scholarly journals Understanding The Mathematical Consept Through The Development Of Student Worksheet (LKS) Model Of Discovery Guided For High School Students

Author(s):  
Chanafi Chanafi ◽  
Achmad Noor Fatirul ◽  
Hartono Hartono

The implementation of the 2013 curriculum in Indonesia’s education still faces many obstlacles. One of them is the lack of appropriate  teaching materials, it causes difficulties for both students and teachers during teaching and learning process. This development aims to produce a student worksheet with used guided discovery learning model for student grade X, analysing the appropriateness of the worksheet, and analysing students responses on the developed worksheet. The type of this study is Research and Development. Development model used in this study is the one according to Branch that is ADDIE which consists of analyse, design, development, implementation, and evaluation. The results showed a content worthiness score of 87.21% with very decent criteria, presentation worthiness of 89.09% with very decent criteria, linguistic worthiness of 83.64% with very decent criteria and graphics worthiness of 89.67% with very decent criteria. The average of the four components of the study and validation was 87.37% with very decent criteria. While the average score of the percentage of student responses was 83.13% with very good criteria. So it can be concluded that the Student Worksheet (LKS) developed was stated to be very suitable for use in the learning process and obtain positive responses from students

2020 ◽  
Vol 4 (2) ◽  
pp. 145
Author(s):  
Made Agus Dwi Adnyana ◽  
Desak Putu Parmiti

The results of the analysis of the fifth-grade elementary school students' books in the second-semester Theme 7 and the results of observations in elementary schools state that the manuals used by teachers and students in the learning process are still limited especially in science material. The appearance of the book also less attractive, so students become less understanding of the material explained. In addition, the lack of use and development of media in the teaching and learning process also underlies the implementation of this research. The purpose of this research was to develop a pop-up book media on the topic of changing the form of objects with validity tested. This research was conducted using the ADDIE development model (analyze, design, development, implementation, evaluation). However, due to limited time, resources, and finances, the research was only carried out until the development stage. The subject in this research was the pop-up book media on the topic of changing the form of objects. Whereas the object of this research was the validity of the pop-up book media on the topic of changing objects. The method used in this study was a questionnaire given to two teachers and two lecturers as experts. The instrument used was a rating scale in the form of media assessment sheets for experts. The data analyzed with the mean formula to find out its validity. The average score of the pop-up book media after being reviewed by experts was 4.87 with very good qualifications. The implication of this research was the existence of pop-up book media that have very good qualifications. Based on the results of the analysis, the developed media was valid and can be used by the teacher to facilitate the teacher in explaining the material, especially on the topic of changing the form of objects in the fifth grade of elementary school.


Author(s):  
Radiah

This research aims to developing the Biology Test of Creative Thunking-Torrance Test (BTCT-TT) assessment in studying Biology for high school student in grade 11. This type of research is Research& Development (R & D) with 4D (Define, Design, Develop, and Disseminate). This study have develodped 37 items that are valid and reliabel. BTCT-TT was tested on 150 high school students, the results showed the average score of students’ creative thinking skills was significantly releted to students who received BTCT-TT assessment and Conventional assessment.   Keywords: Biology Test of Creative Thinking-Torrance Test (BTCT-TT), Creative Thinking


2021 ◽  
Vol 15 (2) ◽  
pp. 190-200
Author(s):  
Dandi Mifta Abdillah ◽  
Dwi Astuti

Penelitian ini bertujuan untuk menghasilkan Lembar Kerja Peserta Didik (LKPD) berbasis Problem-Based Learning (PBL) pada topik sudut yang layak. Penelitian pengembangan ini mengadopsi model pengembangan ADDIE dengan tahapan meliputi Analysis, Design, Development, Implementation, dan Evaluation. Kualitas LKPD ditinjau dari penilaian ahli materi, ahli media, dan respon peserta didik. Instrumen penelitian yang digunakan adalah angket ahli materi, angket ahli media, dan angket respon peserta didik. LKPD diujicobakan di kelas VII SMP Muhammadiyah 1 Yogyakarta dengan subjek sebanyak 32 peserta didik. LKPD yang dikembangkan memuat aktivitas pembelajaran sesuai langkah PBL, menyajikan masalah yang berkaitan dengan kehidupan sehari-hari di awal pembelajaran, dan dapat digunakan dalam pembelajaran online. Ditinjau dari aspek materi, LKPD dinilai baik dengan rerata skor penilaian oleh ahli materi yaitu 4,00. Ditinjau dari aspek media, LKPD dinilai baik dengan skor penilaian oleh ahli media sebesar 3,6. Respon peserta didik terhadap penggunaan LKPD termasuk pada kategori baik dengan rerata skor penilaian sebesar 4,05. Dapat disimpulkan bahwa LKPD berbasis PBL untuk SMP kelas VII pada topik sudut layak digunakan dalam pelaksanaan pembelajaran matematika. Development of a students' worksheet based on problem-based learning (PBL) on the topic of anglesAbstractThis study aimed to produce a students’ worksheet or Lembar Kerja Peserta Didik (LKPD) based on Problem-Based Learning (PBL) on the topic of angles, which were feasible. This development research adopts the ADDIE development model with stages including Analysis, Design, Development, Implementation, and Evaluation. The quality of LKPD was viewed from the assessment of material experts, media experts, and students’ responses. The instrument used was a material expert questionnaire, a media expert questionnaire, and a students’ response questionnaire. LKPD was piloted on 32 seventh grade students of private junior high schools, namely SMP Muhammadiyah 1 Yogyakarta, Indonesia. The developed LKPD contained learning activities according to PBL steps, presented problems related to everyday life at the beginning of learning, and could be used in online learning. In terms of the material aspect, LKPD was considered good with an average score of assessment by material experts, namely 4.00. In terms of the media aspect, LKPD was considered good with a score of 3.6 by media experts. Students’ responses to the use of LKPD were included in the good category with an average score of assessment of 4.05. It could be concluded that the PBL-based LKPD for seventh-grade junior high school students on the topic of angles was feasible for use in the implementation of mathematics learning.


2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Zulfarina Zulfarina ◽  
Wan Syafii ◽  
Deka Gusnia Putri

The obstacle faced in the learning process so far is the low interest in student learning. Many factors affect interest in learning, one of which is the lack of variety of teaching materials or learning media used by teachers in schools. The use of augmented reality (AR) in education is an important topic of research although its use is still in its infancy. The purpose of this research is to develop learning media, AR-based e-magazine to increase students' interest in learning high school students, on the material of the digestive system. The development of the e-magazine is carried out using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The parameters in this study are the quality of the e-magazine and interest in learning. Testing interest in learning is done using an interest questionnaire given to students for the control class consisting of 36 students and the experimental class consisting of 36 students. The results of the development of AR-based e-magazines are relatively good. This can be seen from the validation results with a very valid category. Based on the didactic aspect, a score of 3.82 was obtained in the very valid category, the constructive aspect was 3.85 in the very valid category and the technical aspect was 3.78 in the very valid category. The results showed that the use of AR-based e-magazines increased interest in learning. Interest in learning obtained a score of 0.342 in the high category. Thus, it can be concluded that the use of AR-based e-magazines as digital learning media can be used in the learning process. 


2019 ◽  
Vol 4 (3) ◽  
pp. 414
Author(s):  
Nurul Zakiyatin Nisak ◽  
Murni Saptasari ◽  
Aloysius Duran Corebima

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract:</strong> This study was aimed to develop a valid biology learning module based on SQ4R model as a learning material for high school students. This study adapted the ADDIE model. The validity of the module was known from the expert validation scores and student responses. The results showed that the validation scores from module expert was 85.45% (valid), material experts was 97.5% (very valid), field practitioners was 98.1% (very valid) and very good student responses with score of 94.96%. Based on these results, it can be concluded that the developed biology learning module based on SQ4R model is classified as valid and practical to be used in the learning process as learning material for high school students.</p><p class="Abstract"><strong>Abstrak:</strong><em> </em>Tujuan penelitian ini yakni untuk mengembangkan modul pembelajaran biologi berbasis model SQ4R yang layak digunakan sebagai bahan belajar untuk siswa SMA. Penelitian ini mengadaptasi model pengembangan ADDIE. Kelayakan modul diketahui dari skor validasi para ahli dan respon siswa. Hasil penelitian menunjukkan perolehan skor validasi ahli bahan ajar sebesar 85,45% (layak), ahli materi sebesar 97,5% (sangat layak), praktisi lapangan sebesar 98,1% (sangat layak) serta respon siswa yang sangat baik dengan perolehan nilai sebesar 94,96%. Berdasarkan hasil tersebut, dapat disimpulkan bahwa modul pembelajaran Biologi berbasis model SQ4R yang dikembangkan tergolong layak dan praktis digunakan dalam proses pembelajaran sebagai bahan belajar untuk siswa SMA.</p></td></tr></tbody></table></div>


Jurnal Elemen ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 29-57
Author(s):  
Winda Rahayu ◽  
◽  
Rully Charitas Indra Prahmana ◽  
Afit Istiandaru ◽  
◽  
...  

Learning mathematics has a significant contribution to the students’ daily activities, one of which is on social arithmetic topic. The implementation of social arithmetic, in general, is mostly found in buying-selling and banking activities. However, students still find difficulties in understanding this topic. It is because the teaching and learning activities still use a conventional approach, which restricts the students to imagine how it is implemented in daily life. Therefore, this paper aims to describe the innovative learning activities of social arithmetic among junior high school students using the Realistic Mathematics Education (RME) approach. This research was conducted in three meetings, and the researcher acted as the teacher in the class. The results showed that the innovative learning of social arithmetic using the RME approach and word problems could improve the students’ learning outcomes with an average score of 81.92% and 92.59% of the total of students scored above passing grade.


Jurnal Varian ◽  
2019 ◽  
Vol 3 (1) ◽  
pp. 1-5
Author(s):  
Doni Dwiranata ◽  
Dewi Pramita ◽  
Syaharuddin Syaharuddin

Abstract: This study aims to develop and produce android-based mathematics learning media on the subject of three dimensions of point, line, and field positions in space, for class X high school students and find out the validity, effectiveness, and practicality of interactive multimedia-based learning media. This type of research is a research development in the form of a three dimensional interactive learning media. Media development refers to the ADDIE development model which includes 5 stages, namely Analysis, Design, Development, Implementation, Evaluation. The subjects of this study were students of class X IPA and students of class X IPS SMA Negeri 1 Maronge. The instruments used in this study were questionnaire validation of material experts and media experts, student questionnaire responses, and student evaluation tests. The results of the development research are: (1) The results of the validation of the material and the media obtain an average score of 36 with the category "quite valid"; (2) The results of the effectiveness of the media in small group trials have achieved 100% mastery learning in the "very effective" category; (3) The results of the practicality of the media in small group trials obtained an average score of 57 in the "very practical" category; (4) The results of the effectiveness of the media in large group trials gained mastery learning reaching 80% with the category of "effective"; and (5) The practicality of the media in the large group test obtained an average of 54,485 in the "practical" category.


Author(s):  
Marlin Steffi Marpaung ◽  
Hardi Jhon Pinondang Situmeang

Vocabulary is the fundamental aspect in learning English. Without adequate vocabulary learners find it difficult to communicate, express ideas or opinion, comprehend simple text, and listen to instruction. Authentic materials refers to pictures, photographs, video selection and radio. This study sought to find out the following questions: How is the vocabulary ability of students who were taught using authentic materials through multimedia and authentic materials only? Is the vocabulary enhancement of those students who are taught using authentic materials through multimedia is better than those students who are taught using authentic materials? What are the students’ responses toward the use of authentic materials and multimedia? The study was quantitative research method and a comparative design by using pre-test and post-test. The populations of this study were 10th grade of senior high school students where they are divided into two groups, the first group were taught using authentic materials through multimedia and the second group were taught using authentic materials. The instruments used in this study were vocabulary test and questionnaire. The result of this study showed that both groups has enhanced the vocabulary ability with the mean score of pre-test was 53.93 for authentic materials through multimedia and 59.97 for authentic materials. It indicated that the initial ability of the authentic materials group was higher than the authentic materials through multimedia group. Therefore, the mean score of the post-test was 73.80 for the authentic materials through multimedia group and 70.83 for the authentic materials group. It showed that the result of the authentic materials through multimedia group was better than the authentic materials group. The students’ responses toward the use of authentic materials through multimedia were 80% positive and only 3,3% positive response towards the use of authentic materials. The conclusion of this study is the use of authentic materials through multimedia is very effective to enhance students’ vocabulary knowledge. Furthermore, suggestion for the English teachers, it is recommended to use authentic materials through multimedia to teach and enhance students’ vocabulary knowledge.  It is very effective technique to be applied at the classroom and to make the students engage on the teaching and learning process. Meanwhile, teachers need to prepare the material needed ahead since it is time consuming and ensure the school has provided enough facility especially computers, projector and internet access to support the learning process.


2020 ◽  
Vol 7 (3) ◽  
pp. 88
Author(s):  
I. K. Ardi Guna ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Tujuan dari dilakukan penelitian ini yaitu, 1) untuk mengetahui pengembangan media pembelajaran dengan menggunakan flash. 2) untuk mengetahui tingkat kelayakan media pembelajaran dengan menggunakan flash. Penelitian ini menggunakan jenis penelitian Research and Development (R&D), dengan model pengembangan ADDIE yang terdiri dari 5 tahap yaitu tahap Analysis (analisis), Design (desain/perancangan), Development (Pengembangan), Implementation (implementasi/eksekusi), dan Evaluation (evaluasi/umpan balik). Hasil penelitian ini adalah, 1) Media pembelajaran Berbasis flash telah dikembangkan dan diuji validitas kelayakannya. 2) hasil uji dari ahli materi sebesar 94,67% yang masuk pada kriteria sangat layak, hasil uji ahli media sebesar 82.67% dengan kriteria sangat layak, hasil dari uji coba kelompok kecil sebesar 92% yang masuk pada kriteria sangat layak, dan dari uji coba kelompok besar sebesar 93,73% dengan kriteria sangat layak. Berdasarkan hasil yang didapat, media pembelajaran berbasis flash ini sangat layak dari segi materi dan media serta dari tanggapan siswa, sehingga media ini secara keseluruhan sangat layak digunakan untuk kegiatan belajar mata pelajaran pemeliharaan listrik sepeda motor materi sistem penerangan untuk siswa SMK Teknik Bisnis Sepeda Motor (TBSM). Kata kunci: Media Pembelajaran, Adobe Flash Professional  CS6, sistem penerangan pada sepeda motor The purpose of this research is, 1) to determine the development of learning media by using flash. 2) to determine the level of learning media feasibility by using flash. This study uses a type of research Research and Development (R&D), with the ADDIE development model consisting of 5 stages, Analysis, Design, Development, Implementation, and Evaluation. The results of this research 1) Learning media on flash-based has been developed and tested. 2) The results by Material experts of 94.67% be included very feasible qualifications, the results by Media experts of 82.67% with very feasible qualifications, the results from a small group trial of 92% so it has very feasible qualifications, and large group trials got 93.73% with very feasible qualifications. Based on the results obtained, learning media on flash-based is very feasible in terms of material and media as well as from student responses so that this media as a whole is very feasible to use for learning activities electric motorcycle maintenance on lighting system lesson for high school students in motorcycle business engineering. Key words: Learning media, Adobe Flash Professional CS6, lighting system on motorcycle.


2021 ◽  
Vol 11 (1) ◽  
pp. 26-39
Author(s):  
W.S. Sembiring ◽  
I.G.W. Sudatha ◽  
A.H. Simamora

There are still many teachers who are not able to create interactive learning resources. This causes students to not fully understand and master the material so that it has an impact on low student learning outcomes. The purpose of this study is to create an E-module in science lessons for 8th grade high school students. This type of research is development research. The model used in developing the media is ADDIE (analysis, design, development, implementation, and evaluation). The product test subjects consisted of 1 learning material expert, 1 learning design expert, and 1 learning media expert. The product trial subjects were 12 students. The methods used to collect data are questionnaires and tests. The instruments used in collecting data are questionnaires, and test questions. The data analysis technique used is descriptive qualitative analysis and descriptive quantitative statistical analysis. The results of the study are the assessments given by subject matter experts get a percentage of 100% so that they get very good qualifications. Assessment by learning design experts is 92.8% (very good). The assessment by learning media experts is 95.8% (very good). The assessment of the individual trial is 91% (very good), and the small group trial is 93.5% (very good). It can be concluded that the E-module that has been developed is valid and feasible to be applied in the learning process. The implication of this research is that the developed E-module can be used by teachers in the learning process, so that it can help students in independent learning.


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