scholarly journals Testing Of The Validity of Interactive Learning Module on Creative and Entrepreneurs Learning Products

2020 ◽  
Vol 6 (1) ◽  
pp. 73
Author(s):  
Rini Sefriani ◽  
Indra Wijaya ◽  
Menrisal Menrisal ◽  
Muharika Dewi

This study aims to determine the level of validity of Interactive Learning Modules in Creative Product and Entrepreneurship Subjects in Vocational Schools. The method used in this research is the 4-D Research and Development method. The steps of this research and development method are: (1) define, (2) design, (3) develop, and (4) assess. Based on research that has been done, the average value of the validator test assessment of the Creative Learning and Entrepreneurship Interactive learning module is 91.92%, so that the level of validity can be interpreted very validly used. In conclusion, based on the assessment and input from experts that the Interactive Learning Module on the subject of Creative Products and entrepreneurship in High Schools and Vocational Schools is feasible to be used in learning Creative Products and Entrepreneurship in Vocational High Schools.  

2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Muhammad Zakir ◽  
Hari Antoni Musril

ABSTRACT:This study aims to develop Android-based learning media in the XI class of Creative Products and Entrepreneurship subjects. The type of research used is Research and Development (R&D) research. Using the 4-D (four D) version of the development model. Consists of 4D define, design, develop, disseminate. The system development model uses the Luther - Sutopo multimedia development model. The results of this study indicate that Android-based learning media developed on the subject. Class XI Creative and Entrepreneurship Products are appropriate for use in learning by teachers and students. Based on several stages of the trial, the learning media is categorized as valid with the feasibility level of the validity test with an average value of 0.90 in a very valid way, the practicality test of the writer gets an average of 1.0 with a very high category, and in the effectiveness test the writer gets an average - The average value of 0.98 in the very effective category, based on the test results of this product, can be useful for teachers, students, and advanced researchers.ABSTRAK:Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis android pada mata pelajaran Produk Kreatif dan Kewirausahaan kelas XI. Jenis penelitian yang penulis gunakan adalah penelitian Research and Development (R&D). Menggunakan model pengembangan versi 4-D (four D). 4D terdiri dari define, design, develop, dessiminatte. Model pengembangan sistemnya menggunakan model pengembangan multimedia Luther – Sutopo. Dari hasil penelitian ini menunjukkan bahwa media pembelajaran berbasis android yang dikembangkan pada mata pelajaran Produk Kreatif dan Kewirausahaan kelas XI sudah layak untuk digunakan dalam pembelajaran oleh guru dan siswa. Berdasarkan beberapa tahapan uji coba, media pembelajaran dikategorikan valid dengan tingkat kelayakan uji validitas dengan rata-rata nilai 0,90 yaitu sangat valid, uji praktikalitas penulis mendapatkan rata-rata 1,0 dengan kategori sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0,98 dengan kategori sangat efektiv, berdasarkan hasil uji produk ini, dapat bermanfaat bagi guru, siswa dan peneliti lanjutan.


2018 ◽  
Vol 1 (2) ◽  
pp. 237
Author(s):  
Hamidah Nursidik ◽  
Indah Resti Ayuni Suri

This research and development aims to know the prevalence of interactive learning media products assisted software lectora inspire and to know the response of learners to interactive learning media assisted software lectora inspire on material relations and functions that have been developed. The method used in this research is 7 stages from 10 stages of research and development method from Brog and Gall which have been modified by sugiyono. The stages are potential and problems, data collection, product design, validation, design improvement, product testing, and product revision. Instrument data collection used is validation sheet and questionnaire response of learners. Based on the results of the study showed: Interactive learning media assisted software lectora inspire on material relations and class X functions developed with Brog and Gall modified by sugiyono declared feasible to be used by experts materials and media experts with good criteria with assessment of average material experts 4,2 and the media expert 3,5. Student response to interactive learning media assisted software lectora inspire on material relation and function get good criterion with average value 4,0167.


2018 ◽  
Vol 6 (2) ◽  
pp. 93
Author(s):  
Lia Angela ◽  
Riko Aprianto

<p>Modul adalah salah satu bahan ajar yang dapat digunakan peserta didik dalam proses pembelajaran. Untuk meningkatkan hasil belajarnya, peserta didik membutuhkan modul pembelajaran biologi yang berbasis <em>contextual Taeching Learning</em> (CTL). Tujuan penelitian ini adalah untuk menghasilkan modul yang valid dan praktis. Penelitian ini merupakan penelitian <em>Research and development </em>(R&amp;D) dengan menggunakan model pengembanan 4-D (<em>four D</em>) terdiri dari tahap define, design dan develop, sedangkan tahap dessiminate tidak dilakukan. Hasil penelitian ini menunjukkan modul yang dikembangkan memiliki nilai rata-rata kevalidan yaitu 3,51 dengan kriteria sangat valid. Nilai rata-rata kepraktisan modul oleh peserta didik yaitu 3,49 dengan kategori praktis.</p><p> </p><p>Modules are one of the teaching materials that students can use in the learning process. Students need a biology learning module based on contextual learning (CTL) to increase their learning achievement. The purpose of this study was to produce a valid and practical module. This research was a Research and development (R&amp;D) study using the 4-D (four-D) development model consisting of define, design and development stages, while the disseminate stage was not carried out. The results of this study indicate that the module developed has an average value of validity 3.51 or on very valid criteria. The average value of the practicality of the module was 3.49 or on the practical category</p>


2019 ◽  
Author(s):  
Asrizal Asrizal ◽  
Zulhendri Kamis

Objective of research is to develop a Physics interactive electronic as a learning source for students in international school. Research method that used to create and totest validity and effectiveness of module is research and development or R&amp;D. Instruments to collect the data in this research consist of into two parts, those are validation evaluation sheet of technical assistant and learning result test of students. The data was analyzed by three methods, those are: graph method, descriptive analysis, and correlation compare mean test. There are three main results of this research, those are: 1). Physics interactive electronic module in English is created in learning CD formconsist of five modules, 2). Physics electronic module in English that created has good validity in layout, curriculum content, language matching, usage of phenomena, andcomplicating of multimedia with average value was 86.36, and 3). Physics interactive learning module in English was effective used in learning base on KTSP.


2020 ◽  
Vol 5 (2) ◽  
pp. 61-68
Author(s):  
Yusuf Fadhilah ◽  
Mochammad Djaohar ◽  
Aris Sunawar

ABSTRACT This research and development is to determine the feasibility of instructional media and produce electronic learning modules based on e-learning with Edmodo applications in Basic Electric and Electronic subjects as learning support media. This research was held in SMK Negeri 34 Jakarta with a sample of 34 people using the Research and Development (R&D) research method with the ADDIE development model which only reached the Implementation stage. The research instrument used a questionnaire as an assessment sheet given to material experts, instructional media experts, and students. Data obtained through testing in the form of pre-test, post-test, and questionnaires are processed qualitative and quantitative. The results of this study indicate: 1) Analysis, the results of the needs analysis require learning support media for the learning support process, and the results of the competency analysis that the subjects of Basic Electricity and Electronics are suitable for use in research. 2) Design, the results of learning pattern design resulting the conducting research and the result of module making producing 11 different modules in odd semester of Basic Electricity and Electronics subject. 3) Development, produce learning media in the form of e-learning based electronic learning modules with edmodo applications in Basic Electric and Electronics subjects that have met the very feasible criteria with the results obtained: 1. Material expert assessment gets a percentage of 93.75% (Very Feasible); 2. Assessment of instructional media experts get a percentage of 71.25% (Feasible). 4) Implementation, trial use of the product to get a percentage of product eligibility to get a percentage value of 84% (Very Feasible) and produce test scores in the form of pre-test and post-test as follows: The results of the experimental class assessment, obtained the average total value of the electrical materials section in the pre-test 37 and post-test 70, while from the sub-section of the electric current circuit, the average value of the total pre-test is 40 and the post-test is 75. In the control class assessment results, obtained the average total value of the electrical materials section in the pre-test of 45 and post-test of 56, while from the direct current electric section subsection the total average value at the pre-test is 54 and the post-test is 68. Based on these results, the development of this study is very feasible to be used as a learning support media that provides a significant increase in value in the experimental class. ABSTRAK Penelitian dan pengembangan ini untuk mengetahui kelayakan media pembelajaran dan menghasilkan modul pembelajaran elektronik berbasis e-learning dengan aplikasi edmodo dalam mata Dasar Listrik dan Elektronika sebagai media penunjang pembelajaran. Penelitian dilaksanakan di SMK Negeri 34 Jakarta dengan jumlah sampel 34 orang menggunakan metode penelitian Research and Development (R&D) dengan model pengembangan ADDIE yang hanya sampai tahap Implementasi. Instrumen penelitian menggunakan angket sebagai lembar penilaian yang diberikan kepada ahli materi, ahli media pembelajaran, dan peserta didik. Data didapat melalui pengujian berupa pre-test dan post-test serta angket yang diolah secara kualitatif dan kuantitatif. Hasil dari penelitian ini menunjukkan: 1) Analysis, hasil dari analisis kebutuhan membutuhkan media pendukung pembelajaran untuk proses penunjang pembelajaran, dan hasil dari analisis kompetensi bahwa mata pelajaran Dasar Listrik dan Elektronika sesuai digunakan dalam penelitian. 2) Design, hasil perancangan pola pembelajaran menghasilkan proses pelaksanaan penelitian dan hasil penyusunan modul menghasilkan 11 modul berbeda dalam semester ganjil mata pelajaran Dasar Listrik dan Elektronika. 3) Development, menghasilkan media pembelajaran berupa modul pembelajaran elektronik berbasis e-learning dengan aplikasi edmodo dalam mata pelajaran Dasar Listrik dan Elektronika yang telah memenuhi kriteria sangat layak dengan hasil yang didapat: 1. Penilaian ahli materi mendapatkan nilai persentase sebesar 93,75% (Sangat Layak); 2. Penilaian ahli media pembelajaran mendapat nilai persentase sebesar 71,25% (Layak). 4) Implementation, uji coba pemakaian produk untuk mendapatkan hasil persentase kelayakan produk memperoleh nilai persentase sebesar 84% (Sangat Layak) dan menghasilkan nilai dari pengujian berupa pre-test dan post-test sebagai berikut: Hasil penilaian kelas eksperimen, memperoleh nilai rata-rata total dari subbab bahan-bahan listrik pada pre-test sebesar 37 dan post-test sebesar 70. Sedangkan dari subbab rangkaian listrik arus searah memperoleh nilai rata-rata total pada pre-test sebesar 40 dan post-test sebesar 75. Pada hasil penilaian kelas kontrol, memperoleh nilai rata-rata total dari subbab bahan-bahan listrik pada pre-test sebesar 45 dan post-test sebesar 56. Sedangkan dari subbab rangkaian listrik arus searah memperoleh nilai rata-rata total pada pre-test sebesar 54 dan post-test sebesar 68. Berdasarkan hasil tersebut, pengembangan pada penelitian ini sangat layak digunakan sebagai media penunjang pembelajaran yang memberikan peningkatan nilai yang signifikan pada kelas eksperimen.


2019 ◽  
Vol 21 (2) ◽  
pp. 119-134
Author(s):  
Maenuddin Bustanil S ◽  
Asrowi ◽  
Deny Tri Adianto

Abstract: The rapid exchange of information through multimedia throughout the world helps the growth of humans’ knowledge and, at the same time, requires redefinition of learning methods and media, especially in the field of vocational education. The purpose of this research was to develop an interactive learning media in the form of video tutorial in increasing the learning effectiveness in the subject of audio processing techniques at class XII in multimedia competence in one of the State Vocational Schools in Parepare. Research and Development method was used in this study. The stages of research included the planning, design and development stages. The subjects engaged in this research were two validators namely the experts of learning media and learning material, the students of class XII multimedia with the total of 18 persons, and one teacher who taught audio processing techniques. The results achieved in the development of interactive media showed that the developed video tutorial media had been valid based on the assessment of both learning media and learning material experts. The tests conducted on individuals, small group trials, and the subject teacher’s responses indicated that an interactive media in the form of video tutorial was effective and appropriate to the users’ needs.    Keywords: Research and development, Video Tutorial, Interactive media, Multimedia, Camtasia Studio  Abstrak: Pertukaran informasi yang cepat melalui multimedia di seluruh dunia membantu pertumbuhan pengetahuan manusia dan, pada saat yang sama, membutuhkan pendefinisian ulang metode dan media pembelajaran, terutama di bidang pendidikan kejuruan. Tujuan penelitian yaitu untuk mengembangkan media interaktif berupa video tutorial pembelajaran dalam meningkatkan efektivitas pembelajaran pada mata pelajaran teknik pengolahan audio kelas XII kompetensi keahlian multimedia di salah satu SMK Negeri di Parepare. Penelitian ini merupakan penelitian dan pengembangan (Research and Development). Tahapan penelitian meliputi tahap perencanaan, desain dan pengembangan. Subjek penelitian yang digunakan pada studi ini meliputi dua orang validator yaitu ahli media pembelajaran dan ahli materi pembelajaran, siswa kelas XII multimedia yang berjumlah 18 orang dan satu orang guru mata pelajaran teknik pengolahan audio. Hasil yang dicapai dalam pengembangan media interaktif menunjukkan media vidio tutorial yang dikembangkan telah valid berdasarkan penilaian dari ahli media pembelajaran dan ahli materi. Uji coba yang dilakukan kepada perorangan, uji coba kelompok kecil, dan tanggapan guru mata pelajaran menunjukkan bahwa media interaktif berupa video tutorial pembelajaran yang dihasilkan efektif dan sesuai kebutuhan pengguna.  Keywords: Pengembangan, Video tutorial, Media Interaktif, Multimedia, Camtasia Studio


2008 ◽  
pp. 1508-1522
Author(s):  
Boris Gauss ◽  
Leon Urbas

This chapter is about the use of metaphors and adaptable navigation in the context of the technological standard SCORM. Our theoretical focus is on hypertext navigation in SCORM compliant learning modules and the potential of adaptable navigation metaphors within this standard. In the empirical section, we present a case study about navigation design and usability evaluation of a learning module prototype. This learning module was developed for the subject matter of steady-state modelling in process systems engineering, and features an adaptable navigation with a novel process control metaphor. We conclude with a discussion on the didactical value of navigation metaphors and adaptability in SCORM, and provide some suggestions for future research in this area.


Author(s):  
Armiadi . ◽  
Muktar . ◽  
Samsidar Tanjung

Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika yang layak digunakan. (2) mengetahui efektifitas media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika. Metode pengembangan dalam penelitian ini menggunakan model pengembangan dari Thiagarajan yang lebih dikenal dengan nama model 4D, yaitu :Define (definisi), Design (Design), Develop (Pengembangan), Dissemnate (penyebaran). Hasil penelitian menunjukkan, (1) validasi ahli materi (86%) dengan kategori sangat baik, (2) validasi ahli desain instruksional (85%) dengan kategori sangat baik, (3) validasi ahli media pembelajaran (89%). (4) ujicoba perorangan berada pada kualifikasi sangat baik (89%), (5) ujicoba kelompok kecil berada pada kualifikasi sangat baik (86,3%), (6) ujicoba lapangan berada pada kualifikasi sangat baik (81%).Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika layak digunakan. Pada tahap penyebaran di empat sekolah berbeda menunjukkan adanya kenaikan rata-rata dari nilai pretesdan posttest yaitu dari 63,65 menjadi 86,9. Serta persentase rata-rata hasil penilaian terhadap produk multimedia interaktif berbasis budaya memburoleh nilai 83,56% dengan kriteria sangat baik. Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika sangat efektif. Kata Kunci: pengembangan multimedia interaktif, berbasis budaya, matematika Abstract: The objectives of this research and development are (1) to produce culture-based interactive learning media on mathematical subjects that are appropriate to be used. (2) knowing the effectiveness of culture-based interactive learning media in mathematics. The development method in this study uses a development model from Thiagarajan, better known by the name of the 4D model, namely: Define, Design, Develop, Dissemnate (deployment). The results showed, (1) the validation of material experts (86%) with a very good category, (2) the validation of instructional design experts (85%) with a very good category, (3) the validation of instructional media experts (89%). (4) individual trials are in very good qualifications (89%), (5) small group trials are in very good qualifications (86.3%), (6) field trials are in very good qualifications (81%). it was concluded that the product development of culture-based interactive learning media research on mathematics subjects was appropriate to use. At the stage of distribution in four different schools showed an increase in the average value of the pretest and posttest that is from 63.65 to 86.9. And the average percentage of the results of the assessment of culture-based interactive multimedia products scored 83.56% with very good criteria. So it can be concluded that the product development of interactive culture-based learning media research in mathematics is very effective. Keywords: interactive multimedia development, culture based, mathematics


2019 ◽  
Vol 12 (2) ◽  
pp. 178
Author(s):  
Naris Dyah Prasetyawati ◽  
Sigid Sudaryanto ◽  
Sarifah Sya’diyah

Abstrak: Tujuan penelitian ini adalah menghasilkan modul dan meningkatkan pemahaman serta keaktifan anak sebagai anggota  Tanggap Bocah (TABO) di Kecamatan  Sleman. Jenis penelitian ini adalah penelitian dan pengembangan (research and development). Metode penelitian yang digunakan pada penelitian ini untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut. Produk yang akan dihasilkan pada penelitian ini yaitu modul PHBS. Desain penelitian lanjutan yang digunakan dalam penelitian ini, yaitu pre test post pest with control group design. Subyek dalam penelitian ini adalah anak-anak anggota TABO dengan jumlah 30 orang per kelompok. Dalam penelitian ini akan dibagi dalam dua kelompok, yaitu Kelompok A dan B. Penelitian ini mengambil lokasi di Desa Pandowoharjo Kecamatan Sleman. Hasil dan Kesimpulan pada penelitian ini, yaitu Modul PHBS ini termasuk kategori sangat layak dengan nilai rata-rata 3, 36; Ada pengaruh pemberian modul PHBS terhadap tingkat pemahaman anggota TABO dengan sig α 0,000 dimana sebanyak 43% responden mengalami kenaikan tingkat pemahaman; Ada pengaruh pemberian modul PHBS terhadap tingkat keaktifan anggota TABO dengan sig α 0,000 dimana sebanyak 60% responden mengalami kenaikan tingkat keaktifan. Kata Kunci: modul pembelajaran, PHBS, keaktifan, anggota tanggap bocah Abstract: The purpose of this research is to produce a module and increase the understanding and activeness of children as members of the Boy Response (TABO) in Sleman District. This type of research is research and development (research and development). The research method used in this study to produce certain products and test the effectiveness of these products. The product that will be produced in this research is the PHBS module. The advanced research design used in this study was the pre test post pest with control group design. The subjects in this study were children of TABO members with a total of 30 people per group. In this study, it will be divided into two groups, namely Groups A and B. This study took place in Pandowoharjo Village, Sleman District. Results and Conclusions in this study, namely the PHBS Module is included in the very feasible category with an average value of 3, 36; There is an influence of giving PHBS module to the level of understanding of TABO members with sig α 0,000 where as many as 43% of respondents experienced an increase in the level of understanding; There is an effect of giving PHBS module to the level of activeness of TABO members with sig α 0,000 where as many as 60% of respondents experienced an increase in the level of activity. Keywords: learning module, PHBS, activeness, child response members


2020 ◽  
Vol 3 (2) ◽  
pp. 131-140
Author(s):  
Melva Oktaviana ◽  
Desy Hanisa Putri ◽  
Eko Risdianto

ABSTRAK Penelitian ini merupakan R&D level 1 yang dilaksanakan dalam lima tahap yaitu potensi masalah, studi literatur dan pengumpulan informasi, desain produk, validasi desain dan desain teruji. Tujuan dari penelitian dan pengembangan ini yaitu: 1) mengidentifikasi tingkat kebutuhan bahan ajar E-Modul dan media pembelajaran dan 2) mengembangkan modul pembelajaran elektronik berbantuan simulasi PhET pada pokok bahasan gerak harmonik sederhana di SMA. Instrumen yang digunakan dalam penelitian ini yaitu lembar observasi, lembar angket siswa dan guru, dan lembar angket uji validitas oleh tim ahli. Hasil dari penelitian ini menunjukkan bahwa, modul pembelajaran elektronik berbantuan simulasi PhET yang dikembangkan berada dalam kategori sangat valid dan merupakan desain teruji dengan perolehan skor pada aspek materi yaitu 92,3%, aspek bahasa yaitu 91,7% dan aspek media yaitu 94,2%, serta didapatlah perolehan skor persentase total rata-rata modul pembelajaran elektronik ini yaitu 92,7%. Berdasarkan hasil dengan penambahan daftar isi, sajian isi modul, petunjuk penggunaan modul, tujuan pembelajaran, materi, contoh soal, lembar kerja siswa dengan bantuan simulasi PhET, latihan soal dan kunci jawaban soal, kemudian terdapat gambar, video, simulasi serta animasi yang menarik maka dihasilkan modul elektronik berbantuan simulasi PhET pada pokok bahasan gerak harmonik sederhana di SMA. Kata Kunci: Bahan ajar fisika, modul elektronik, simulasi PhET, penelitian dan pengembangan ABSTRACT This research was level 1 R & D which was carried out in five stages, namely potential problems, literature studies and information gathering, product design, validated design and design. The objectives of this research and development were: 1) identifying the level of need for E-Module teaching materials and learning media and 2) developing electronic learning modules assisted by PhET simulation on the subject of simple harmonic motion in high school. The instruments used in this study were observation sheets, student and teacher questionnaire sheets, and questionnaire validity test sheets by the expert team. The results of this study indicated that the teaching materials used at the Bengkulu City Senior High School in the form of printed teaching materials and that were obtained from schools, then there was a lack of use of ICT-based learning media. Furthermore, the PhET simulation assisted electronic learning module developed was in a very valid category and is a tested design with the acquisition of scores on material aspects namely 92.3%, language aspects namely 91.7% and media aspects namely 94.2%, and obtained the percentage score for the total average of this electronic learning module is 92.7%. Based on the results of adding the table of contents, presenting module contents, module usage instructions, learning objectives, material, sample questions, student worksheets with the help of PhET simulations, practice questions and answer key questions, then there are interesting images, videos, simulations and animations then generated electronic module with PhET simulation on the subject of simple harmonic motion in high school. Keywords: Physics teaching materials, electronic modules, PhET simulations, research and development


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