp. 38-50
Author(s):  
Munawwir Hadiwijaya ◽  
Ima Widiayanah ◽  
Maya Rizki Amalyasari

This research seeks to develop an English for Transportation (EnTra) application that can help cadets to master English transportation more easily. The design of this research is the ADDIE model development research. The following steps describe the research and development. (1). Conduct a needs analysis through preliminary research activities. (2). Planning in the form of product and participant determination. (3). The product to be developed is the English for Transportation (EnTra) application. (4). Expert validation in the form of expert / practitioner ratings of the Entra application includes format, language, illustrations and content, as well as multimedia experts, because the product produced is an android application. (5). Implementation of the product to the real target. (6) Product evaluation. The results of this study indicate that, there are seven aspects of assessment given by media expert, material expert and cadets as the aplication’s users. The results of the assessment of the three parties indicate that the application developed has been tested and categorized as very feasible. This means that EnTra's idea of bringing class into one single application that can be accessed anywhere and at any time brings a different atmosphere for cadets in learning English transportation. The limited time they have in learning is overcome by this application. Keywords: English for Transportation (Entra), ESP Transportation, Learning Media


Author(s):  
Friska Aritonang ◽  
Iky Sumarthita Putri Prayitno ◽  
Yurulina Gulo

This paper aims to determine the effect of traditional Martumba games on children's character education. Martumba is a traditional game while dancing. Martumba was originally performed at night in page during the poltak of the moon, this dance is played adults, where men insinuate each other describing the introduction of the Toba Batak youth in ancient times to the woman he liked. But along with times, this game is no longer done at night but in accordance with the context of the activity and the players are no longer adults but children and adolescents. Given that children are the right media in maintaining the culture of the modern era. This paper uses a qualitative research method with a qualitative descriptive approach to children in Batak Toba through cultural memory theory and this study concludes that the Martumba Traditional game has an influence on children's character development because the game can be used as a teaching medium for children because in it there are activities to educate characters children who are disciplined, communicative, cooperate with groups, observations and as a means of interaction between humans so that children's creativity will emerge through movements and interpret songs to the message to be conveyed through song and movement in the game.


2021 ◽  
Vol 5 (1) ◽  
pp. 70
Author(s):  
Nourma Pramestie Wulandari ◽  
Faishal Wahiduddin ◽  
Ulfa Lu'luilmaknun ◽  
Mohammad Archi Maulyda ◽  
Ratih Ayu Apsari

The aim of this study is to describe errors output when pre-service mathematics teachers were writing output of the syntax that given in macro excel manually. This research is a qualitative descriptive research with 101 participants from 2nd year pre-service mathematics teachers from one of state university at Nusa Tenggara Barat, Indonesia. Instrument used consists of one syntax that has 8 outputs when it is run and that will be analysed using Newman’s procedures. The eight outputs come from 3 types of output, namely text, numbers, and count. The result showed that the average percentage of syntax output writing errors was 87.13%. It also indicated to reading errors of 48.51%, comprehension errors of 18.81%, transformation errors of 83.17%, process skill errors of 20.79%, and encoding errors of 87.13%. Based on the result, errors occur when participants incorrectly write output and wrong in writing the result of the count. In addition, factors that caused these errors are 1) participants were not trained in providing information that was in the problem, 2) participants did not read the instructions in the problem correctly, and 3) participants did not pay attention to the suitability of syntax and output as was learned before. This research can be a reference for lecturers to develop learning about programming languages that can make students understand the use of syntax with the emphasis on manual syntax learning which will make their logic easier when applyng the syntax on a computer.


Author(s):  
Neni Rifatul Afiah ◽  
Heni Pujiastuti

The objective of the research is to develop a valid and practical learning media using google forms for material on the limit of algebraic functions. The type of research is Research and Development (R & D) using the ADDIE model in the process of developing a learning media. The ADDIE model development procedure is Analysis, Design, Development, Implementation, and Evaluation in validation results of development research involved six students at SMAN 11 Pandeglang and six teachers who are media experts and material experts. The results of this study are (1) Produce mathematics learning media using google forms with good qualifications on the material limit of algebraic functions, (2) Media expert assessments of well-qualified learning media products, and (3) Average results of validation by students on media products with good qualifications. Keywords: learning media, e-learning, google forms, limits of algebraic functions.


2021 ◽  
Vol 2 (1) ◽  
pp. 14-19
Author(s):  
Rusly Hidayah ◽  
Achmad Lutfi ◽  
Dian Novita

The purpose of this research is to get the draft chemistry learning media design developed to support ecopreneurship. Ecopreneurship at FMIPA UNESA is broken down into eco-innovation (new ideas), eco opportunities, and eco commitment. Design of this research is giving the assignment to research objectives. The model development research with stages, SMK learning in class, students doing assignments, arrange learning media design, assessing game design, and data analysis. The assignment is compiling a plan for developing instructional media that can be applied in chemistry learning in SMK. That assignment was assessed by 3 experts and the score was averaged. The assessment has been fulfilled if all media plans have met the fulfillment criteria. The innovation of chemistry media was also assessed and has met the innovation when obtaining an average of at least 4 with a maximum scale of 5. This research was conducted at the Department of Chemistry FMIPA UNESA in the odd semester of the academic year 2019/2020. the results showed 4 vocational chemistry learning media designs, (1) VCO-Making KIT, (2) Voltaic Cell KIT, (3) Acid-base Mini Lab, and (4) Red and Ox Games. All of that has fulfilled the contents and construct besides that the student has a new idea.


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.


2021 ◽  
Vol 5 (2) ◽  
pp. 218
Author(s):  
Dina Salsabella Utami ◽  
Agustina Tyas Asri Hardini

The purpose of this study is to increase the interest in reading from the problem of low interest in reading in grade 2 elementary students, with several factors of problems from low interest in reading and low reading skills of students are still lacking, the rise of types of entertainment such as playing games and watching TV so as to influence the attention of students choosing not to read. Researcher develop digital literacy learning media based on educational games by developing students to be able to play puzzles and read. With the media design created by Researcher, namely the collaboration between writing, images, and sounds, it is very important in communication and conveying messages to students, if students still do not know the word, they can see pictures and sounds that can help children in visualizing stories in reading. Researcher designed this media so that students can be interested and motivated and more enjoyable in digital literacy. Researcher used a type of development research (R&D) and a qualitative descriptive approach to percentage. For data analysis techniques that have been conducted consists of preliminary studies, product development, validity tests and conclusion drawing. The results of this study after analysis of the data of the assessment of material expert validation test by 100% and media experts by 84.2%, with the results have been qualified and eligible to be tested after improvement according to the advice of experts.


Author(s):  
Dini Amalia ◽  
Sri Handayani ◽  
Neli Purwani

The purpose of this study was to describe the French TV ads that contains a description ofvalue the characters, and its compatibility with character education in Semarang State University. This study using qualitative descriptive approach. The data in this study are the characteristics of the French in French-language TV ads which are downloaded from the site www.youtube.com. Data collection techniques in this study are techniques of documentation, see,and record. Data analysis technique used is the technique analysis of the message content. Theresults shows that in six French TV ads, there are fourteen characters and habits of the French:polite, willing to help, attentive and loving, vigorously, intelligent, individualistic, adventurous, conscientious or not careless, friendly, disciplined, obedient to the rules, romantic, custombises, and fashionable. Of the French characters and habits of the French appearing, there areeight in accordance with the value of character education in Semarang State University. Thecharacters that correspond to the value are: smart, responsibility, caring, tolerant, democratic,patriotism, firm, and politeness.


2020 ◽  
Vol 8 (2) ◽  
pp. 355
Author(s):  
Izzatinnisa’ Izzatinnisa’ ◽  
Utami Sri Hastuti ◽  
Abdul Gofur

The objectives of this study were: 1) to produce a Microbiology handout based on the results of the study of Antagonistic Fungi Antagonism against Pathogenic Fungi in Strawberry Plants; and 2) testing the feasibility and practicality of the handout. This type of research is development research. The development model used in this research is the ADDIE model which consists of 5 stages, namely: Analyze, Design, Develop, Implement, and Evaluate. The handout material was selected based on the results of the needs analysis by the respondent students of the Biology Study Program, FMIPA, State University of Malang. Handout eligibility data obtained from the results of validation by microbiology material experts and learning media experts. Meanwhile, the handout practicality data was obtained from the readability assessment results of Biology Study Program students who were currently taking the Microbiology course. The results showed that, the percentage of eligibility of handout material by the expert validator of microbiology material was 99.53% with very high or very valid eligibility criteria. The percentage of eligibility of handouts by instructional media expert validators is 98.14% with very high or very valid eligibility criteria. The percentage of practicality tests by students who were taking the Microbiology course resulted in 89.89% with very high practicality criteria. The results showed that research results-based Microbiology handouts were very feasible and practical to be used in microbiology learning activities.


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