scholarly journals Telaah Produk Monograf dari Hasil Simulasi dan Visualisasi Gelombang 2D dan 3D pada Membran Lingkaran dengan Software Scilab

2020 ◽  
Vol 11 (1) ◽  
pp. 47-56
Author(s):  
Dwi Nova Siti Handayani ◽  
Yudhiakto Pramudya ◽  
Suparwoto Suparwoto

This study aims to produce the monograph of the simulation and visualization of 2D and 3D wave on the circular membrane with Scilab Software for Physics and Physics Education students. The research method used was experimental research which produced a reference book in the form of a research monograph. This monograph was validated by physics education lecturers, educators,and physics education students. Data collection techniques were carried out by collecting questionnaires in the form of expert validation sheets (material and media), educator / lecturer response sheets, and student response sheets. The data obtained from the validation test are in the form of a percentage of the validity of the monograph from the validation of two material experts and two media experts, the average score are 91% and 90%. The monograph test by three educators and the response test by 15 students the average score are 89% and 88%. The results of the validation test of the material expert, media expert, educators response, and the response of the students are the very good so that it can be concluded that the monograph product can be used as a learning media in the form of reference books in vibration and wave learning.

2021 ◽  
Vol 2 (2) ◽  
pp. 184
Author(s):  
Ignasius Layola Dedy ◽  
Dede Suratman ◽  
Munaldus Munaldus

This study aims to develop a product for developing a mathematics learning blog on material in junior high school. The research method used in this research is the research and development method. Research and development are the process of developing a new product or improving an existing product. The data collection tools include a material expert validation questionnaire, a media expert validation questionnaire, and a student response questionnaire. From the results of material expert validation, an average score of 75 was obtained with a good category, the results of media expert validation obtained an average score of 75 with a good category, then the response questionnaire was obtained, namely a positive response with a percentage of 96.18% and a negative response with a percentage of 3.82 %. Based on the data obtained, it can be obtained that the blog development product is as expected and in accordance with the needs and curriculum. The responses that have been submitted to students get a very good response.


IZUMI ◽  
2017 ◽  
Vol 5 (2) ◽  
pp. 33
Author(s):  
Dyah Prasetiani

Indonesia is a country that has a diverse culture, ethnicity, language, and rich tourism potentials. However, many people abroad who do not know about the diversity of Indonesian culture. The younger generations were much less aware of even less have sufficient of the richness of the culture of Indonesia. The knowledge about Indonesian culture of Japanese Language Education students Semarang State University, is still inadequate, so they can not be explained to the Japanese society apropiately, not good enough. Therefore students need to be given education by developing blog that contains Indonesian culture which is written in Japanese. The purpose of this study was developing a blog that can be a means of learning the culture. The method used is the Research and Development (R & D), with a step preliminary studies, product development, and product validation testing. Data was collected by questionnaire. Japanese expert validation results towards this blog are considered quite good as a means of studying Indonesian culture with an average score of 2.7 on the aspects of the format, quality, clarity, and clarity of language.


2017 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Wirda Nilawati ◽  
Desnita Desnita ◽  
Nurdi Akbar

Abstract Developing Student Worksheet is one of the competences that must be mastered by Physics Education Student of FMIPA Universitas Negeri Jakarta. An integrated lecture tool has been developed to train students' writing competencies in the Physics Worksheet. This development research applies the ASSURE model. Lecture devices have been tested against physics education students. Students give very good appreciation to the lecture, by giving average score equal to 83.97. Students' performance in preparing the Student Worksheet physics subjects is also very good, which is shown by the average of student performance compiled the Subject Student Worksheet 84.52. Based on the results of testing the use of educational tools to students of education students FMIPA Universitas Negeri Jakarta showed that the lecture tools are worthy to be used as teaching materials. Keywords: Integrated lecturing tools, KPS, Student Worksheet. Abstrak Mengembangkan Lembar Kerja Siswa merupakan salah satu kompetensi yang harus dikuasai oleh Mahasiswa Pendidikan Fisika FMIPA UNJ. Telah dikembangkan perangkat perkuliahan terpadu untuk melatih kompetensi mahasiswa menulis Lembar Kerja Siswa mata pelajaran fisika. Penelitian pengembangan ini menerapkan model ASSURE. Perangkat perkuliahan sudah diujicoba terhadap mahasiswa pendidikan fisika. Mahasiswa memberikan apresiasi sangat baik terhadap perangkat perkuliahan, dengan memberikan skor rerata sebesar 83,97. Kinerja mahasiswa menyusun Lembar Kerja Siswa mata pelajaran fisika juga sangat baik, yang ditunjukan oleh rerata nilai kinerja mahasiswa menyusun Lembar Kerja Siswa mata pelajaran  sebesar 84,52. Berdasarkan hasil ujicoba penggunaan perangkat pekuliahan terhadap mahasiswa pendidikan mahasiswa FMIPA UNJ menunjukan bahwa perangkat perkuliahan terpadu layak digunakan sebagai bahan ajar. Kata-kata Kunci: Perangkat Perkuliahan Terpadu, KPS, Lembar Kerja Siswa.


Author(s):  
Jati Zen Ma'ruf

This study is the research of the development of physics education game application. This study has two purposes, namely to (1) developing multimedia for physics learning in the form of a physics education game on direct current electric circuits, (2) knowing the quality of educational game applications that have been produced according to experts, (3)knowing the user's (student's) response to the media of physics learning in the form of educational game applications related to direct current electrical circuit. The development procedure in this study refers to the Luther-Sutopo procedure consisting of the stage of concept, design, material collecting, assembly, testing, and distribution. Data collection techniques in the research in this study using a questionnaire. The research instrument in this study was a validation and assessment sheet which was adapted from the rubric for evaluating C. Stewart's educational game, student response sheets, and the game tester response sheet. Product validation and assessment uses a Likert scale with 4 scales and students' responses use the Guttman scale, while the game tester response sheet uses descriptive analysis. The results of this study are products in the form of simulation physics education game applications in direct current electric circuits, the results of the validation and assessment of material experts and media experts, the educational game application scored 3.8 and 3.3 in a very good category. The results of the user’s (student’s) response to the direct current electric circuit educational game application developed got an average score of 0.97 with the agreed category.


Kappa Journal ◽  
2020 ◽  
Vol 4 (2) ◽  
pp. 143-148
Author(s):  
Muh. Makhrus ◽  
◽  
Syahrial Ayub ◽  
Wahyudi Wahyudi ◽  
NNSP Verawati ◽  
...  

This study aims to train students' critical thinking skills during the learning process using CCM-CCA assisted by virtual experiments. The material used for research in optics. This type of research uses a quantitative approach. The subjects in the research were 30 physics education students at a university in NTB. The ability to think critically during the learning process is trained with student worksheets equipped with instruments for critical thinking. Learning is carried out for 3 meetings. The results showed that there was an increase in students 'critical thinking skills from the low category with an average score of 38 to the high category with an average score of 75. This fact shows that CCM-CCA learning assisted with virtual experiments can train and even improve students' critical thinking skills in Optical material.


2021 ◽  
Vol 13 (1) ◽  
pp. 1
Author(s):  
Sonia Audra ◽  
Dharmono Dharmono ◽  
Sri Amintarti

Validation is an action taken to review the initial product, and then provides input for further improvement. This study aims to determine the validity of popular scientific books developed about the plant ethnobotany Nauclea subdita (Korth) Steud. in the Tamiang hill forest area of Tanah Laut Regency as teaching material in the form of popular scientific books. This research uses the development research method with the model of education design research (EDR) through formative evaluation of the tessmer test. The validation test was conducted by 2 expert validators. The results showed the popular scientific book Nauclea subdita (Korth) Steud. developed is classified as very valid, based on the results of expert validation which shows very valid criteria with a value of 90.63%.


2020 ◽  
Vol 4 (2) ◽  
pp. 75
Author(s):  
Hidayati Hidayati ◽  
Daimul Khasanah

This study aims to develop, test the feasibility and measure student responses to Student Worksheets in the wave and sound course based 3N (Niteni, Nirokke, Nambahi). The research method used is research and development using the Borg and Gall model which consists of five steps, namely exploration studies, initial product development, expert validation and product revisions, limited trials and product revisions, main trials and revisions to the final product. The instrument used was a validation questionnaire for material experts and media experts as well as a student response questionnaire. Data analysis techniques used qualitative and quantitative data. The results of the study were 3N-based sound and wave LKM which were valid with very good criteria and very suitable for use, practical, interesting, more able to motivate and help students understand the concept. The average score of the validation results from material experts and media experts was 3.52 or 88.08%, in the very good category and the student response was 3.65 or 91.4% in the very good category.


2014 ◽  
Vol 2 (1) ◽  
pp. 168
Author(s):  
Satutik Rahayu ◽  
Ahmad Harjono ◽  
Sutrio Sutrio ◽  
I Wayan Gunada ◽  
Hikmawati Hikmawati

This study aims to produce a module product 'introduction of descriptive statistics' on the basic statistics course for physics education students’ academic year 2013/2014. This research uses 4-D model which consists of four stages: 1. Define, 2. Design, 3. Develop, and 4. Disseminate. The subjects are students studying basic statistics courses in the third semester. Data analysis using descriptive analysis and percentage. The results showed that the student response to the module was 71.5% (strongly agree), and 28.5% (agree). Therefore, we conclude that the modules that have been developed are ready for dissemination


INTELEKTIUM ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 228-235
Author(s):  
Nathasa Pramudita Irianti ◽  
Hasminar Rachman Fidiastuti ◽  
Antonius Alam Wicaksono

This research is a development research that aims to develop multimedia-based learning media in mathematics. The material used is Three Dimensional material. After the multimedia-based learning media has been designed, content validation tests are carried out, media expert validation tests, user validation tests (teachers), and limited tests (students). The results of media expert validation showed an average score of 61.8% and was included in the appropriate criteria. The results of the material expert validation showed an average score of 80% and was included in the appropriate criteria. The user (teacher) validation test showed an average score of 91.25% and was included in the appropriate criteria. In the limited test stage (students) as many as 25 students at MA Muhammadiyah 1 Malang produced an average score of 82.01% and were included in the appropriate criteria. Based on the results of all media validation carried out, the average feasibility of this multimedia-based learning media is 78.76% and according to the eligibility criteria, this multimedia-based learning media is declared feasible and can be used by students as additional media in learning Three Dimensional material.


2021 ◽  
Vol 10 (4) ◽  
pp. 156
Author(s):  
Ahmad Nor Hamidy ◽  
Sudarti Sudarti ◽  
Trapsilo Prihandono

Most Physics Education students do not know about ionizing radiation technology in food preservation. This study aims to determine and analyze the ability of physics education students at the University of Jember in understanding ionizing radiation technology in food preservation. The research method used is a questionnaire method to 50 physics education students at the University of Jember. The research variable is students' knowledge of ionizing radiation technology as food preservation. The data collection technique used is by giving 10 multiple choice questions to 50 students of Physics Education. The results of student answers will be analyzed and represented in the form of tables and pie charts.


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