scholarly journals Thatwir al-Washilah al-Ta'limiyah Li Maddah al-Nahw Bi Istikhdam Barnamaj Powerpoin al-Tafa'uliy

2020 ◽  
Vol 4 (2) ◽  
pp. 251
Author(s):  
Raden Ahmad Barnabas ◽  
Siti Jubaidah ◽  
Tutik Cholisotin

This study aims to determine how well the use of information technology-based learning media. The development of information technology is utilized in all aspects of human life, including education. The learning media that will befocused on being developed is Power Point. Power Point is one of the learning media that is already familiar among educators and students, because of its easy and effective use. The method used in this study is a development method based on the ADDIE Model (Analyze, Design, Development, Implement, and Evaluate) proposed by Dick and Carey, namely research and development carried out in several stages: 1) Analyzing the needs of educators and students 2) Product design, 3) Product development, 4) Product implementation, and 5) Product evaluation. Based on the stages carried out obtained learning media products that are considered feasible and are needed by students after validating and testing the product. The validation of media experts obtained 92%, and material 99%. Meanwhile, based on user ratings obtained by 86%.

2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


2015 ◽  
Vol 3 (1) ◽  
pp. 59
Author(s):  
NFN Mustaji

The purpose of this research is to develop a learning device in the form of Syllabus and Class events Unit, instructional materials, student activity sheet, sheet assessment of students and using collaborative learning model. The device was developed to improve the ability of critical thinking, creative and collaborative environment for students in the Faculty of Education, State University of Surabaya. The development of learning device uses a ADDIE model. Its activities include the analysis phase, planning, design, development), implementation, evaluation and revision. Phase evaluation and revision is an ongoing activity conducted in each phase alongthe development cycle. Learning device which have been developed consisting of three courses namely introduction of graphic media, learning to draw, and education management. Learning device has been validated in the first year and meet the acceptability of the usefulness, feasibility, and accuracy. In the second year learning device was implemented in three courses, namely, Education Technology, Education Management, and Early Childhood Education. Implementation Phase uses experimental research design one group pre test - posttest design. The research instrument used to collect data comprising: of result of learning test, observation sheets, product evaluation sheets and questionnaires of collaborative skills. The data of this study were analyzed descriptively and statistically. The results showed that the use of collaborative learning device can improve the ability of critical thinking, creative and collaborative AbstrakTujuan penelitian ini adalah mengembangkan perangkat pembelajaran berupa silabus dan satuan acara perkuliahan, bahan ajar, lembar kegiatan mahasiswa dan lembar Penilaian dengan menggunakan model pembelajaran kolaborasi. Perangkat tersebut dikembangkan untuk meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif bagi mahasiswa di lingkungan Fakultas Ilmu Pendidikan UniversitasNegeri Surabaya. Pengembangan perangkat pembelajaranmenggunakan model ADDIE. Kegiatannya meliputi fase analisis (analysis), perencanaan (planning), perancangan (design), pengembangan (development), implementasi (implementation), evaluasi dan revisi (evaluation and revision). Fase evaluasi dan revisi merupakan kegiatan berkelanjutan yang dilakukan pada tiap fase di sepanjang siklus pengembangan. Perangkat pembelajaran yang telah dikembangkan terdiri dari 3 mata kuliah yakni pengantar media grafis, pembelajaran menggambar, dan manajemen pendidikan. Perangkat pembelajaran telah divalidasi pada tahun pertama dan memenuhi akseptabilitas dari sisi kegunaan, kelayakan, dan ketepatan. Pada tahun kedua perangkat pembelajaran dimplementasikan pada tiga program studi, yakni: Teknologi Pendidikan, Manajemen Pendidikan, dan Pendidikan Anak Usia Dini. Fase implementasi dengan menggunakan desain penelitian experimental one group pretest - postest design. Instrumen penelitian yang digunakan untuk mengumpulkan terdiri atas: tes hasil belajar, lembar observasi, lembar penilaian produk, dan angket keterampilan kolaboratif. Data hasil penelitian ini dianalisis secara deskriptif dan statistik. Hasil penelitian menunjukkan bahwa penggunaan perangkat pembelajaran kolaborasi dapat meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif.


Author(s):  
Э.Д. Алисултанова ◽  
Х.М. Бапаева

Данная статья посвящена роли информационных технологий в научноисследовательской деятельности вуза, изучению проблем внедрения, развития и использования современных информационных технологий в науке и образовании. Раскрывает актуальность применения информационных технологий с точки зрения повышения эффективности автоматизации информационных процессов, что является необходимым условием для ускорения темпов научнотехнического прогресса. В статье акцентируется внимание на роль компьютерных технологий в приобретении навыков получения научных доказательств и проведения научноисследовательских работ с использованием методов компьютерного моделирования. При разработке междисциплинарных научных проектов использование информационных технологий лает возможность выработать научноисследовательскую составляющую для творческого подхода решения поставленной научной проблемы Информационные технологии, которые составляют фундаментальную основу образовательной и научноисследовательской деятельности вуза, позволяют повысить качество высшего образования на многоуровневой платформе. This article focuses on the role of information technology (IT), the study of the problems of implementation, development and use of modern information technology in science and education. Modern IT is defined as the continuous processing, storage, transmission and display of information aimed at the effective use of information resources, computer equipment and data transmission in the management of systems of various classes and purposes. Information technologies affect all aspects of human life, significantly increasing the degree of automation of all information processes, which is a prerequisite for accelerating the pace of scientific and technological progress. Information technology plays an important role in ensuring information interaction between people. The use of computer technology in education can improve the quality of education, create new means of educational impact in learning. Key words: information and telecommunication technologies, informatization of education, computerization of scientific research, computer technologies. This article focuses on the role of information technology (IT), the study of the problems of implementation, development and use of modern information technology in science and education. Modern IT is defined as the continuous processing, storage, transmission and display of information aimed at the effective use of information resources, computer equipment and data transmission in the management of systems of various classes and purposes. Information technologies affect all aspects of human life, significantly increasing the degree of automation of all information processes, which is a prerequisite for accelerating the pace of scientific and technological progress. Information technology plays an important role in ensuring information interaction between people. The use of computer technology in education can improve the quality of education, create new means of educational impact in learning.


2017 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Nancy Angko ◽  
NFN Mustaji

This study aims to develop a Power Point teaching materials and students’ worksheet (LKS) Math Grade 5 Mawar Sharon Surabaya SD Susing the ADDIE Model. Design development test result susing pre-test post-test Group. T-test results showed that the test tvalue is7,397, while the value of the test  able is 2,069, meaning the tvalue ofthe test is greater than the valueof testable. Meaning there are differences in learning outcomes between the experimental class and the control class as seen from the second post test tvalues test class. The average value of the class or classes mean the experiment has increased and higher than the control class, is 31.6667 compared with 20.1250. The difference is due to the use of teaching materials to students in the experimental class in class control while only using the lecture method. Students response to the use of Power Point and Worksheets media showed an average of 95.83% stated that the material is easy to understand and 87.5% stated that the learning interesting.Abstrak:Penelitian ini bertujuan untuk mengembangkan bahan ajar powerpoint dan Lembar Kerja Siswa (LKS) mata pelajaran matematika kelas 5 SDS Mawar Sharon Surabaya dengan menggunakan model ADDIE. Desain uji coba hasil pengembangan menggunakan Pretest Pos test Group. Hasil uji t menunjukkan bahwa nilai uji t hitung adalah 7.397, sementara nilai uji ttabel adalah 2.069, berarti nilai uji t hitung lebih besar dari nilai uji tabel. Maknanya ada perbedaan hasil belajar antara kelas kontrol dan kelas eksperimen yang dilihat dari uji t nilai pos test kedua kelas. Nilai rata-rata kelas atau mean pada kelas eksperimen mengalami peningkatan dan lebih tinggi dibandingkan kelas kontrol, yaitu 31.6667 dibandingkan dengan 20.1250. Perbedaan tersebut terjadi karena adanya penggunaan bahan ajar pada siswa di kelas eksperimen sedangkan di kelas kontrol hanya menggunakan metode ceramah. Respon siswa terhadap penggunaan media powerpoint dan lembar kerja menunjukkan rata-rata sebesar 95.83 % menyatakan bahwa materi mudah dimengerti dan 87.5 % menyatakan bahwa pembelajaran menarik.


2015 ◽  
Vol 3 (1) ◽  
pp. 59
Author(s):  
NFN Mustaji

The purpose of this research is to develop a learning device in the form of Syllabus and Class events Unit, instructional materials, student activity sheet, sheet assessment of students and using collaborative learning model. The device was developed to improve the ability of critical thinking, creative and collaborative environment for students in the Faculty of Education, State University of Surabaya. The development of learning device uses a ADDIE model. Its activities include the analysis phase, planning, design, development), implementation, evaluation and revision. Phase evaluation and revision is an ongoing activity conducted in each phase alongthe development cycle. Learning device which have been developed consisting of three courses namely introduction of graphic media, learning to draw, and education management. Learning device has been validated in the first year and meet the acceptability of the usefulness, feasibility, and accuracy. In the second year learning device was implemented in three courses, namely, Education Technology, Education Management, and Early Childhood Education. Implementation Phase uses experimental research design one group pre test - posttest design. The research instrument used to collect data comprising: of result of learning test, observation sheets, product evaluation sheets and questionnaires of collaborative skills. The data of this study were analyzed descriptively and statistically. The results showed that the use of collaborative learning device can improve the ability of critical thinking, creative and collaborative AbstrakTujuan penelitian ini adalah mengembangkan perangkat pembelajaran berupa silabus dan satuan acara perkuliahan, bahan ajar, lembar kegiatan mahasiswa dan lembar Penilaian dengan menggunakan model pembelajaran kolaborasi. Perangkat tersebut dikembangkan untuk meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif bagi mahasiswa di lingkungan Fakultas Ilmu Pendidikan UniversitasNegeri Surabaya. Pengembangan perangkat pembelajaranmenggunakan model ADDIE. Kegiatannya meliputi fase analisis (analysis), perencanaan (planning), perancangan (design), pengembangan (development), implementasi (implementation), evaluasi dan revisi (evaluation and revision). Fase evaluasi dan revisi merupakan kegiatan berkelanjutan yang dilakukan pada tiap fase di sepanjang siklus pengembangan. Perangkat pembelajaran yang telah dikembangkan terdiri dari 3 mata kuliah yakni pengantar media grafis, pembelajaran menggambar, dan manajemen pendidikan. Perangkat pembelajaran telah divalidasi pada tahun pertama dan memenuhi akseptabilitas dari sisi kegunaan, kelayakan, dan ketepatan. Pada tahun kedua perangkat pembelajaran dimplementasikan pada tiga program studi, yakni: Teknologi Pendidikan, Manajemen Pendidikan, dan Pendidikan Anak Usia Dini. Fase implementasi dengan menggunakan desain penelitian experimental one group pretest - postest design. Instrumen penelitian yang digunakan untuk mengumpulkan terdiri atas: tes hasil belajar, lembar observasi, lembar penilaian produk, dan angket keterampilan kolaboratif. Data hasil penelitian ini dianalisis secara deskriptif dan statistik. Hasil penelitian menunjukkan bahwa penggunaan perangkat pembelajaran kolaborasi dapat meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif.


2017 ◽  
Vol 1 (1) ◽  
pp. 1
Author(s):  
Nancy Angko ◽  
NFN Mustaji

This study aims to develop a Power Point teaching materials and students’ worksheet (LKS) Math Grade 5 Mawar Sharon Surabaya SD Susing the ADDIE Model. Design development test result susing pre-test post-test Group. T-test results showed that the test tvalue is7,397, while the value of the test  able is 2,069, meaning the tvalue ofthe test is greater than the valueof testable. Meaning there are differences in learning outcomes between the experimental class and the control class as seen from the second post test tvalues test class. The average value of the class or classes mean the experiment has increased and higher than the control class, is 31.6667 compared with 20.1250. The difference is due to the use of teaching materials to students in the experimental class in class control while only using the lecture method. Students response to the use of Power Point and Worksheets media showed an average of 95.83% stated that the material is easy to understand and 87.5% stated that the learning interesting.Abstrak:Penelitian ini bertujuan untuk mengembangkan bahan ajar powerpoint dan Lembar Kerja Siswa (LKS) mata pelajaran matematika kelas 5 SDS Mawar Sharon Surabaya dengan menggunakan model ADDIE. Desain uji coba hasil pengembangan menggunakan Pretest Pos test Group. Hasil uji t menunjukkan bahwa nilai uji t hitung adalah 7.397, sementara nilai uji ttabel adalah 2.069, berarti nilai uji t hitung lebih besar dari nilai uji tabel. Maknanya ada perbedaan hasil belajar antara kelas kontrol dan kelas eksperimen yang dilihat dari uji t nilai pos test kedua kelas. Nilai rata-rata kelas atau mean pada kelas eksperimen mengalami peningkatan dan lebih tinggi dibandingkan kelas kontrol, yaitu 31.6667 dibandingkan dengan 20.1250. Perbedaan tersebut terjadi karena adanya penggunaan bahan ajar pada siswa di kelas eksperimen sedangkan di kelas kontrol hanya menggunakan metode ceramah. Respon siswa terhadap penggunaan media powerpoint dan lembar kerja menunjukkan rata-rata sebesar 95.83 % menyatakan bahwa materi mudah dimengerti dan 87.5 % menyatakan bahwa pembelajaran menarik.


Author(s):  
Imam Julfaisal . ◽  
I Made Putrama, S.T., M.Tech . ◽  
UNDIKSHA .

Siswa merasa kurang termotivasi untuk mempelajari pembelajaran agama islam khususnya tata cara wudhu dan shalat, oleh sebab itu peneliti merasa sangat perlu untuk mengembangkan sebuah media pembelajaran yang dapat membantu proses pembelajaran agama islam dalam kelas, khususnya untuk taman kana-kanak dan sekolah dasar. Tujuan dari penelitian ini adalah untuk mengembangkan sebuah media pembelajaran pengenalan tata cara wudhu dan shalat berbasis animasi 3D, Adapun tujuan dari pengembangan aplikasi ini adalah untuk membantu siswa dalam mempelajari tata cara wudhu dan shalat. Pengembangan media pembelajaran pengenalan tata cara wudhu dan shalat berbasis animasi 3D ini menggunakan model ADDIE. Ada lima tahap dalam model ADDIE yaitu Analisis (Analyze), Desain (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation), Pengembangan produk dengan model ini dapat menghasilkan produk yang baik, karena pada setiap fase yang dilalui dapat dilakukan evaluasi. Beberapa pengujian dilakukan untuk mengetahui tingkat keefektifan media pembelajaran pengenalan tata cara wudhu dan shalat, yang di antaranya ialah uji ahli isi dengan hasil 100% sesuai, uji ahli media dengan representasi 100% sesuai, uji efektifitas dengan hasil 64,80% yang berarti media ini cukup efektif, uji guru dengan hasil 46 dengan kategori sangat positif dan uji respon pengguna dengan hasil sebesar 89,07% yang menandakan media ini masuk kategori sangat positif. Kata Kunci : Media Pembelajaran, Tata cara wudhu, tata cara shalat. Students feel less motivated to learn Islamic learning especially for ablution and prayer procedures, therefore researchers feel it is necessary to develop a learning medium that can help the learning process of Islamic religion in the classroom, especially for children and elementary schools The purpose of this study was to develop an instructional medium for the introduction of ablution and prayer procedures based on 3D animation. The purpose of developing this application was to help students in learning the procedures for ablution and prayer. The development of learning media on the introduction of ablution procedures and prayer based on 3D animation uses the ADDIE model. There are five stages in the ADDIE model namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation), Product development with this model can produce good products, because in each phase that is passed evaluation can be done. Several tests were conducted to determine the effectiveness level of instructional media on the introduction of ablution and prayer procedures, which included testing experts with 100% results accordingly, testing media experts with 100% representation in accordance with the effectiveness test with 64.80% results which means this media quite effective, the teacher test with 46 results with a very positive category and the user response test with a result of 89.07% which indicates that this media is in the very positive category.keyword : Introduction of procedure Wudhu, Introduction of procedure Shalat.


2021 ◽  
Vol 4 (2) ◽  
pp. 204-213
Author(s):  
Ekri Pranata Ferdinand Baifeto ◽  
Maghfira Aulia ◽  
Julia Edwina Hasbi ◽  
Resti Sundari ◽  
Dadi Rusdiana

The purpose of this study was to develop mixed learning media (MLM) and test the feasibility of learning media. The study was conducted using the research and development method which refers to the ADDIE model with four main steps, analysis, design, development, and implementation. The instrument used is a questionnaire consisting of a learning media questionnaire, student worksheet questionnaire, and student response questionnaire. Respondents in this study were 4 eleventh grade students. The results showed the feasibility of learning media with a score of 92.5%; in the aspect of serving by 93.3%; on the aspect of the feasibility of the content of 91.6%; on the language aspect by 91.5%; 95.8% on the concept and task aspects. Based on the results of the validation score, the student worksheet was declared very valid. Based on the results of student questionnaire data, an average score of 94.9%. The results showed that the learning media were valid and practical to use for virtual experiments.


2015 ◽  
Vol 3 (1) ◽  
pp. 59
Author(s):  
NFN Mustaji

The purpose of this research is to develop a learning device in the form of Syllabus and Class events Unit, instructional materials, student activity sheet, sheet assessment of students and using collaborative learning model. The device was developed to improve the ability of critical thinking, creative and collaborative environment for students in the Faculty of Education, State University of Surabaya. The development of learning device uses a ADDIE model. Its activities include the analysis phase, planning, design, development), implementation, evaluation and revision. Phase evaluation and revision is an ongoing activity conducted in each phase alongthe development cycle. Learning device which have been developed consisting of three courses namely introduction of graphic media, learning to draw, and education management. Learning device has been validated in the first year and meet the acceptability of the usefulness, feasibility, and accuracy. In the second year learning device was implemented in three courses, namely, Education Technology, Education Management, and Early Childhood Education. Implementation Phase uses experimental research design one group pre test - posttest design. The research instrument used to collect data comprising: of result of learning test, observation sheets, product evaluation sheets and questionnaires of collaborative skills. The data of this study were analyzed descriptively and statistically. The results showed that the use of collaborative learning device can improve the ability of critical thinking, creative and collaborative AbstrakTujuan penelitian ini adalah mengembangkan perangkat pembelajaran berupa silabus dan satuan acara perkuliahan, bahan ajar, lembar kegiatan mahasiswa dan lembar Penilaian dengan menggunakan model pembelajaran kolaborasi. Perangkat tersebut dikembangkan untuk meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif bagi mahasiswa di lingkungan Fakultas Ilmu Pendidikan UniversitasNegeri Surabaya. Pengembangan perangkat pembelajaranmenggunakan model ADDIE. Kegiatannya meliputi fase analisis (analysis), perencanaan (planning), perancangan (design), pengembangan (development), implementasi (implementation), evaluasi dan revisi (evaluation and revision). Fase evaluasi dan revisi merupakan kegiatan berkelanjutan yang dilakukan pada tiap fase di sepanjang siklus pengembangan. Perangkat pembelajaran yang telah dikembangkan terdiri dari 3 mata kuliah yakni pengantar media grafis, pembelajaran menggambar, dan manajemen pendidikan. Perangkat pembelajaran telah divalidasi pada tahun pertama dan memenuhi akseptabilitas dari sisi kegunaan, kelayakan, dan ketepatan. Pada tahun kedua perangkat pembelajaran dimplementasikan pada tiga program studi, yakni: Teknologi Pendidikan, Manajemen Pendidikan, dan Pendidikan Anak Usia Dini. Fase implementasi dengan menggunakan desain penelitian experimental one group pretest - postest design. Instrumen penelitian yang digunakan untuk mengumpulkan terdiri atas: tes hasil belajar, lembar observasi, lembar penilaian produk, dan angket keterampilan kolaboratif. Data hasil penelitian ini dianalisis secara deskriptif dan statistik. Hasil penelitian menunjukkan bahwa penggunaan perangkat pembelajaran kolaborasi dapat meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif.


2015 ◽  
Vol 3 (1) ◽  
pp. 59
Author(s):  
NFN Mustaji

The purpose of this research is to develop a learning device in the form of Syllabus and Class events Unit, instructional materials, student activity sheet, sheet assessment of students and using collaborative learning model. The device was developed to improve the ability of critical thinking, creative and collaborative environment for students in the Faculty of Education, State University of Surabaya. The development of learning device uses a ADDIE model. Its activities include the analysis phase, planning, design, development), implementation, evaluation and revision. Phase evaluation and revision is an ongoing activity conducted in each phase alongthe development cycle. Learning device which have been developed consisting of three courses namely introduction of graphic media, learning to draw, and education management. Learning device has been validated in the first year and meet the acceptability of the usefulness, feasibility, and accuracy. In the second year learning device was implemented in three courses, namely, Education Technology, Education Management, and Early Childhood Education. Implementation Phase uses experimental research design one group pre test - posttest design. The research instrument used to collect data comprising: of result of learning test, observation sheets, product evaluation sheets and questionnaires of collaborative skills. The data of this study were analyzed descriptively and statistically. The results showed that the use of collaborative learning device can improve the ability of critical thinking, creative and collaborative AbstrakTujuan penelitian ini adalah mengembangkan perangkat pembelajaran berupa silabus dan satuan acara perkuliahan, bahan ajar, lembar kegiatan mahasiswa dan lembar Penilaian dengan menggunakan model pembelajaran kolaborasi. Perangkat tersebut dikembangkan untuk meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif bagi mahasiswa di lingkungan Fakultas Ilmu Pendidikan UniversitasNegeri Surabaya. Pengembangan perangkat pembelajaranmenggunakan model ADDIE. Kegiatannya meliputi fase analisis (analysis), perencanaan (planning), perancangan (design), pengembangan (development), implementasi (implementation), evaluasi dan revisi (evaluation and revision). Fase evaluasi dan revisi merupakan kegiatan berkelanjutan yang dilakukan pada tiap fase di sepanjang siklus pengembangan. Perangkat pembelajaran yang telah dikembangkan terdiri dari 3 mata kuliah yakni pengantar media grafis, pembelajaran menggambar, dan manajemen pendidikan. Perangkat pembelajaran telah divalidasi pada tahun pertama dan memenuhi akseptabilitas dari sisi kegunaan, kelayakan, dan ketepatan. Pada tahun kedua perangkat pembelajaran dimplementasikan pada tiga program studi, yakni: Teknologi Pendidikan, Manajemen Pendidikan, dan Pendidikan Anak Usia Dini. Fase implementasi dengan menggunakan desain penelitian experimental one group pretest - postest design. Instrumen penelitian yang digunakan untuk mengumpulkan terdiri atas: tes hasil belajar, lembar observasi, lembar penilaian produk, dan angket keterampilan kolaboratif. Data hasil penelitian ini dianalisis secara deskriptif dan statistik. Hasil penelitian menunjukkan bahwa penggunaan perangkat pembelajaran kolaborasi dapat meningkatkan kemampuan berpikir kritis, kreatif dan kolaboratif.


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