scholarly journals Pengembangan Ensiklopedia Berbasis Potensi Lokal Yang Terdapat Di Wakatobi Pada Materi Pokok Animalia Invertebrata (Mollusca Dan Echinodermata)

2020 ◽  
Vol 4 (1) ◽  
pp. 84
Author(s):  
Veni Rosnawati ◽  
La ode Kaharudin

Encyclopedia Development Based on Local Potential  in Wakatobi on  Animalia Invertebrates (Mollusca and Echinodermata) material. The study aims at producing Encyclopedia based on local potential as learning source which has  specifications and valid, practical as well and effective. The study was a research and development (Research & Development / R & D), adapted the ADDIE model which consisted of 5 stages, namely: (1) Analysis; (2) Design; (3) Development (4) Implementation; and (5) Evaluation. Data collection used validation questionnaire to exame validation of the encyclopedia based on local potential, questionnaire of teacher and student’ responses to exime the practicality of encyclopedia based on local potential, and learning result test to exime the effectiveness of encyclopedia based on local potential. Data were obtained from the result of analysis using descriptive statistics analysis. The results shows that specifications encyclopedia based on local potential which had been developed presented the material with the local animal pictures. The results of the study reveal that the total mean score of encyclopedia validity based on local potential overall is in valid category (4,23), the overall teacher’s response is in positive category (89,23), and student’ response is in  very psitive category (82.83%), and it has met the practical criteria. The encyclopedia based on local potential has also met the effective criteria that 35 students passed according to the criteria, which is over  80% passed medium criteria.

2020 ◽  
Vol 8 (2) ◽  
pp. 38-43
Author(s):  
Eni Ismawati ◽  
Muhammad Abdul Ghofur

Abstrak Penelitian ini memiliki tujuan untuk mengembangkan LKPD serta menganalisis respon peserta didik dan efektifitas penggunaannya LKPD sebagai salah satu perangkat pembelajaran. Jenis penelitian yang digunakan pada penelitian ini yakni penelitian dan pengembangan (R&D) menggunakan model 4-D yang terdiri dari define, desain, development, dan disseminate. Pengumpulan data didapatkan dari hasil validasi kelayakan, pretest dan posttest, serta respon peserta didik. Hasil analisis yang sudah dilakukan materi dalam LKPD dinyatakan layak begitu pula dengan kelayakan kegrafikan dan kelayakan bahasa. Berdasarkan angket respons siswa, tingkat respons yang didapat adalah sebesar 81%. Berdasarkan hasil uji coba siswa yang mencapai ketuntasan belajar naik menjadi 76% dengan hasil N-Gain sebesar 0,7. Hal tersebut memperlihatkan bahwa pengembangan LKPD berbasis Problem Based Learning pada Kompetensi Dasar Perdagangan Internasional dapat meningkatkan berpikir kritis dan layak digunakan. Abstract This study aims to develop LKPD and analyse student responses and the effectiveness of using LKPD as a learning tool. The type of research used in this study is research and development (R&D) using a 4-D model consisting of define, design, development, and disseminate. Data collection was obtained from the results of validation of eligibility, pretest and posttest, and students' responses. The results of the analysis that have been done by the material in LKPD are declared to be feasible as well as the feasibility of graphic and language feasibility. Based on the student response questionnaire, the response rate obtained was 81%. Based on the results of student trials reaching mastery learning rose to 76% with an N-Gain result of 0.7. This shows that the development of LKPD based on Problem Based Learning in Basic International Trade Competencies can improve critical thinking and is appropriate for use.


2018 ◽  
Vol 7 (2) ◽  
pp. 109
Author(s):  
Aulia Fonda ◽  
Sumargiyani Sumargiyani

This study aims to determine the feasibility of learning media electronic module (e-module) based on Kvisoft Flipbook Maker Pro on derivative material with Scientific approach using Research and Development research methodology. The study was conducted in two schools by taking 4 students as a student response in small classes and 20 students in a large class. The research instrument used in the form of evaluation formative form of teaching materials for material experts, media experts, and student responses. From the result of the assessment of expert material instrument obtained an average score of 101.25 with very good criteria, the assessment of expert media instruments obtained an average score of 116 with good criteria as well as on student response instruments obtained 86.44 with very good criteria. These results indicate that the e-module of mathematics with the scientific approach of the derived material for the XI class of the even semester high school is worthy of use in the process of learning in the classroom.


2020 ◽  
Vol 8 (4) ◽  
pp. 365-378
Author(s):  
Mohamad Irhas Septiadi ◽  
Satrio Wicaksono Sudarman ◽  
Yeni Rahmawati ES.

The purpose of this study is to produce a mathematics handout with PMRI approach to facilitate students mathematical reasoning on valid and practical matrix material. The research type used in this research and development is the ADDIE model. The stages in the ADDIE model are: analyze, design, develop, implement, and evaluate. Data collection techniques in this study were interviews and questionnaires. The data collection instruments used were interview sheets, and validation questionnaires (media experts and material experts), practicality questionnaires (student responses). Data analysis used is to calculate the valid and practical scale of the resulting development product. Qualitative data analysis was obtained from the comments or suggestions given by media experts and material experts. Based on the validation results by 2 material experts, it was obtained a percentage of 83% was categorized as valid, and 2 media experts obtained a percentage of 76% in the valid category. The trial was conducted at Muhammadiyah High School 1 Way Jepara with a total of 6 students to see the practicality of the handout developed. The practicality results of the student response questionnaire obtained an average of 79.33% and categorized as practical. Based on the predetermined criteria, the mathematics handout that has been developed meets the valid and practical category.


2021 ◽  
Vol 7 (2) ◽  
pp. 202
Author(s):  
Renny Firdawati ◽  
Maison Maison ◽  
Nazarudin Nazarudin

This research and development aim to develop mobile learning media using the Appy Pie application for high school students. The research and development stages are carried out using the ADDIE model. The instruments used for validation in this development research are (1) a validation questionnaire filled in by the validator to determine the media's feasibility, (2) a teacher and student response questionnaire to assess user perceptions of the media used. There are two kinds of data collecting and analysis methods: qualitative methods to collect data and describe comments and suggestions for improvement from the validators and quantitative methods to collect and analyze responses from teachers and students. Based on the validation results of media development carried out by design, material, and media experts, it is stated that the media is valid and can be tested. The results of the teacher's response obtained a percentage of 90% in the very good category, the results of student responses in the one-on-one trial obtained a rate of 91.56% in the very good category, the results of student responses in small group trials received a percentage of 90.27% in the very good category


2020 ◽  
Vol 26 (2) ◽  
pp. 119-128
Author(s):  
Md. Masudul Haque ◽  
Yaya Jakaria

The objectives of the study were (1) to produce PLC-based Electrical Machine Practice learning media (2) to determine the performance of PLC-based Electrical Machine Practice learning media products and (3) to determine the feasibility level of PLC-based Electrical Machine Practice learning media products. This study was Research and Development which refers to the ADDIE model according to Branch. The stages in this study include analysis, design, development, implementation, and evaluation. Data collection methods used in this study were interviews, observations, and questionnaires. The instruments used in the study were the observation sheet and questionnaires. The results of this study indicated: (1) the product of learning media for Electrical Machine Practice based on PLC Schneider SR2B201FU; (2) the product of PLC-based Electrical Machine Practice learning media has good performance; (3) the product of PLC-based Electrical Machine Practice learning media has eligibility in the very feasible category to be used in learning, which is supported by the acquisition of a consecutive score of 3.65; 3.58 and 3.58 on a 4.0 scale according to the validation of material experts, media experts, and students.


2021 ◽  
Vol 4 (2) ◽  
pp. 275-285
Author(s):  
Amelia Anggraini ◽  
Otang Kurniaman ◽  
Munjiatun Munjiatun

This study aims to develop big book media for learning Indonesian in grade 3 elementary school and to determine the feasibility of big book learning media. This research uses research and development (R&D) methods using the FOUR-D (Define, Design, Develop and Disseminte) model. The data collection technique used is by using questionnaires and trials. The feasibility of big book learning media is obtained from the results of media validation and testing. Validation was carried out by material experts and learning media experts. The results of the research show that the validation of the material experts and the validation of the learning media experts are very valid. The trials used in this study were limited to 10 students and received a very good response. The results of this development research indicate that the big book media for learning Indonesian in grade 3 Elementary School is very suitable for use in learning in Elementary School. 


2018 ◽  
Vol 8 (1) ◽  
pp. 6
Author(s):  
Nurlia Ali ◽  
Sulasmi Anggo

Abstract: This study is a research and development, which aims to produce instructional media, based MindManager that valid, practical and effective. The subjects were eighth grade students of SMP 27 Makassar by the number of students 39 people. This study uses the research and development according to Borg and Gall. Data collection techniques used in this research is the data on validation results obtained from the validation instrument sheet filled out by the valuator, the data for practicality level obtained from questionnaires that filled out by the valuator and practitioners, the data for effectiveness obtained from questionnaire of students' responses and mastery of student learning outcomes by intructional media based on MindManager. The data obtained from the study were analyzed using the criteria of validity, practicality and effectiveness by Hobri. The research results of development instructional media based on MindManager shows that the total value of the validation results by valuator are 4.42 and included in the valid category. The average level of practicality by valuator questionnaire was 91.33% and 90.66% by practitioners. The effectiveness of the media based on the student response was 96.6% gave a positive response and mastery of learning outcomes is 89.7% of the subjects achieved a minimum level of mastery of the material. Based on these results it can be concluded that the instructional media based MindManager developed by validity, practicality and effectiveness criteria.


2019 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Yesi Andra Yuni ◽  
Zulhanan Zulhanan ◽  
Sodikin Sodikin

Abstract: This study aims to; 1) identifies the eligibility ladder snake game in Islamic learning IPA; 2) know the response of the students against Islamic ladder snake game in learning the IPA as a learning resource that will be developed. Methods in this study using the method of research and development (Research and Development) model Borg and Gall that have been developed through dimodifiksi; 1) potential and problems; 2) data collection; 3) product design; 4) validation of the design; 5) revision of the product; 6) free trial products; 7) revision of the product. Taken only up to seven steps because of the limitations. The research data was collected by using the sheet validation, the now and the response of the learners. The results of this research are; 1) game development ladder snake islami in IPA is well worth learning is used in learning based on the results of validation experts, namely 93.5% material experts, 80.5%, media expert and expert religion 100%; 2) on the response of the students performed at the three schools earn a percentage of the feasibility of an average of 93% with a very worthy category.Abstrak: Penelitianini bertujuan untuk; 1) mengidentifikasi kelayakan permainan ular tangga islami dalam pembelajaran IPA; 2) mengetahui respon peserta didik terhadap permainan ular tangga islami dalam pembelajaran IPA sebagai sumber belajar yang akan dikembangkan. Metode dalam penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) model Borg and Gall yang telahdimodifiksi yang dikembangkan melalui; 1) potensi dan masalah; 2) pengumpulan data; 3) desainproduk; 4) validasidesain; 5) revisiproduk; 6) ujicobaproduk; 7) revisiproduk. Langkah yang diambil hanya sampai dengan tujuh langkah karena keterbatasan. Data penelitian ini dikumpulkan dengan menggunakan lembar validasi, angket dan respon peserta didik. Hasil penelitian ini adalah; 1) pengembangan permainan ular tangga islami dalam pembelajaran IPA sangat layak digunakan dalam pembelajaran berdasarkan hasil validasi para ahli, yaitu ahli materi 93,5%, ahli media 80,5%, dan ahli agama 100%; 2) pada respon peserta didik yang dilakukan di tiga sekolah mendapatkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak.


2021 ◽  
Vol 2 (1) ◽  
pp. 15-24
Author(s):  
Muhammad Feyzar Rif'at ◽  
Mustika Wati ◽  
Suyidno Suyidno

Scientific responsibility and creativity are part of the main competencies in the era of the industrial revolution 4.0, but they are not trained in schools. Therefore, the purpose of this study is to analyze the effectiveness of Creative Responsibility Based Learning in exploring the responsibility and scientific creativity of students. This research is part of research and development with the ADDIE model, namely at the implementation and evaluation stages. The research trial used one group pre-test and post-test on 27 students of class XI MIPA 2 MAN 2 Banjarmasin. Data collection instruments consist of responsibility observation sheets with indicators of participating, respecting others, cooperation, leading, and expressing opinions; as well as a scientific creativity test which includes indicators of finding problems, imagining scientifically, solving problems creatively, and designing products creatively. The results showed that the responsibility of the students at each meeting was in good criteria. In addition, the scientific creativity N-gain was 0.34 in the medium criteria. Thus, CRBL is effectively used to explore the responsibility and scientific creativity of students.  Kata kunci: creative responsibility based learning, scientific creativity, responsibility AbstrakTanggung jawab dan kreativitas ilmiah merupakan bagian dari kompetensi utama di era revolusi industri 4.0, namun kurang dilatihkan di sekolah. O


2019 ◽  
Vol 3 (3) ◽  
Author(s):  
Dwi Oktaviana ◽  
Iwit Prihatin

<em>This research is a development research that aims to develop and assess the quality of mathematical teaching materials based on fable books character in a rectangular material that is valid, meets classical completeness, and good student response The type of research used is Research &amp; Development (R &amp; D) research with reference to the Borg &amp; Gall model. The experimental subjects in this study were seventh grade students of MTs Al-huda, Mubung Village, Hulu Gurung Subdistrict, Kapuas Hulu District with a total of 17 students. Based on the results of a limited trial conducted, it was found that (1) the results of character fable book validation obtained the average score of 85,42% with a very valid category so there was no need to revise and experts stated that the developed fable character was feasible to be used and can be tested in the field, (2) the results of testing the use of products through student learning outcomes tests obtained classical completeness were 76,47% so as to achieve classical completeness where the completeness of classical completeness set at MTs Al-huda Mubung Village is 70%, and (3) student responses to Mathematical teaching materials based on fable books with character with an average score of 87,54% with a very good category</em>


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