scholarly journals Pengembagan Bahan Ajar Fisika Berbentuk E-Modul Berbasis Kontekstual Menggunakan Aplikasi eXe-Learning Pada Materi Usaha dan Energi

Kappa Journal ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 68-79
Author(s):  
Kiki Andila ◽  
◽  
Hadma Yuliani ◽  
Nur Inayah Syar ◽  
◽  
...  

This research aims to determine: 1) the procedure for teaching materials in the form of e-modules 2) the feasibility of teaching materials in the form of e-modules 3) the responses of students to the e-modules developed. This study uses the ADDIE Model Research and Development (R&D) method. The stages are needs analysis, design, development, implementation and evaluation. The results of this study are: 1) the procedure for making teaching materials in the form of e-modules, namely analysis, design of teaching materials by determining the format of teaching materials, development, namely the validation of teaching material products through validation of media experts, materials and learning, implementation to students through small group tests. 2) the feasibility of teaching materials in the form of e-module, the results of the media expert's assessment obtained a percentage of 75% with good and feasible criteria. The results of the material expert's assessment obtained a percentage of 76.2% with good and feasible criteria. The results of the learning expert's assessment obtained a percentage of 82% with good criteria and suitable for use. 3) The results of the students' responses obtained a percentage of 85% in the very good category.

2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2020 ◽  
Vol 7 (1) ◽  
pp. 105-120
Author(s):  
Indah Puji Lestari ◽  
Rida Fironika Kusuma Dewi ◽  
Nuhyal Ulia

This study aims to develop mathematical teaching materials on the subject of multiplication and find out their feasibility and practicality. This research is based on the lack of students' understanding of multiplication material and the lack of references other than worksheets or textbooks used by teachers. The renewal of this teaching material is the presence of a QR code in each chapter that can connect students to videos created by researchers and uploaded on YouTube. This study uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluate). Based on the five stages, the development of You-MathBook teaching materials resulted in a percentage of eligibility from three validators of 90.9%, a practical percentage of 84.1% and effectiveness calculated with a Gain Test of 0.35 indicating an increase in student learning outcomes in the 'medium' category. Based on these results You-MathBook teaching materials are declared feasible, practical and effective to increase understanding of the concept of multiplication in fifth (V) grade students of Darul Huda Islamic Elementary School in Semarang.


2021 ◽  
Vol 9 (4) ◽  
pp. 482-490
Author(s):  
Ari Septian ◽  
Sarah Inayah ◽  
Ihsanu Nasihin

The purpose of this study was to develop teaching materials assisted by Google Classroom in the form of mathematical material about building cubes and blocks, examples of math problems, and practice math problems. Developed as empirical evidence of the effectiveness of Google Classroom-assisted teaching materials on building materials. The method used in this study is research and development (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). These teaching materials were developed through a questionnaire and assessed from several expert validations including media experts and material experts. Based on the results of the media expert validation, the average score percentage was 78.3% and was included in the Eligible category. Meanwhile, based on the results of material expert validation, the average score percentage is 82.6% and is included in the Very Eligible category. Thus, overall Google Classroom-assisted teaching materials on this spatial building material have a percentage of 80.4% and fall into the Very Eligible category. so that it is effective as a Google Classroom-assisted teaching material on building materials and can be used anytime.


Author(s):  
Farida Fitriani ◽  
I. Indriaturrahmi

Penelitian ini bertujuan untuk merancang bangun e-modul, mengembangkan serta menguji kelayakan e-modul mata pelajaran bahasa Indonesia. Penelitian ini dilakukan di MAN 1 Lombok Tengah dengan subjek penelitian sebanyak 32 orang kelas 10 semester I. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation And Evaluation). Uji kelayakan e-modul dilakukan oleh 2 orang ahli (1 ahli materi dan 1 ahli media) dan siswa. Ahli media menguji kelayakan aplikasi e-modul dan ahli materi menguji kedalaman materi bahasa indonesia, sedangkan siswa memberikan respon setelah menggunakan e-modul. Berdasarkan hasil uji kelayaakan maka diperoleh bahwa ahli media dan ahli materi menyatakan e-modul layak digunakan (ahli media= 87,5% dan ahli materi= 96,31%), sedangkan siswa merespon positif (87,7%). Berdasarkan hasil tersebut dapat disimpulkan bahwa e-modul mata pelajaran Bahasa Indonesia yang dikembangkan sangat layak sebagai sumber belajar untuk diterapkan pada siswa.Development of e-modules as Learning Resources for Indonesian Language Subjects Class X MAN 1 Central LombokAbstractThis research aims to design e-modules, develop and test the feasibility of e-modules for Indonesian subjects. This research was conducted in MAN 1 Central Lombok with 32 class 10 semester I research subjects. The research method used was research and development with the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The e-module feasibility test was conducted by 2 experts (1 material expert and 1 media expert) and students. Media experts test the appropriateness of e-module applications and material experts test the depth of Indonesian language material, while students respond after using e-modules. Based on the results of the feasibility test, it was found that the media expert and material expert stated that the e-module was appropriate (media expert = 87.5% and material expert = 96.31%), while students responded positively (87.7%). Based on these results it can be concluded that the e-module of Indonesian subjects developed is very feasible as a learning resource to be applied to students.


2019 ◽  
Vol 9 (2) ◽  
pp. 172-182
Author(s):  
Erna Yayuk

The purpose of this study was produce a mathematics learning companion book that was feasible to use and to measure the student's response to the teaching material. This study uses the Research and Development (R & D) method with a 4D model, which includes needs analysis, design, development, and dissemination. The feasibility was measured with the validity test from material and the design expert. The effectiveness was measured with the test to one class of PGSD FKIP UMM students, then the second test was conducted in 2 classes. The results of the research obtained are the validity values of teaching materials worthed 91.6%, and the validation test the material experts scored 78.8%, all are in ‘valid’ criteria. The effectiveness of the teaching materials were also shown from positive responses obtained from lecturers and students as product users. After revision, the effectiveness of teaching materials reached 86.93%, in the ‘effective’ criteria. Lecturers and students concluded that the use of teaching materials companion book was effective for learning


2020 ◽  
Vol 1 (1) ◽  
pp. 105-120
Author(s):  
Indah Puji Lestari ◽  
Rida Fironika Kusuma Dewi ◽  
Nuhyal Ulia

This study aims to develop mathematical teaching materials on the subject of multiplication and find out their feasibility and practicality. This research is based on the lack of students' understanding of multiplication material and the lack of references other than worksheets or textbooks used by teachers. The renewal of this teaching material is the presence of a QR code in each chapter that can connect students to videos created by researchers and uploaded on YouTube. This study uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluate). Based on the five stages, the development of You-MathBook teaching materials resulted in a percentage of eligibility from three validators of 90.9%, a practical percentage of 84.1% and effectiveness calculated with a Gain Test of 0.35 indicating an increase in student learning outcomes in the 'medium' category. Based on these results You-MathBook teaching materials are declared feasible, practical and effective to increase understanding of the concept of multiplication in fifth (V) grade students of Darul Huda Islamic Elementary School in Semarang.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


Author(s):  
Andi Tenrisanna Syam

This research aimed to develop an appropriate module based on the writing needs of the learners. The author took the fourth-semester learners of the English Department at the State Islamic Institute of Palopo in the academic year 2018/2019. The author involved 40 learners as her participants. The method of the research was Research and Development. The author used the ADDIE model. The ADDIE model consisted of five stages, namely analysis, design, develop, implementation and evaluation. The instruments of the research were questionnaires and documents. The data were analyzed quantitatively qualitatively. The results of the content, the design, and the media experts validation showed that the module got good and very good category. The writing I module quality based on the learners’ response in the field try-out showed that 75% of learners very agree and 25% of learners agree with the materials presented in the module. The result of this research hopefully gives a contribution to some parties, especially to the writing I lecturers and to the other researchers.


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.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


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