scholarly journals Inovasi Bahan Ajar Dinamika Gerak dengan Modul Pembelajaran Berbasis Discovery Learning

2020 ◽  
Vol 6 (2) ◽  
pp. 175
Author(s):  
Siti Halimatul Fatihah ◽  
Neng Nenden Mulyaningsih ◽  
Irnin Agustina Dwi Astuti

Physics learning with discovery learning approach requires students to be active in learning. In th schools in tangerang area, there is no discovery learning module available. the purpose of this research is to develop a physics learning module based on discovery learning on Motion materials. This research method is research & development with ADDIE model (analyze, design, development, implementetion, evaluation), using research instruments in the form of validation sheets. the data analysis technique used is descriptive analysis. The results of the study showed that discovery learning-based physics learning modules are worth testing and implementing to students. This module has characteristics according to discovery learning syntax and user friendly so that students can learn independently.

2021 ◽  
Vol 8 (2) ◽  
pp. 102-110
Author(s):  
Edni Dayshe Herawati Purba ◽  
◽  
Husna Husna ◽  
Aidhia Rahmi ◽  
◽  
...  

The purpose of this research is to develop teaching materials in the form of a Discovery Learning-oriented physics learning module that is valid and practical for students of class X SMA science program. This type of research uses Research and Development (R&D). The research subjects of class X MIPA 5 were 39 people. The research procedure used by the 4-D model is definition, design, development and dissemination. The research instrument is a questionnaire of initial analysis, validity, and practicality. Furthermore, the data were analyzed to see the validity and practicality of the E-module. E-module validation is assessed from the aspect of ease of use, time required, easy to interpret, and has the same equivalence. The results showed that the E-physics module was categorized as very valid with a percentage of 91.96%. Furthermore, the practicality of the E-module is assessed from the aspect of ease of use, time required, easy to interpret, and has the same equivalence with a percentage of 92.77%. Keywords: Discovery Learning, E-module physics


2019 ◽  
Vol 5 (1) ◽  
pp. 16
Author(s):  
Destriani Destriani ◽  
Destriana Destriana ◽  
Endang Switri ◽  
Herri Yusfi

This study aimed to produce the development of proper volleyball games learning for students. The research method used in this study was Research and Development. The development steps were done by using Analysis, Design, Development, Implementation and Evaluation which were often referred to the ADDIE model. The subjects in this study were the students of Physical and Health Education Study Program of Teacher Training and Education Faculty of Sriwijaya University. The results of this study indicated that overall the development of volleyball games learning is feasible to be used. The data analysis technique used was quantitative descriptive analysis. The results of this study included the development of facilities, infrastructure, and rules of volleyball games. In the facilities aspect was by changing the height of the net to 2.15 meters. In the infrastructure aspect modified the size of the field to be 16x9 meters. While in the rules of the game aspect combined female and male students. The feasibility of the development was obtained from the results of the assessment of material experts which were obtained an average of 80.67% included in the good category while the effectiveness was obtained from the learning outcomes of the implementation phase of students with the outcome on the psychomotor aspect was 77.08% included in the sufficient category. The implementation of this development research was that the educators could use as an alternative in teaching and could improve the students’ learning outcomes on psychomotor aspect.


Author(s):  
Amirhud Dalimunthe ◽  
Marwan Affandi ◽  
Eka Dodi Suryanto

Abstrak: Masalah yang dihadapi saat melaksanakan praktikum Teknik Digital adalah modul praktikum yang tersedia belum belum sesuai dengan kompetensi lulusan. Masalah lainnya adalah beberapa modul yang membutuhkan perbaikan. Selain itu, panduan praktikum Teknik Digital juga belum lengkap. Solusi untuk permasalahan diatas salah satunya adalah mengembangkan modul praktikum Teknik Digital. Pengembangan modul praktikum Teknik Digital dilakukan dengan menggunakan pendekatan Project Based Learning. Model ADDIE diadaptasi dalam prosedur pengembangan modul praktikum dalam penelitian ini, yang terdiri dari Analysis, Design, Development, Implementation, dan Evaluation. Prosedur penelitian meliputi beberapa tahap yaitu analisis Potensi dan masalah, Pengumpulan data, Desain produk, Validasi desain, Revisi desain, Uji coba, Revisi produk, Uji coba pemakaian, Revisi produk dan Produksi. Hasil penelitian ini diharapkan dapat meningkatkan kompetensi, keterampilan, kreatifitas dan inovasi mahasiswa.  Kata Kunci: Pengembangan, Modul Praktikum, Teknik Digital, Model ADDIE. Abstract:  When attending digital engineering lectures and digital engineering internship courses, students often encounter difficulties because they need to have high logic skills when producing a series of works. Imperfect learning tools is one of the reasons for the above problems. However, some facilities and infrastructure do not support the practical and theoretical learning process. One of them is learning tools, especially practical modules that are not yet available. The purpose of this research is to develop a module and a Digital Engineering practicum jobsheet in accordance with the materials and competencies that students must achieve by utilizing the tools and materials available in the laboratory. The design of this research is R&D. The product of this research will be validated by experts and tested on students after the product is revised. The development procedure adapted from the ADDIE model developed by Dick and Carry. The data analysis technique used a simple qualitative descriptive analysis technique. This research produces a practicum module that contains work procedures and job sheets. The results of the assessment obtained from 2 media experts were 89,4% in the category of easy to understand, useful, interesting and worthy of being used as a practicum guide. The results of the assessment obtained from 2 media experts show that this module is valid and very good with an average value of 90,3%. Students using this module gave an average rating of 89% for ease of learning, attractiveness, design and benefits. Keywords: Development, Practicum Modul, Digital Engineering, ADDIE Model.


2021 ◽  
Vol 4 (1) ◽  
pp. 54
Author(s):  
Ni Made Adelia Sari ◽  
Ida Bagus Surya Manuaba

Currently, conventional teaching materials and learning media have not met the learning demands in the 4.0 evolutionary era. It results in many students who do not understand the subject matter, so that the learning objectives have not been achieved optimally. This study aims to produce an inquiry-based interactive electronic module to support learning. This type of research is development research using the ADDIE model, which includes the analysis, design, development, implementation, and evaluation stages. The techniques used in collecting data are observation, interviews, and questionnaires. The instrument used to collect data is a questionnaire. The analysis used is qualitative descriptive analysis technique and quantitative descriptive analysis. The research results review subject matter experts who get very good qualifications (100%). The results of the learning design expert review are very good (90%). The results of the learning media expert review are good (86.7%). The individual test results are very good (97,3%). The small group test results are very good (95.7%). It can be concluded that the inquiry-based interactive e-module is very valid and feasible to use in learning. This research implies that teachers can use the developed media to help students learn.


2021 ◽  
Vol 6 (2) ◽  
pp. 236-242
Author(s):  
Roza Linda ◽  
Suci Sukma ◽  
Lenny Anwar

This study aims to develop a Schoology-based e-learning media and to find out the validity and response of users (teachers and students). The method used in this research was Research and Development (R&D) with the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. The implementation stage was not carried out due to the limitations of the research. Validation tests carried out by material and media experts as well as limited trials on students and teachers were obtained using a questionnaire. The data analysis technique used was descriptive analysis. The validation results from material and media expert showed the percentage of 93.23% and 90.69% in the valid category. The results of trial by student and teacher responses showed the percentage of 94.40% and 93.12% in good category. The Schoology-based e-learning media on ion equilibrium and buffer solutions is valid and suitable for use in online learning. 


2021 ◽  
pp. 101-110
Author(s):  
Kintan Utari ◽  
Neng Nenden Mulyaningsih ◽  
Irnin Agustina Dwi Astuti ◽  
Yoga Budi Bhakti ◽  
Zulherman Zulherman

In the material of thermodynamics, many physics equations make students abstract in understanding the material. It is necessary to have a learning media to be able to visualize the thermodynamics material. Matlab is usually used in numerical analysis. Currently, Matlab can be used as a medium for learning physics by students to understand the material well. This study aims to develop a physics calculator application on the subject of thermodynamics using Matlab software. The research method used in this research is the research development method with the development model of ADDIE (Analysis, Design, Development, Implementation and Evaluation). The instruments used in this study were a validation test questionnaire and a student response questionnaire. The analysis technique applied is the descriptive analysis and the average analysis techniques. The results developed in this study are in the form of a Physics calculator application that helps physics calculations on thermodynamic material. The average validation result by material experts and media experts is 83.1%, with the "Good" category. In other words, according to experts, this media is suitable for use in physics learning. This application also received a positive response from students, with an average student response score of 79.8%. This application is also equipped with materials, physics calculators, physics simulations and question exercises so that it is expected to help students understand physics learning in thermodynamics material.


Author(s):  
Nurhayati Nurhayati ◽  
Dina Ampera ◽  
Surniati Chalid ◽  
Farihah Farihah ◽  
Baharuddin Baharuddin

This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended learning on the subjects of Art Culture. The type of this research is development research using ADDIE model. Data in the study was collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique/inductive t-test. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90.53%); (b) the results of the design review indicated that blended learning was very good (93%); (c) the results of the media review indicated that blended learning was very good (95%); (d) individual trial results, small group trials, and field trials showed that blended learning predicate very good (98.82%), good (87.84%), and very good (92.55%), (3) on the efficacy test of blended learning shows that the result of t-count (22.07) t-table (2.007). This means, there are significant differences in student learning outcomes between before and after using blended. Thus blended learning is developed effectively to improve Art Culture learning outcomes.


Author(s):  
Tri Murnilawati ◽  
Syamsurizal Syamsurizal ◽  
Bambang Hariyadi

The aim of this development is to create a learning module that can increase students' motivation and facilitate remedial students to perform learning. The module is created contains instructions for using the module, perform remedial instructions for students, subject matter, competency testing per learning activities, feedback, answer keys, a summary of the material to the glossary contains terms used in the learning module. The model used in the design development using ADDIE model of instructional design, outline development model consists of 5 stages are: analysis, design, development, implementation and evaluation. The data obtained in this study is qualitative data obtained from the comments and suggestions validator (materials and expert design expert module) and peer comments, while the quantitative data obtained from the students' response to the learning modules, before remedial value and value increase learning achievement after using remedial module. The test is done in small groups of 6 students and a large group of 33 students. Based on the results of the validation and field trials have shown that the media developed is feasible and can be applied to students of class X results in research trials shows that students can respond with a good media applied.


2021 ◽  
Vol 4 (2) ◽  
pp. 200
Author(s):  
Iesyah Rodliyah ◽  
Sari Saraswati

The purpose of this study is to describe the results of the development of statistical questions presented by utilizing Microsoft Power Point applications based on Visual Basic for Applications. The development model in this study uses the ADDIE model which stands for analysis, design, development, implementation, and evaluation. This research trial used several subjects including two validators, namely material experts and media experts, as well as mathematics education students who took statistics courses. Data collection techniques were carried out through test and questionnaire methods. While the data analysis technique used quantitative descriptive analysis. This development research resulted in a product in the form of statistical test questions in the form of multiple choice questions consisting of five questions and packaged in a macro VBA-based Microsoft Power Point application. The results showed that the questions developed met the valid, reliable, and sensitive categories. In addition, the products developed have also met the criteria of being valid, practical, and effective for use.


2019 ◽  
Vol 2 (1) ◽  
pp. 49-61
Author(s):  
Zainudin Zainudin ◽  
Rica Widjayanti

The purpose of this study is to produce a science module based on disaster mitigation using eruption software. This research is a research and development following the steps of developing the ADDIE model including analysis, design, development, implementation and evaluation. Data collection techniques using the validation sheet of science modules and data analysis techniques using qualitative descriptive analysis. The results of the science content validation module based on disaster mitigation using eruption software have a very valid and reliable category and can be used with minor revisions or without revisions in science learning.


Sign in / Sign up

Export Citation Format

Share Document