scholarly journals Pengembangan LKS Gerak Harmonic Sederhana dengan Media Virtual Laboratory Berbasis Problem Based Instruction

2017 ◽  
Vol 8 (1) ◽  
Author(s):  
Nusa Suindrata Aji ◽  
Widodo Widodo

Penelitian ini bertujuan untuk mengetahui validitas dan efektivitas LKS yang menggunakan media virtual laboratory dengan model pembelajaran berbasis problem based instruction ditinjau dari aspek motivasi belajar siswa. Model penelitian yang digunakan adalah Research and Development (R&D). Validasi LKS dilakukan oleh dosen fisika UAD dan guru fisika SMA Negeri 2 Bantul mengggunakan instrumen lembar validasi. Kelayakan LKS yang dikembangkan dinilai berdasarkan hasil validasi. Asesment efektivitas LKS didasarkan pada respon siswa menggunakan angket motivasi ARCS. Hasil penelitian menunjukkan bahwa LKS sangat layak dan efektif dalam memotivasi belajar siswa. Produk penelitian berupa LKS dengan media virtual laboratory berbasis problem based instruction ini diharapkan dapat mengoptimalkan pemahaman materi fisika.

Author(s):  
Kadek Dicky Sectio Adi Wirandika . ◽  
Dr. Ketut Agustini, S.Si, M.Si. . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Penelitian ini bertujuan (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan Pengembangan E-Modul Interaktif Berbasis Problem Based Instruction Pada Mata Pelajaran Perakitan Personal Computer Kelas X TKJ Di SMK TI Bali Global Singaraja. (2) Untuk mengetahui respon siswa dan guru terhadap Pengembangan E-Modul Interaktif Berbasis Problem Based Instruction Pada Mata Pelajaran Perakitan Personal Computer Kelas X Teknik Komputer dan Jaringan Di SMK TI Bali Global Singaraja. Metode penelitian yang digunakan dalam penelitian ini adalah research and development (R&D), dengan model pengembangan Dick & Carey. Subjek penelitian ini yaitu siswa kelas X Teknik Komputer dan Jaringan dan guru mata pelajaran Perakitan personal computer di SMK TI Bali Global Singaraja tahun ajaran 2016/2017. Untuk mengetahui respon siswa dan guru terhadap e-modul diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: 1) Hasil implementasi e-modul yang telah dikembangkan pada mata pelajaran perakitan personal computer untuk siswa kelas X Teknik Komputer dan Jaringan dengan menggunakan model pembelajaran Problem Based Instruction di SMK TI Bali Global Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. 2) Hasil analisis data respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 47.37%, persentase siswa yang memberikan respon baik sebesar 52.63%, dan tidak ada siswa yang memberikan respon cukup, kurang, maupun sangat kurang. Sedangkan hasil analisis data respon guru menunjukkan bahwa persentase guru yang memberikan respon sangat baik sebesar 100%, dan tidak ada guru yang memberikan respon baik, cukup, kurang, maupun sangat kurang. Kata Kunci : E-modul, Perakitan Personal Computer, Model Problem Based Instruction, Research and Development The aim of this study (1) To produce a design and implementing the development of E-module for Personal Computer Assembling lesson of grade X with Problem Based Instruction Model in SMK TI Bali Global Singaraja. (2) To know students’ and teachers’ response towards the development of E-module for Personal Computer Assembling lesson of grade X with Problem Based Instruction Model in SMK TI Bali Global Singaraja. Research methodology that is used for this research was Research and Development (R&D), with Dick & Carey development model. The subject of this research was the third grade students, computer and network engineering and Personal Computer Assembling teachers of SMK TI Bali Global Singaraja in Academic Year 2016/2017. To know students’ and teachers’ response towards the E-module was gained by using inquiry method. The result of this study showed that: (1) Implementation result of E-module which was developed for Personal Computer Assembling lesson of grade X computer and network engineering by using Problem Based Instruction Model in SMK TI Bali Global Singaraja has proven effective to be applied through some tests. (2) The data analysis result of students’ response showed that the percentage of students’ who give “sangat baik” response was 47.37%, students who gave “baik” response were 52.63%, and there were no students that give “cukup”, ”kurang”, or “sangat kurang” response. While the data analysis result of teachers’ response showed that the percentage of teaches who gave “sangat baik” response was 100% and there were no teachers who gave “baik”, “cukup”, “kurang”, or “sangat kurang”.keyword : E-Module, Personal Computer Assembling, Problem Based Instruction, Research and Development


2012 ◽  
Vol 13 (2) ◽  
pp. 195-196
Author(s):  
Aaron A. Best ◽  
Deborah V. Harbour

2012 ◽  
Vol 461 ◽  
pp. 557-560
Author(s):  
Qing Fu Lin

In introducing the principles and characteristics of virtual laboratory,according to the characteristics and laboratory requirements of engineering graphics course, combined with the functional requirements of virtual laboratory, using three-Browser / Servers architecture, creating a system framework of virtual laboratory; designed various functions to meet engineering graphics virtual laboratory teaching experiments requirements, have been optimized the selection of key technologies and application of Engineering Graphics Virtual Laboratory, lay the foundation for the further development of engineering graphics virtual laboratory.


2014 ◽  
Vol 509 ◽  
pp. 198-201
Author(s):  
Wei Yan Liang

Flash is an electronic animation that can be watched on a computer or monitor with a microprocessor. It is rich in content and can simultaneously display images, sound and text, its data is very few, generally speaking , the amount of data of an animated video accounts for 1/ 4 to 1/ 10 of a physical video with the same size and definition. Its development brings opportunities for modern educational technology curriculum of higher normal university, making it present a more rich content and form. The relevant overviews of online virtual laboratory are first discussed in this paper, and then is its construction process.


1983 ◽  
Vol 12 (2) ◽  
pp. 171-180 ◽  
Author(s):  
Joseph I. Lipson

The purpose of this paper is to identify 1) promising future directions for the development of educational technology, and 2) who should carry out the needed research and development. Principal recommendations include: intelligent drill and practice, simulations that teach procedural skills, generic videodiscs, lessons for libraries and science and technology museums, adaptive tests, programs for teachers and parents, programs that teach technology related skills, intellectual tools for students, and computer networks for education. These tasks should be undertaken by centers that are publicly and privately supported.


2019 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Hartini Hartini ◽  
Erlia Narulita ◽  
Mochammad Iqbal

Penggunaan Virtual Laboratory dapat membantu siswa dalam memahami konsep yang bersifat abstrak. Penelitian ini bertujuan untuk mengembangkan media Virtual Laboratory pada topik kultur jaringan tumbuhan. Jenis penelitian ini adalah penelitian pengembangan (Research and Development). Subjek penelitian ini yaitu siswa kelas XII MIA SMA Negeri 3 Jember (N=39). Model pengembangan yang digunakan adalah model 4D (define, design, develop, disseminate). Hasil penelitian menunjukan tingkat kelayakan Virtual Laboratory yang telah dikembangkan sebesar 84,72% pada aspekateri; 80,73% pada aspek pengembangan bahan ajar; dan 79,73% pada aspek media. Dengan demikian dapat disimpulkan bahwa media Virtual Laboratory yang dikembangkan layak untuk diterapkan dalam pembelajaran serta dapat meningkatkan hasil belajar siswa pada topik kultur jaringan tumbuhan.


2018 ◽  
Vol 6 (1) ◽  
pp. 23
Author(s):  
NFn Manikowati ◽  
Dody Iskandar

The schools and or students number compared with the experimental laboratories was still not proportional. The available virtual laboratory media had not accommodated the anywhere and anytime learning mobility. This research was to develop mobile V-Lab for senior high school. This research and development was conducted along May  December 2016. It started from identifying problems, analyzing needs, designing mobile V-Lab, producing the applications, implementing and evaluating them. Instruments used were closed and opened quessionaires, observation sheet, and interview sheet. From the data identified, it was needed an offine mobile V-Lab with simulation format, and completed with an experiment sheet. Information and perform/ experiment features linked with the downloadable experiment sheet was designed. Two prototypes were developed by using Unity and implemented in web www.m-edukasi.kemdikbud.go.id dan google play. Those, then, were evaluated and revised to get a qualified applications and implemented. Considering the results, it was recommended to make more apps. AbstrakPerbandingan antara jumlah sekolah dan atau siswa dengan laboratorium praktikum belum proporsional. Media pembelajaran virtual lab yang sudah dikembangkan belum bisa mengakomotir mobilitas pembelajaran yang bisa dilakukan dimana saja dan kapan saja. Untuk itu, penelitian ini bertujuan untuk mengembangkan mobile virtual lab dengan sasaran SMA. Penelitian dan pengembangan ini dilaksanakan dengan rentang waktu Mei – Desember 2016. Penelitian dimulai dari identifikasi masalah, analisis kebutuhan, perancangan mobile V-Lab, produksi aplikasi, implementasi, dan diakhiri dengan evaluasi formatif. Instrumen yang digunakan adalah kuesioner tertutup, kuesioner terbuka, lembar observasi, dan panduan wawancara. Dari permasalahan yang teridentifikasi, didapatkan kemudian kebutuhan mobile V-Lab yang bersifat offline pada aplikasinya, berformat sajian simulasi, dan dilengkapi dengan Lembar kerja Praktikum (LKP) sebagai panduan praktikum. Untuk itu, pada desainnya, mobile V-Lab dilengkapi dengan fitur informasi dan performa serta LKP yang bisa diunduhmelalui aplikasi. Dua prototipe aplikasi mobile V-Lab dibuat dengan menggunakan Unity dan selanjutnya diimplementasikan di web www.m-edukasi.kemdikbud.go.id dan google play. Kedua prototipe tersebut akhirnya diuji coba dan direvisi sehingga mendapatkan aplikasi yang berkualitas dan layak untuk dimanfaatkan dalam pembelajaran. Memperhatikan hasil yang telah diperoleh direkomendasikan kemudian agar mobile V-Lab tersebut dikembangkan lebih banyak lagi.


2020 ◽  
Vol 6 (2) ◽  
pp. 132
Author(s):  
Ni Wayan Riska Apriani ◽  
Aris Doyan ◽  
Nyoman Sridana ◽  
Susilawati Susilawati

The purpose of this study was to determine the validity of physics learning devices based on discovery learning models assisted by virtual laboratories. This type of research is research and development that refers to the 4-D development model. The 4-D development model consists of four steps namely, defining, designing, developing and disseminating. Learning tools developed in the form of syllabi, lesson plans, student worksheets, and evaluation instruments. This article only focuses on the process of testing the validity of learning tools by experts. The results of the analysis of the validity and reliability state the learning device is categorized as valid and can be used in physics learning.


Biogenesis ◽  
2021 ◽  
Vol 17 (2) ◽  
pp. 81
Author(s):  
Viola Vinca Valisa ◽  
Evi Suryawati ◽  
Arnentis Arnentis

The most problem occurs in the praticum in the real laboratory, so it's not going well. It can affect the depth of concepts, principles, laws and theories that must be understood by the biology teacher candidates. One of the alternatives that can be done is practicum to use a virtual laboratory. The purpose of research is to develop a practical guidebook for animal tissue materials in practicum activities using virtual laboratories for teacher candidates. This research was conducted at the Laboratory of PMIPA FKIP Riau University in December 2020–May 2021. It used a Research and Development (R&D) approach with ADDIE model. The instruments used are validation expert and response questionnaires. The results showed that the guide books is good quality and suitable to be used as independent learning resources to increase content knowledge for teacher candidates.


2018 ◽  
Vol 6 (1) ◽  
pp. 27
Author(s):  
NFn Manikowati ◽  
Dody Iskandar

The schools and or students number compared with the experimental laboratories was still not proportional. The available virtual laboratory media had not accommodated the anywhere and anytime learning mobility. This research was to develop mobile V-Lab for senior high school. This research and development was conducted along May  December 2016. It started from identifying problems, analyzing needs, designing mobile V-Lab, producing the applications, implementing and evaluating them. Instruments used were closed and opened quessionaires, observation sheet, and interview sheet. From the data identified, it was needed an offine mobile V-Lab with simulation format, and completed with an experiment sheet. Information and perform/ experiment features linked with the downloadable experiment sheet was designed. Two prototypes were developed by using Unity and implemented in web www.m-edukasi.kemdikbud.go.id dan google play. Those, then, were evaluated and revised to get a qualified applications and implemented. Considering the results, it was recommended to make more apps. AbstrakPerbandingan antara jumlah sekolah dan atau siswa dengan laboratorium praktikum belum proporsional. Media pembelajaran virtual lab yang sudah dikembangkan belum bisa mengakomotir mobilitas pembelajaran yang bisa dilakukan dimana saja dan kapan saja. Untuk itu, penelitian ini bertujuan untuk mengembangkan mobile virtual lab dengan sasaran SMA. Penelitian dan pengembangan ini dilaksanakan dengan rentang waktu Mei – Desember 2016. Penelitian dimulai dari identifikasi masalah, analisis kebutuhan, perancangan mobile V-Lab, produksi aplikasi, implementasi, dan diakhiri dengan evaluasi formatif. Instrumen yang digunakan adalah kuesioner tertutup, kuesioner terbuka, lembar observasi, dan panduan wawancara. Dari permasalahan yang teridentifikasi, didapatkan kemudian kebutuhan mobile V-Lab yang bersifat offline pada aplikasinya, berformat sajian simulasi, dan dilengkapi dengan Lembar kerja Praktikum (LKP) sebagai panduan praktikum. Untuk itu, pada desainnya, mobile V-Lab dilengkapi dengan fitur informasi dan performa serta LKP yang bisa diunduhmelalui aplikasi. Dua prototipe aplikasi mobile V-Lab dibuat dengan menggunakan Unity dan selanjutnya diimplementasikan di web www.m-edukasi.kemdikbud.go.id dan google play. Kedua prototipe tersebut akhirnya diuji coba dan direvisi sehingga mendapatkan aplikasi yang berkualitas dan layak untuk dimanfaatkan dalam pembelajaran. Memperhatikan hasil yang telah diperoleh direkomendasikan kemudian agar mobile V-Lab tersebut dikembangkan lebih banyak lagi.


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