scholarly journals Animasi Interaktif Pembelajaran Huruf dan Angka Menggunakan Model ADDIE

Author(s):  
Syamsul Bakhri

The use of technology in learning media is very necessary for all educational institutions. Creating a pleasant learning atmosphere through multimedia means in the form of interactive animations. It was felt effective to increase children's learning interest in recognizing letters and numbers at TK RA Nurul Iman Jakarta. Use the type of research and development with the ADDIE model. Calculation of the app's feasibility to produce interactive animations that fit your needs. The purpose of making this learning media helps students to be able to more easily understand and understand and not feel bored in learning to start from letters and numbers and how to pronounce them. After the learning process, students will work on the quiz and there will also be games to make the child's thinking speed better. In addition, this application can help teachers in the teaching and learning process that is considered very boring, with an average value of 82.6% showing this interactive animation application is very fun for the media to learn the introduction of numbers and letters.

2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran


2020 ◽  
Vol 4 (2) ◽  
pp. 165
Author(s):  
NKAP Dewi ◽  
LDS Adnyani ◽  
LGE Wahyuni

The use of technology-based learning media, including video in English class can trigger students’ motivation to learn English and improve the learning process. This interesting and innovative media is believed to promote students’ engagement along the process. This descriptive study aims to describe the response of students related to their engagement to the use of English Learning video developed by using Camtasia Studio in second-grade students of elementary school. The data were collected through observations, interview and teacher’s questionnaire rubric. The result reveals that using technology-based media in classroom is really appropriate to increase students’ motivation and learning activeness to get a better teaching and learning process. Students and teacher gave positive responses toward the media and it was categorized into ‘Excellent’ media in which it was interesting and fulfilled the needs of second-grade students. Further, it was suggested for the next research to conduct the study in different grade. 


2021 ◽  
Vol 2 (1) ◽  
pp. 68-74
Author(s):  
Pipin Nur Anggraini ◽  
Ratih Asmarani

In the implementation of learning activities that occur at SD Plus Pesantren Al-Anwar, problems when implementing learning activities, among others, are the media used are not supportive, teachers use learning resources in the form of books and have not used certain learning media. This is the cause of students tend to be passive in learning activities. When learning theme 3 sub-theme 2 learning 2 in class IV the teacher uses image media in teaching and learning activities, making students less understanding of the material. As a result, students are less interested in teaching and learning activities. This research was conducted in class IV, which consisted of 20 students. In the development research that has been carried out, it is expected to be able to provide a good influence for students, the Fun Thinkers book media is to foster student learning activities and achievements and must use media that can foster student interest in learning so that they are enthusiastic in undergoing the learning process. Research using the ADDIE model which passes through 5 stages.


2018 ◽  
Vol 6 (2) ◽  
pp. 93
Author(s):  
Lia Angela ◽  
Riko Aprianto

<p>Modul adalah salah satu bahan ajar yang dapat digunakan peserta didik dalam proses pembelajaran. Untuk meningkatkan hasil belajarnya, peserta didik membutuhkan modul pembelajaran biologi yang berbasis <em>contextual Taeching Learning</em> (CTL). Tujuan penelitian ini adalah untuk menghasilkan modul yang valid dan praktis. Penelitian ini merupakan penelitian <em>Research and development </em>(R&amp;D) dengan menggunakan model pengembanan 4-D (<em>four D</em>) terdiri dari tahap define, design dan develop, sedangkan tahap dessiminate tidak dilakukan. Hasil penelitian ini menunjukkan modul yang dikembangkan memiliki nilai rata-rata kevalidan yaitu 3,51 dengan kriteria sangat valid. Nilai rata-rata kepraktisan modul oleh peserta didik yaitu 3,49 dengan kategori praktis.</p><p> </p><p>Modules are one of the teaching materials that students can use in the learning process. Students need a biology learning module based on contextual learning (CTL) to increase their learning achievement. The purpose of this study was to produce a valid and practical module. This research was a Research and development (R&amp;D) study using the 4-D (four-D) development model consisting of define, design and development stages, while the disseminate stage was not carried out. The results of this study indicate that the module developed has an average value of validity 3.51 or on very valid criteria. The average value of the practicality of the module was 3.49 or on the practical category</p>


2020 ◽  
Vol 3 (1) ◽  
pp. 64-67
Author(s):  
Devri Ramdhan Apriyus ◽  
Kasman Rukun ◽  
Asrul Huda ◽  
Satria Ami Marta

This research is motivated by the need for the media to learn that promote interaction and understanding of learning. The purpose of this research was: 1) to produce interactive learning media on Basic Graphic Design subjects at vocational high school. 2) Determining the validity of interactive learning media on Basic Graphic Design subjects at vocational high school. The method used is a Research and Development (R & D). The development Model used is 4-D (Four-D). The 4-D consists of four stages, namely discovering, designing, developing and disseminating. The subjects of research conducted were material experts and media experts. The instrument used to measure the form of validity is the questionnaire responses. The validity of interactive learning media is assessed from two aspects namely media feasibility and feasibility aspects of the matter. The results of this research indicate that interactive learning media on Basic Graphic Design subjects is considered valid as seen from the average value of media validation by 0.87 and the average result of 0.85 material validation. Based on the results of the validation of the interactive learning media on Basic Graphic Design subjects are feasible for use in assisting the learning process.


2021 ◽  
Vol 6 (2) ◽  
pp. 1
Author(s):  
Arya Setya Nugroho ◽  
Wahyuni Wahyuni

Abstrak: Pengembangan wayang ini dimaksudkan untuk pemenuhan ketersidaan media yang memberikan kemudahan dalam pengelolaan proses belajar mengajar. Model metode penelitian ini merupakan model R&D (Research and Development), namun hanya menggunakan lima tahapan ialah potensi dan masalah, pengumpulan data, desain produk, validasi desain serta revisi desain. Hal tersebut disesuaikan dengan kebutuhan penelitian dan kondisi pandemi saat ini. Hasil valid serta layak diperoleh dari validasi media serta materi dari pakar validator kemudian dapat diaplikasikan dalam kegiatan pembelajaran. Hasil validitas atas pakar materi 1 diperoleh nilai 20 atau 80% dan ahli materi 2 memperoleh skor 22 atau 88%, sedangkan hasil validitas dari pakar media 1 mendapatkan nilai 43 atau 91% dan validasi pakar media 2 memperoleh 41 atau 95,5%. Pengembangan wayang tersebut diharapkan mampu memenuhi perangkat pembelajaran salah satu nya media sebagai penunjang keterlaksanaan proses belajar mengajar.DEVELOPING WAYANG BASED NATIONAL HEROES FOR THE 4th GRADE ELEMENTARY SCHOOL’S TEACHING MEDIAAbstract: The development of puppets is intended to fulfill the availability of media which provides convenience in managing the teaching and learning process. The research method model used is the R&D (Research and Development) model, but it only uses five stages, namely potential and problems, data collection, product design, design validation and design revision. This is adjusted to the needs of research and the current pandemic conditions. The results of media validation by media and material expert validators obtained valid results and were feasible to be applied in the teaching and learning process. The results of the validity of the material expert 1 obtained a score of 20 or 80% and the material expert 2 obtained a score of 22 or 88%, while the results of the validity of the media expert 1 got a value of 43 or 91% and the validation of the media expert 2 got 41 or 95.5%. The development of puppets is expected to be able to fulfill learning tools, one of which is the media to support the implementation of the teaching and learning process.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Ketut Candra Kurniartha ◽  
Putu Suka Arsa ◽  
Gede Ratnaya

This research aims to made autoplay based interactive learning media which can be used to support teaching and learning process, to know the feasibility level of learning media and students respond after using this autoplay based interactive learning media. This study was research and development study (R & D ) the data of this study were collected using questionnaire as an instruments by a content expert (material expert), expert of media and students. This study was conducted at tenth grade (X) TAV student of SMK Negeri 3 Singaraja. The results showed that: 1) the percentage of the media feasibility level from media validator is 90% with very feasible qualifications, 2) the percentage of the media feasibility level from material validator is 90% with very feasible qualifications, 3) test result of small group the percentage is 87% with very feasible qualifications 4) test result of large group the percentage is 91,37%. Based on the result of the analysis the feasibility level and students respond autoplay based interactive learning media on logic gate material for tenth grade (X) TAV student of SMK Negeri 3 Singaraja proper to use as learning media.


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Erfa Okta Lussianda ◽  
Nia Anggraini ◽  
Liga Febrina

The purpose of this study was to find out to what extent online-based learning media (Zoom) can create student interest in STIE Persada Bunda in learning.This research was conducted for 1 (one) year starting from June 2020 to August 2021. The sample and this research were 87 samples, using the techniquestratified proportional random sampling. .The results found that online learning media (zoom) has an effect on student learning interest, this shows that the better the media provided by the lecturer, the more interested students are in learning by lecturers in the teaching and learning process. If the learning media is more interesting, the student's interest in learning will increase.    


2019 ◽  
Vol 10 (2) ◽  
pp. 184-197
Author(s):  
Pahmi ◽  
Wandi Syahfutra

To master English, students must learn many things, including about grammar in order to use English properly and correctly. There are a number of ways lecturers can do to support teaching and learning process, one of which is by making use of technology to develop learning media. Using media is expected to make learning process about grammar enjoyable. This research aims to develop learning media using VideoScribe for the subject of Present Continuous Tense which is one of the materials studied by odd semester students at Universitas Muhammadiyah Riau. This research further designs, implements and tests the feasibility of the learning media. This research is a research and development (R&D) model with ADDIE which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation. The subjects of this study were undergraduate students majoring in non-English Department which consisted of 35 students in odd semester. The results of alpha testing, expert material assessment showed that the media that were designed was in a very good category with an average score of 4.26. Meanwhile, for trials with students, the video animation media using VideoScribe was in a very good category with an average score of 4.25. Therefore, it can be concluded that the instructional media designed is suitable to be used to support teaching and learning activities.


2021 ◽  
Vol 8 (1) ◽  
pp. 121
Author(s):  
Baharuddin Baharuddin ◽  
Andi Halimah ◽  
Ika Nurjannah ◽  
Suharti Suharti ◽  
A. Sriyanti

AbstrakPenelitian ini bertujuan untuk mengetahui pengembangan media komik berbasis pendekatan saintifik yang memenuhi kriteria valid, praktis, dan efektif. Metode penelitian yang digunakan Research and Development yang mengacu pada model pengembangan ADDIE. Berdasarkan hasil uji coba terbatas yang dilakukan pada kelas V SDN 250 Bulu Kabupaten Soppeng, diperoleh bahwa: (1) hasil validasi media komik adalah 4,01 pada kategori valid, (2) hasil kepraktisan media komik adalah 95% dan berada pada kategori sangat positif, dan (3) hasil keefektifan karena telah memenuhi tiga kriteria yaitu kemampuan guru saat mengelola pembelajaran 4,7 (kategori sangat baik), persentase aktivitas peserta didik 86,1% (kategori sangat baik) dan persentase ketuntasan belajar peserta didik berkategori tinggi serta mencapai ketuntasan klasikal yaitu 100%. Sehingga, dapat disimpulkan bahwa dalam tahap uji coba terbatas yang dilaksanakan, media komik berbasis pendekatan saintifik pada materi pengukuran telah memenuhi kriteria kevalidan, kepraktisan, dan keefektifan. Media komik berbasis pendekatan saintifik dapat digunakan dalam proses belajar mengajar di sekolah dasar, tampilan yang menarik membuat aktivitas peserta didik semakin baik dan meningkatkan ketuntasan hasil belajar matematika.AbstractThis study aimed to investigate the level of validity, effectiveness, and practicality of the developing comic media based on the scientific approach. The method used was Research and Development with ADDIE model. Based on the results of the limited test conducted at the fifth-grade students of SDN 250 Bulu in Soppeng Regency, it was found that: (1) the validation result of comic media was 4.01 in the valid category, (2) the practicality result of comic media was 95% which was in the very positive category, and (3) the results of the effectiveness had fulfilled three criteria, namely the teacher’s ability to manage learning was 4.7 (very good category), students’ activities were 86.1% (very good category) and the students’ learning completeness was categorized high and achieving 100% of classical completeness. Therefore, it could be concluded that in the limited test stage, comic media based on the scientific approach to the measurement material had fulfilled the criteria of validity, practicality, and effectiveness. Comic media based on the scientific approach can be used in the teaching and learning process in elementary schools because attractive media makes the students’ activities better and improves their mathematics learning outcomes.


Sign in / Sign up

Export Citation Format

Share Document