scholarly journals The Development of Lauhul Qilab (Flip Chart) Media for the Introduction of Arabic Vocabularies to Students at Kindergarten/RA/Pengembangan Media Lauhul Qilab (Flip Chart) untuk Pengenalan Kosakata Bahasa Arab pada Anak TK/RA

2021 ◽  
Vol 5 (1) ◽  
pp. 23
Author(s):  
Rois Hidayah Darojat ◽  
Zukhaira Zukhaira

This research is motivated by the introduction of Arabic at the Kindergarten/RA level, but the lack of effective and attractive media for the introduction of Arabic vocabularies in visual forms to children. The purposes of this reasearch are: (1) analyzing the teachers’ needs for the Lauhul Qilab (Flip Chart) media, (2) designing the prototype of Lauhul Qilab (Flip Chart) media, (3) analyzing the results of expert validation and improvements to the prototype of Lauhul Qilab (Flip Chart) media, and (4) analyzing the SWOT of the previous learning media with Lauhul Qilab (Flip Chart) media for the introduction of Arabic vocabularies. This research uses a Research and Development method. The stages passed in this research consist of five stages which encompass potentials and problems, data collection, product design, design validation, and design improvements. The subjects incorporated in this research are teachers and children of Kindergarten/RA in Semarang. The results of this research are: (1) the teachers want the development of 3-dimensional visual media for the introduction of Arabic vocabularies in group B in the Kindergarten. (2) The Lauhul Qilab (Flip Chart) media prototype is shaped like a sitting calendar which contains a front page title, instructions usage, material, and developer profile. (3) The results of expert validation include the aspects of material feasibility, language feasibility, presentation feasibility, and graphic feasibility with an overall average value of 87.20 (very feasible). (4) The Lauhul Qilab (Flip Chart) is one of the means of 3-dimensional visual media for the introduction of Arabic vocabulary that can complement the media that have been used by previous teachers, and it can increase children's creativity and interest in learning Arabic.

Author(s):  
Hariadi Hariadi ◽  
Suryansah Suryansah ◽  
Muhamad Rezeki Rizal Watoni

This study was aimed at designing, creating, and developing an interactive audio visual learning media. This study was also aimed at examining the effectiveness of the implementation of the kid’s athletics interactive audio visual learning media on the student learning achievement. This research used a Research and Development method. The subjects of the study were 30 elementary students. The research design was the product development model. The data were analyzed by using a percentage calculation of the validation results. The validators were the expert in media and the expert in material. The result of the data analysis showed that the use of interactive audiovisual media kid’s athletics had been assessed as valid by the validators. The validity score was 85,71% from the media expert and 91,67% from the material expert. Therefore, the product was categorized as very good, which means it is applicable to use. The results of teacher instruction observation on using the kid’s athletics interactive audio visual media were 94,79% for the Kanga Escape material, 88,54% for Frog Jump material, 92, 70% for Turbo Throwing material, and 91,66 for Formula 1 material.


2021 ◽  
Vol 9 (2) ◽  
pp. 126
Author(s):  
Jamalludin - Jamalludin ◽  
Rif'ati Dina Handayani ◽  
Lailatul - Nuraini

Indonesian cultures are starting to fade due to technological developments. One of the solutions is by introducing Indonesian cultures to students at school. This research aimed to generate an effective and valid traditional culture-based interactive learning media, therefore it can be used in learning physics. The learning media that was developed by the researcher was an interactive learning media on the parabolic motion subject with 3-dimensional animation of Patil Lele's traditional game. This research was development research with the Thiagarajan model, which has been modified into 3D (Define, Design, and Develop). The data were collected by using an expert validation sheet and a student test. The results showed that the learning media was valid and effective, with an average percentage of the validator's assessment 90.8% and the percentage of student learning completeness 82.35%. Referring to the analysis results that has been carried out on the media that was developed, it was included as a valid and effective category for use, therefore the learning media product is able to be used in learning physics.


2017 ◽  
Vol 2 (2) ◽  
pp. 87
Author(s):  
Ismawati Ismawati

Class action research aims to improve mathematics learning result and learning activities of students on the basic concepts of integer arithmetic operation using the media props magnetic board. This study was conducted by two cycles using Kemmis and Mc Taggart cycle model. The subjects in this study is the entire fourth grade students of SDN 03 Klapanunggal Bogor consisting of 29 students. Data was collected using observation techniques, test results and documentation study. These results indicate that: (1) the average value of the results of learning mathematics by using visual media magnetic board in the first cycle to obtain the value of 65,9 with learning completeness percentage of 62%, while the second cycle obtain an average value of 76,5 with learning completeness percentage of 86%, (2) the observation of the students showed an increase in activity of students with a percentage of 62% in the first cycle, increased in the second cycle with the percentage of 82,7%, thus achieving the success criteria that are expected in the second cycle. Thus, learning outcomes and student mathematics learning activities SDN Klapanunggal 03 Bogor can be improved by applying a magnetic board media.


Author(s):  
Abdul Muhith ◽  
Ulfa Wulan Agustina ◽  
Yuyun Bahtiar ◽  
Nurul Afidah

Researchers aim to develop Interactive Magic Card as a medium that is suited to learning needs. There are 2 objectives in this study; 1) developing Interactive Magic Card as a learning medium; 2) find out the feasibility of the media. This research uses the Research and Development method which was adapted from Borg and Gall. This English learning media is an HTML5-based Flash Card application that was developed to help students in mastering vocabulary and improve their Speaking and Writing skills.The results of this study indicate that; 1) the results of the material expert validation are 89; 2) the results of media expert validation are 84; 3) main field test results are 91. Based on the results of the study, the researchers concluded that Interactive Magic Cardis suitable for use as a medium for learning English


Jurnal PenSil ◽  
2020 ◽  
Vol 9 (3) ◽  
pp. 181-187
Author(s):  
Gilang Septian Wandiatama

This study aims to produce teaching material products in the form of E-Modules assisted by Adobe Indesign CS6 application that can assist lecturers in teaching and can be used to develop students' interests and expertise in the field Vocational Education. The study using the Research and Development method, which refers to the Four-D research model. The study through 4 (four) stages of development, namely, Define, Design, Develop, and Disseminate. This study uses questionnaires as data collection instruments. Product validation using material experts and media experts. The expert validation data was analyzed using the Aiken's V formula to determine how feasible the e-module was. E-modules validated by material expert lecturers get a value of 0.66, as category valid. The assessment by the media expert lecturer got a value of 0.78, as category valid. While from the results of the analysis of student responses were obtained as much as 0.31 with a valid category.


2019 ◽  
Vol 1 (1) ◽  
pp. 37
Author(s):  
Khotijah Khotijah ◽  
Arsini Arsini ◽  
Sheilla Rully Anggita

This study aims to determine the feasibility and the effectiveness of using a video tracker application for practicum of physics 1 on momentum conservation. This is included in research and development type. Stages carried out in this study include: 1) define, is done by giving questionnaires and interviews, 2) design, includes media selection, format selection and produce the initial product design, 3) development, includes product development and material expert validation assessment, media experts and linguists and limited field testing. The validation test results obtained that the media is feasible to use with a percentage of 88% based on material experts with very good categories, 85% based on media experts with very good categories, and 78% based on linguists with good categories. The effectiveness of media is shown by high average value of the experimental class of 84,06 compared to the control class of 70,97. Student responses to the use of products are categorized very well with a percentage of 89%.


2021 ◽  
Vol 9 (3) ◽  
pp. 292-306
Author(s):  
Ani Rohma ◽  
Ummu Sholihah

The purpose of this study is to determine the validity, practicality, and effectiveness of audio-visual media based on the canva application for pyramids in VIII grade SMP Islam Al Azhaar Tulungagung with 27 students. The approach used in this study is R&D with ADDIE steps; Analysis, Design, Development, Implementation, and Evaluation. The data collection method used is a questionnaire and test. The results of the material expert validation were 3.40 (good criteria) and the media expert validation 3.50 (very good criteria). So that it can be categorized as a criteria. The practicality test of students with an average of 89.25 of the criteria is very practical. Based on the percentage of students’ effectiveness of 92.59% the criteria is very good. Based on the validation process, practicality, and effectiveness test of audio-visual media based on the canva application the pyramid material is valid, practical, and effective. The developed media can increase students’ learning motivation. So it can be used to support the implementation of direct or online learning for VIII grade Junior High School.


2020 ◽  
Vol 4 (2) ◽  
pp. 54-60
Author(s):  
Muhamad Taufik Awaludin ◽  
R. Teti Rostikawati

DEVELOPMENT OF MAMALIA MATERIAL POCKET BOOKS IN RAGUNAN PARGARS TO IMPROVE STUDENT'S CONCEPT MASTERAbstract.  This study aims to develop a pocket book in learning biology in order to increase students 'enthusiasm for learning and is an effort to improve students' mastery of concepts. The research was carried out on class X high school students. Data collection was carried out at Ragunan Wildlife Park, Jakarta. The research was carried out in the even semester of the 2019/2020 school year, January to June 2020. The method used in this study was the R&D research and development method using the 4-D (Four D) model, namely Define, Design (Design). , Develop (Development), and Disseminate (Spread). The development of teaching materials is carried out in two stages, namely: Expert Validation and Revision of Learning Media. Based on the results of the study, it can be concluded that the pocket book Mammals of the Primate order which was developed with the define, design, develop stage has met the components that are in accordance with KD in the 2013 curriculum, the language used is easy to understand, the presentation of a pocket book that is full of color and the images shown are very supportive of the material. learning so that it can attract the reader's attention. The Primate Order Mammals pocket book shows valid results and is suitable for use in biology learning. The average value of expert validation from the content / content aspect was 83.5%, the language aspect was 83%, and the presentation aspect was 82.5%.


2018 ◽  
Vol 1 (2) ◽  
pp. 237
Author(s):  
Hamidah Nursidik ◽  
Indah Resti Ayuni Suri

This research and development aims to know the prevalence of interactive learning media products assisted software lectora inspire and to know the response of learners to interactive learning media assisted software lectora inspire on material relations and functions that have been developed. The method used in this research is 7 stages from 10 stages of research and development method from Brog and Gall which have been modified by sugiyono. The stages are potential and problems, data collection, product design, validation, design improvement, product testing, and product revision. Instrument data collection used is validation sheet and questionnaire response of learners. Based on the results of the study showed: Interactive learning media assisted software lectora inspire on material relations and class X functions developed with Brog and Gall modified by sugiyono declared feasible to be used by experts materials and media experts with good criteria with assessment of average material experts 4,2 and the media expert 3,5. Student response to interactive learning media assisted software lectora inspire on material relation and function get good criterion with average value 4,0167.


2020 ◽  
Vol 8 (1) ◽  
pp. 54-60
Author(s):  
Avella Itsna Fatimatuz Zahroh ◽  
Endang Kurniati ◽  
Ucik Fuadhiyah

The objectives of this pitutur luhur comic strip study development are (1) to analyze the needs of students and teachers towards mituhu learning media (pitutur luhur comics), (2) to describe prototypes of mituhu learning media (pitutur luhur comics), and (3) to describe the results of expert validation regarding mituhu learning media prototypes (pitutur luhur comics). The design of this research is research and development. The procedures of this study include (1) potential and problems, (2) data collection, (3) product design, (4) design validation, and (5) design revisions. The results of the study are (1) teachers and students of SMP N 22 Semarang need learning media to write dialogue in the form of pitutur luhur comics, (2) pitutur luhur comics consist of three stories namely Becik Ketitik Ala Ketara, Sapa Jujur Bakal Makmur, and Aja Dumeh, (3) the results of the material expert validation got an average value of 3.2 from a maximum value of 4 which means this comic according to the basic competencies to be achieved, the results of the media expert validation got an average value of 3.6 from a maximum value of 4 design meaningful in accordance with the rules of comic development.  


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