Pengembangan Media Pembelajaran Audio Visual Materi Bangun Ruang Sisi Datar di SMP Negeri 6 Mataram

2021 ◽  
Vol 1 (3) ◽  
pp. 421-432
Author(s):  
Septiyana Kurnia Hartatin ◽  
Arjudin Arjudin ◽  
Nani Kurniati ◽  
Amrullah Amrullah

The purpose of this research is to produce a learning audiovisual media that is suitable for the material of build a flat side room in SMP Negeri 6 Mataram. The method used in this research is according to Luther, is multimedia development life cycle (MDLC). MDLC have 6 steps, there are concept, design, material collecting, assembly, testing, and distribution. Field testing was used in this research are validation test, practical test, and test for the learning media’s effectiveness. In validation test, the result of this research is validated by some experts. The practical test was carried out by 2 practitioners and the test for effectiveness was based on the results of the questionnaire which were filled in by 74 students (37 students of class VIII and 37 students of grade IX). Instrumen indicators are based on the feasibility of the media according to Thorn. The results of the validation test showed an average score of 3.14, with a very good category. Meanwhile, the results of the practical test with an average score are 3.39 in the very good category, and the results of the effectiveness test with an average score of 2.86 in the good category. So it can be concluded that the audiovisual learning media that have been developed are suitable for use in learning mathematics.

2020 ◽  
Vol 3 (1) ◽  
pp. 77-88
Author(s):  
Mukti Sintawati ◽  
Mifta Rudiyanta ◽  
Muhammad Nuryanto

Learning mathematics in elementary school is expected to adjust to the cognitive development of students. Abstract mathematical concepts make students need help to understand them. This study aims to develop mathematics learning media geometry for 4th grade elementary school students. This development research uses the Borg & Gall research model which was carried out to the seventh stage, namely research and information collecting, planning, developing preliminary form a product, preliminary field testing, main product revision, main field testing, and operational product revision. Product trials were conducted at Ngablak Public Elementary School. Data collection instruments were using a questionnaire. The questionnaire used to assess the appropriateness of the media was an expert validation assessment sheet, while the teachers’ assessment sheet and students’ response questionnaire were used to determine the practicality of the product. The validation results from the experts obtained that the Magic Geometry media was declared very appropriate to be used in learning mathematics with an average score of 4.45. The results of the teacher practicality assessment were stated to be very practical with a score of 4.9 and the student’s response questionnaire received an average score of 4.2 with a practical category. The results of the student response questionnaire also showed that Magic Geometry made learning becomes more interesting and materials easier to understand.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


Author(s):  
Dika Garsinia ◽  
Ratih Kusumawati ◽  
Arie Wahyuni

This research uses quantitative descriptive methods. The subjects of this study were 28 students of class VIII Al Bisyri Islamic Middle School. Data obtained by observation, questionnaire, and written test. ADDIE development model (Analysis, design, development, implementation, and evaluation). Data collection instruments used in the form of learning media questionnaires, student response questionnaires, rational test results. From the results of the research process obtained the value of media experts with an average score of 87.08 (good category), while the mathematics teacher material experts obtained an average score of 88.57 (very good category) so that the media included in the valid category. From the results of the practicality of Powtoon animation video learning media obtained an average score of 84.96 (practical categories), so that it meets the practical aspects in terms of effective, interactive, interesting, efficient, and creative. Whereas based on the posttest value which is higher than the pretest value, the posttest value is 81.50 higher than the pretest value of 67.57 that the effective learning media is used. Based on this analysis it can be concluded that the video animation media using Powtoon software has fulfilled valid, practical and effective criteria.


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Luthfi Rahayu Ningsih ◽  
Mieke Miarsyah ◽  
R. Rusdi

The meaningful learning of respiratory system will be enacted by students through the utilization of problem-based learning interactive media. This study aimed to develop problem-based interactive learning media on respiratory system material. This Research and Development (R&D) was conducted based on Borg and Gall with ten stages, namely: 1)  research and information collecting, 2) planning, 3) developing, 4) preliminary field testing, 5) main product revision, 6) main field testing, 7) operational product revision, 8) operational field testing, 9) final product revision, 10) dissemination. The results of the research showed that the materials score achieved by the media developed was 90% (very good), while the media presentation score was 83% (very good); in addition, the language score gained was 99% (very good). Thus, the average score was 91% (very good) which means that the interactive learning media developed was recognized as very good to be implemented in respiratory system learning for eleventh graders. To go further, the teachers and students gave their response to the media as high as 80% (very good) and 89% (very good) respectively. To conclude, “resysmart” interactive media is strongly recommended to be used in respiratory system learning for eleventh graders.


2021 ◽  
Vol 9 (4) ◽  
pp. 456-466
Author(s):  
Eyus Sudihartinih ◽  
Sekar Wilujeng ◽  
Dewi Rachmatin

The purpose of this study was to describe the results of research on the design of Scratch-based learning media on the topic of the Greatest Commonwealth Factor (FPB). This study uses the Multimedia Development Life Cycle (MDLC) development model through six stages, namely concept, design, collecting, assembly, testing, and distribution. Furthermore, to find out the student's response to the media that has been designed so that a research instrument is used in the form of a questionnaire via Google Form and given in 2021. Research participants are students at one of the junior high schools in the city of Bekasi, West Java. Based on the results of the study, it is known that the learning media for the topic of FPB mathematics can be well designed through the MDLC development model through six stages. In addition, it is known that the student's response to the media that has been designed is positive. Thus the need for further research including game design on different topics.


2021 ◽  
Vol 9 (1) ◽  
pp. 103-125
Author(s):  
Ibnu Rawandhy N. Hula ◽  
Moh. Zulkifli Paputungan ◽  
Ana Mariana

This study aims to develop Hybrid Learning based on the Computer Assisted Test (CAT) application in the Arabic Proficiency Test (APT) program.The method used was Research and Development with the ADDIE instructional design model (Analyze, Design, Develop, Implement and Evaluate), with development stages (concept, design, material collecting, assembly, testing and distribution). The results showed that the development of Hybrid Learning based on CAT application can be used in the Arabic Proficiency Test (APT) program which contains three language competency tests, (istima, tarakib and Qira’ah) and fulfills several aspects; 1) Self Instructional, 2) Self Instructional, 3) Self Contained, 4) Standalone, 5) User Friendly, and 6) Adaptive to technological developments. The results of the CAT-APT application trial in a limited group obtained a score of 80 (good) to 88 (very good), in the media validation test the score was 80 (good) to 86 (very good), the programming validation test and a score of 80 (good) to 88 (very good), while in the testing on the tester, the pretest score had not yet reached the advanced level, while in the posttest there were 9 testers who reached the advanced score.


2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Ketut Alit Adi Untara ◽  
Gustina Gustina ◽  
Ielda Paramita

This study aims to develop learning media in the form of gas steam stoves fueled by oil and describe the validity and effectiveness of the products being developed. This development and research are summarized in a study entitled the development of learning media in a gas-fired gas stove to increase students' curiosity in applied physics subjects. This study uses a media development research method known as Research and Development (R&D). From the research carried out, the following data were obtained: the results of media validation obtained very good categories, and validation test by media experts found very good category. In the curiosity test, which was initially limited to active students, the scores were very good. The results of the initial average curiosity test for the field test were obtained in the low category, and after the use of the media was tested again, and the average score was obtained in the very good category.  It can be concluded that the use of an oil-fired gas steam stove in the form of a Pertamax stove as a learning medium can increase students' curiosity about learning applied physics material.


2019 ◽  
Vol 2 (3) ◽  
pp. 287-297
Author(s):  
Jufrida Jufrida ◽  
Fibrika Rahmat Basuki ◽  
Anta Xena ◽  
Pretty Pasminingsih

Abstract: This study aims to develop science books based on Jambi local wisdom and improve student learning motivation. This research was a research and development using ADDIE model. The subjects were material experts, media experts and class VIII students of SMPN 1 Muaro Jambi, totaling 30 students. The instruments used in this study were observation sheets, questionnaire needs, material and media validation sheets and student motivation questionnaires. Qualitative data were analyzed descriptively and quantitative data were analyzed using descriptive statistics. This study produced a science book based on Jambi local wisdom about the pressure and vibration and waves. Local wisdom was used as a context to explore scientific concepts. The results of the material expert validation obtained an average score of 4.5 with the category "very good" and the media expert was 4.65 with the category "very good". The results of field trials show that science books based on Jambi local wisdom can increase students' learning motivation with an average score of 4.1 (good category).Abstrak: Penelitian ini bertujuan untuk mengembangkan buku IPA berbasis kearifan lokal Jambi serta meningkatkan motivasi belajar siswa. Penelitian ini merupakan penelitian pengembangan. Subjek penelitian adalah ahli materi, ahli media serta siswa kelas VIII di SMPN 1 Muaro Jambi yang berjumlah 30 siswa. Instrumen yang digunakan dalam penelitian ini lembar observasi, angket kebutuhan  lembar validasi ahli materi dan media serta angket motivasi siswa. Data kualitatif dianalisis secaradeskriptif dan data kuantitatif dianalisis menggunakan statistic deskriptif. Penelitian ini mengahsilkan buku IPA berbasis kearifan lokal Jambi meteri tekanan zat, serta getaran dan gelombang. Kearifan  lokal dijadikan sebagai konteks untuk menggali konsep sains. Hasil validasi ahli materi diperoleh skor rata-rata 4,5 dengan kategori “sangat baik” dan ahli media adalah 4,65 dengan kategori “sangat baik”. Hasil ujicoba lapangan menunjukkan bahwa buku IPA  berbasis kearifan local jambi dapat meningkatkan motivasi belajar siswa dengan skor rata-rata 4,1 (kategori baik).


LingTera ◽  
2015 ◽  
Vol 2 (2) ◽  
pp. 222
Author(s):  
Sri Wahyu Widiati ◽  
Sugirin Sugirin

Penelitian ini bertujuan: (1) mengembangkan bahan ajar yang sesuai untuk keterampilan berbicara bahasa Jepang tingkat menengah dengan mengangkat tema-tema kebudayaan Jepang dan Indonesia, yang memadukan empat keterampilan berbahasa dengan fokus utama pada keterampilan berbicara; (2) mengetahui tingkat kelayakan bahan ajar yang dikembangkan. Jenis penelitian ini adalah penelitian dan pengembangan. Prosedur pengembangan produk terdiri dari: (1) pengumpulan data pada survei kebutuhan, (2) perencanaan, (3) pengembangan produk, (4) validasi (uji ahli, uji coba terbatas, uji coba lapangan) dan revisi, dan (5) produk akhir. Bahan ajar terdiri dari lima unit dan disertai VCD. Hasil validasi oleh ahli menunjukkan bahwa nilai rata-rata materi adalah 4.76 dengan kategori ‘sangat baik’ dan nilai rata-rata media adalah 4.31 dengan kategori ‘sangat baik’. Kesimpulan dari penelitian ini adalah bahan ajar yang dikembangkan layak untuk digunakan di dalam kegiatan pembelajaran. Kata kunci: bahan ajar berorientasi budaya, keterampilan berbicara, Kaiwa, bahasa Jepang tingkat menengah.  DEVELOPING A CULTURE-ORIENTED JAPANESE LANGUAGE LEARNING MATERIALS FOR SPEAKING SKILL OF INTERMEDIATE KAIWA LESSON Abstract This study aims to: (1) develop appropriate learning materials for intermediate Japanese Language speaking skill by adapting Japanese and Indonesian culture themes, which integrate four language skills focusing on the speaking skill; (2) reveal the properness level of the learning materials. This is a research and development study. The steps of conducting the study were (1) collecting the data on needs analysis, (2) planning, (3) developing the product, (4) validating (expert judgment, preliminary field testing, main field testing) and revising, (5) writing the final draft of the learning materials. The learning materials consist of five units accompanied with a VCD. The result of the expert judgment shows that the material is in the average score of 4.76 which is in the very good category. The result of the expert judgment on the media is in the average score of 4.31 which is in the very good category. The conclusion of this study is that the learning materials are appropriate to be implemented in the learning activities. Keywords: culture-oriented learning materials, speaking skills, kaiwa, intermediate Japanese language


2020 ◽  
Vol 19 (2) ◽  
pp. 336-350
Author(s):  
Rusmi Siagian ◽  
Zainal Rafli ◽  
Siti Gomo Attas

Abstract   This research is a quantitative research that aims to describe the ability to write poetry based on the image media of students of class VIII SMP 1 PSKD JAKARTA PUSAT District. The population of this study consists of 151 students that are put into 5 classes. Sampling is done by using simple random sampling technique with total sample of 109 students. The instrument used is the test used to obtain the data of students' ability in writing poetry. The tests are given in the form of essays. Data analysis techniques used descriptive statistical analysis that describes the results of Writing Poetry Ability using Picture Media. Based on the descriptive statistic descriptive statistic analysis, the highest score obtained by the students in terms of the structure of the poem builder is 96 and the lowest score is 50 with the average score of 74,09. Thus it can be concluded that the students of grade VIII SMP 1 PSKD JAKARTA PUSAT are able to write poetry based on the media images.   Keywords: writing, poetry, image media.


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