scholarly journals Pengembangan Multimedia Interaktif dan Instrumen Penilaian Berbasis Keterampilan Proses Dasar di Sekolah Dasar

Author(s):  
Faizal Chan ◽  
Hendra Budiono ◽  
Panut Setiono

Abstrak: Penelitian dan pengembangan ini bertujuan untuk mendeskripsikan prosedur pengembangan dan kelayakan produk pengembangan yang dihasilkan berupa Multimedia InteraktifBerbasis Keterampilan Proses Dasar  pada materi tumbuhan dan bagian-bagiannya untuk siswa sekolah dasar. Penelitian  ini  menggunakan  jenis penelitian Research and Development  (penelitian dan pengembangan). Langkah–langkah dalam memgembangkan multimedia interaktif dengan mengadaptasi model pengembangan Hannafin dan Peck yang terdiri dari tiga proses utama, yaitu: tahap penilaian kebutuhan, tahap desain, tahap pengembangan dan implementasi. Kelayakan produk pengembangan diukur berdasarkan tanggapan dari ahli materi dan media. Subjek ujicoba dalam penelitian pengembangan ini adalah siswa kelas tinggi di SDN 55/I Sridadi Muara Bulian Kab. Batanghari sejumlah 9 orang. Pengumpulan data dilakukan dengan menggunakan angket validasi dan angket kepraktisan. Hasil penelitian menunjukkan Multimedia interaktif dan instrument penilaian berbasis keterampilan proses dasar memenuhi kelayakan dengan tingkat kevalidan multimedia interaktif dari validasi materi dengan rata-rata 3,27 kategori Valid, validasi media 3,3 kategori valid dan validasi instrument peneilaian 3,33 kategori valid. Angket respon guru terahdap multimedia interaktif  dengan rata-rata persentase 80% kategori sanagar baik, repon guru terhadap instrume  peneilaian dengan rata-rata 79,2 kategori Baik serta repon siswa dengan persentase 91,67% dengan kategori sangat baik. Dapat disimpulkan bahwa, produk yang dihasilkan telah dinyatakan valid dan praktis berdasarkan hasil uji kevalidan dan kepraktisan.Kata Kunci: Multimedia Interaktif, Instrument Penilaian, Keterampilan Proses DasarAbstract: This research and development aims to describe the development procedure and the feasibility of the development products produced in the form of Interactive Multimedia and Assessment Instruments Based on Basic Process Skills for elementary school students. This study uses a type of research and development research. Steps in developing interactive multimedia by adapting Hannafin and Peck's development model which consists of three main processes, namely: the stage of needs assessment, design stage, development and implementation stages. Feasibility of product development is measured based on responses from material and media experts. The test subjects in this development research were high-class students at SDN 55 / I Sridadi Muara Bulian, Kab. Batanghari is 9 people. Data collection was carried out using validation questionnaires and practicality questionnaires. The results showed that the interactive multimedia and skills-based assessment instruments based on the basic process fulfilled the feasibility of the level of validity of interactive multimedia from material validation with an average of 3.27 valid categories, 3.3 validation of media validations and validation of 3.33 validation instruments. Questionnaire responses of teachers were exposed to interactive multimedia with an average percentage of 80% in the category of good teachers, teacher responses to instructional assessment with an average of 79.2 categories Good and respondent with a percentage of 91.67% with very good categories. It can be concluded that, the products produced have been declared valid and practical based on the results of validity and practicality test.Keywords: Interactive Multimedia, Assessment Instruments, Basic Process Skills

Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


2020 ◽  
Vol 3 (2) ◽  
pp. 185
Author(s):  
Sri Wahyuni Hasan ◽  
Army Auliah ◽  
Netti Herawati

The type of this study is Research and Development (R&D) which aims at examining the development procedure and quality of assessment instruments to measure critical thinking skills of students on Stoichiometry material. The study employed Plomp’s research and development model design that consisted of 5 stages, namely: (1) initial investigation stage, consisted of field study and review literature (2) design stage, consisted of planning and organizing assessment instruments for critical thinking skills on Stoichiometry material (3) realization/ construction stage, (4) test, evaluation and revision stage, consisted of two main activities, namely validation by experts and small grub test, and (5)  implementation stage is the field test. The assessment instruments which was developed was in a form of essays format. The research subjects were students of grade XI MIPA 6 SMAN at SMA N 1 Makassar with 34 students. Data on the results of the instrument’s validation by Experts was declared to be very feasible/ valid with an average percentage of 91.66%. The results of the validity analysis of the items indicate that the items support the validity of the test so that it is said to be feasible or valid, while the item reliability was stated reliable with a reliability value of 0.897 with a high interpretation. Analysis of the difficulty level of the instrument obtained an average score of 0.64 with the medium category. The distinguishing power of the instrument shows good category with an average value of 0.49. The practicality of the instruments assessed by the teacher obtained a percentage of 92.5% with a very practical category. The results of the analysis of students' critical thinking skills obtained that the average critical thinking skills of students are in medium category.


Author(s):  
Reda Ramadhani ◽  
Ali Muhtadi

This development research aims to: 1) produce interactive multimedia learning products for senior high school students in Islamic Religious Education subjects; 2) find out the feasibility level of the products developed. The research method refers to the Allesi & Trollip development model which is grouped into three development steps, namely: a) planning; b) design, and c) development consisting of components that cover standards, ongoing evaluation, and project management. This research produces interactive learning multimedia products in the form of Compact Disk (CD). The results of the product feasibility assessment score through the alpha test on material experts were 4.0 (feasible) and the media expert was 4.1 (feasible). In the beta test, the assessment results obtained were 4.0 (feasible).


2019 ◽  
Vol 1 (3) ◽  
pp. 120-126
Author(s):  
Rina Sepriana ◽  
Rini Sefriani ◽  
Indra Wijaya ◽  
Pipit Lestari

This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.


2016 ◽  
Vol 6 (1) ◽  
Author(s):  
Ivan Lauren ◽  
Fauziyah Harahap ◽  
Tumiur Gultom

This research was aimed to develop a Genetics Practical Guidance book Based on Science Process Skills which feasible empirically according to content and design expert. This Genetics Practical Guidance book was developed integrated to 11 components of science process skills in each practicum activity. This science process skills allowed students to explore the information in the form of facts and concepts of science. This study was conducted from April 2016 to August 2016. This research and development used Borg and Gall model. However this study was limited to validation from content expert and design expert. Validation to content experts was carried out to assess the feasibility of the contents, feasibility of the presentation, and the feasibility of science process skills components on the product. Validation of design experts carried out to assess the feasibility of the design of cover, cover typography, content design and content illustration on practical guidance book. Data validation was analyzed descriptively qualitative.The result shown that according to conten experts the product has average percentage of 88.2% with very good criteria, where as validation from design expert shown the average percentage of 88.3% with very good criteria. As the conclusion Genetics Practical Guidance book based on Science Process Skills is feasible empirically based on content and design expert to be continue to the next steps.


2021 ◽  
Vol 4 (2) ◽  
pp. 191
Author(s):  
Ni Made Ayu Christina ◽  
Ni Nyoman Ganing

The impact of covid-19, which requires all types of learning activities to be carried out online. As a result, teachers have limitations in finding learning media suitable for student characteristics and suitable for use in online learning conditions. The purpose of this development research was to determine the feasibility of designing interactive multimedia learning. This type of research is development research. The research model used is the ADDIE model. The subjects of this study were 3 grade III elementary school students. The data collection methods used were observation, interview and questionnaire methods. The product design test was carried out by several experts and students, learning material experts, learning design experts, instructional media experts, and individual trials consisting of three students. The form of data analysis used in this research was descriptive quantitative data analysis. Based on the results of the study, showed the feasibility percentage level of interactive multimedia according to learning material experts was 95%, the percentage level of the feasibility of interactive learning media according to learning design experts was 90%, and according to individual trials, the percentage level of the feasibility of interactive learning multimedia was 96.52% with excellent qualifications. This development research indicated that the development of interactive multimedia learning assisted was suitable for use in the learning process on Indonesian language content in literary appreciation for grade III elementary school students.


2019 ◽  
Vol 2 (2) ◽  
pp. 91-98
Author(s):  
Aris Dermawan Siahaan ◽  
Rosane Medriati ◽  
Eko Risdianto

Penelitian ini bertujuan untuk menghasilkan produk berupa penuntun praktikum Fisika Dasar II dengan menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang valid serta untuk mengetahui tanggapan mahasiswa mengenai penuntun praktikum tersebut. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) dengan tahapan Define, Design, dan Develop. Hasil uji validitas aspek isi didapatkan hasil persentase sebesar 80% dengan kategori sangat baik, aspek penyajian sebesar 79,17% dengan kategori sangat baik,  aspek kepraktisan sebesar 90,48% dengan kategori sangat baik, aspek bahasa 98%,  dan aspek keterkaitan materi dengan media sebesar 86,11% dalam kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penuntun praktikum Fisika Dasar II menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang dikembangkan sudah valid dan teruji dengan persentase rata-rata uji validitas yaitu 86,74% yang termasuk dalam kategori sangat baik. Respon tanggapan yang diberikan mahasiswa terhadap penuntun praktikum tergolong baik, terlihat dari antusias penggunaan media augmented reality pada saat praktikum.Kata  kunci:  Penelitian Pengembangan, Penuntun Praktikum, Augmented RealityThis research was aimed to produce a Valid Practicum Guide Modul of Second Basic Physics by using augmented reality technology in the material of electric circuits and geometric optics, as well as to find out student responses about that. This research was a type of development research (Research and Development) with four stage, namely Define, Design, and Develop. The content aspect validity test results obtained 80% with very good categories, presentation aspects as much as 79.17% with very good categories, practical aspects were 90.48% with very good categories, aspects of the language was 98% and material related aspects of the media amounting to 86.11% with a very good category. Based on these results, it can be concluded that the Practicum Guide Modul of Second Basic Physics using augmented reality technology in the material of electrical circuits and geometric optics has been valid and tested with the average percentage of validity test, 86.74%, which was included in the excellent category. Responses given by students to the practicum guide modul was classified as good, seen from the enthusiastic of using of augmented reality media at the time of practicum.Keywords: Development Research, Practical Guide, Augmented Reality


2020 ◽  
Vol 11 (2) ◽  
pp. 97-104
Author(s):  
Azizul Azizul ◽  
Widya Yuliatin Riski ◽  
Devi Indah Fitriyani ◽  
Ira Nofita Sari

ABSTRAKPerkembangan teknologi digital dewasa ini telah terjadi secara masif tidak terkecuali di dunia pendidikan Mengingat pesatnya perkembangan teknologi digital maka penelitian ini berupa pengembangan bahan ajar komik digital pada materi gerak. Tujuan penelitian ini adalah untuk mengembangkan bahan ajar komik digital pada materi gerak sebagai pendukung dalam pembelajaran. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan (research and development). Rancangan penelitian yang akan digunakan dalam penelitian ini mengikuti 5 langkah atau tahapan penelitian dan pengembangan menurut Borg & Gall. Pada penelitian ini tahapan pengembangan yang dilakukan sampai pada tahap main product revision. Pertimbangan tersebut dilakukan karena keterbatasan waktu dan biaya. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah teknik komunikasi tidak langsung dengan alat pengumpul data yaitu lembar validasi ahli materi dan media dengan skala Likert. Data yang akan diperoleh dalam penelitian pengembangan, selanjutnya akan diolah dan dianalisis sesuai dengan masalah dan tujuan yang telah dirumuskan. Data dari lembar yang berupa data kuantitatif dianalisis secara deskriptif untuk mencari persentase dari kelayakan bahan ajar pada materi gerak berbasis komik digital berdasarkan penilaian ahli. Berdasarkan penelitian yang telah dilakukan, diketahui bahwa telah dihasilkan bahan ajar komik digital pada materi gerak. Kualitas pengembangan bahan ajar komik digital pada materi gerak berkategori layak menurut ahli materi dengan rata-rata persentase sebesar  76,89 dan menurut ahli media sangat layak dengan persentase sebesar 89,17%.Kata Kunci: Pengembangan, Bahan Ajar, Komik Digital, Gerak ABSTRACTThe development of digital technology today has occurred massively, including in the world of education. Given the rapid development of digital technology, this research is in the form of developing digital comic teaching materials on motion material. The purpose of this research is to develop digital comic teaching materials on motion materials as a support in learning. The method used in this research is the method of research and development (research and development). The research design that will be used in this study follows 5 steps or stages of research and development according to Borg & Gall. In this research, the development stage is carried out until the main product revision stage. This consideration was made due to time and cost limitations. The data collection technique used in this research is indirect communication techniques with data collection tools, namely material and media expert validation sheets with a Likert scale. The data to be obtained in development research will then be processed and analyzed in accordance with the problems and objectives that have been formulated. Data from the sheet in the form of quantitative data were analyzed descriptively to find the percentage of the feasibility of teaching materials on digital comic-based motion material based on expert judgment. Based on the research that has been done, it is known that digital comic teaching materials have been produced on motion material. The quality of the development of digital comic teaching materials on motion material is categorized as feasible according to material experts with an average percentage of 76.89 and according to media experts it is very feasible with a percentage of 89.17%.Keywords: Development, Teaching Materials, Digital Comics, Motion


2021 ◽  
Vol 5 (4) ◽  
pp. 708
Author(s):  
Miftahul Jannah ◽  
Rohana Rohana ◽  
Arief Kuswidyanarko

Students have difficulty learning mathematics, so it can be concluded that mathematics is complicated, especially for elementary school students. It has an impact on student learning outcomes that decline. This study aims to produce LKPD on material distribution based on a valid and practical PMRI approach for learning. The development research used is research and development (R&D) using a 4D model developed by Thiagarajan consisting of four stages: define stage, design stage, development stage, and dissemination stage. Data was collected through interviews, questionnaires, and observations. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results obtained from the validation test by experts with an average rating of 87.5% are excellent categories. The student responses in the limited trial obtained an average percentage of 84.58% in the efficient category, and the student responses in the field trial with 82.40% in the efficient category. The results of the assessment of the educator's response were 88.75% in the efficient category. Based on these data, the LKPD in the distribution material based on the PMRI approach has met the criteria for validity and practicality so that the LKPD developed is feasible to be used in the learning process.


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