scholarly journals Pengembangan Media Pembelajaran Boneka Tangan Mata Pelajaran Bahasa Indonesia Materi Menyimak Dongeng Pada Siswa Kelas II Sekolah Dasar

2020 ◽  
Vol 2 (02) ◽  
pp. 24
Author(s):  
Rosaria Yulinda Krisanti ◽  
Suprihatien Suprihatien ◽  
Diah Yovita Suryarini

AbstractThe lack of teaching effectiveness in teaching learning activity made students felt bored easily and noisy in the classroom. To resolve that problem needed teaching media used in learning process, one of them was puppet that developed as learning media completed with the stage to show the location of the story. This medium was used for understanding fairy tale material to intermediate grade 2. This writing used the development of Addie model (analysis, design, development, implementation, and evaluation). According to this unable condition to do a research, so this research ended in validity step as a measurement of worthiness using puppet medium for understanding fairy tale material. The worthiness of the validity media result was 94%, whereas validity material result in the first validator was 88,3% and the second was 86,6%. According to that validity result, we could conclude that teaching media using puppet could be used for understanding fairy tail material for intermediate grade 2. Keywords: media development of hand puppets, Indonesian language learning, listening to fairy tales.

2017 ◽  
Vol 3 (2) ◽  
pp. 148-156 ◽  
Author(s):  
Selasih Putri Isnawati Hadi ◽  
Tjahjono Kuntjoro ◽  
Sri Sumarni ◽  
Muh.Choiroel Anwar ◽  
Melyana Nurul Widyawati ◽  
...  

To enhance the competencies of midwifery students, one must design the learning instruction in such a manner that it will optimize learning. The learning materials designed based on technology will facilitate the learners to achieve the desired outcome. In this study, e-partograph was developed using ADDIE (Analysis, Design, Development, Implementation, and Evaluation) instruction model. While the module of E-partograph was followed the structural guideline of Department of National Education of Indonesia consisted of: Self Instruction, Self-Contained, Stand Alone, Adaptive, and User friendly. The evaluation showed that E-partograph was feasible (99.3) in the material subject, very feasible (195) in terms of media, feasible (101.6) in the try –out, and feasible for the students (user) (104.18). It is suggested that e-partograph could be applied in the teaching learning system, and it is expected to contribute positively to the increase in skill and competence of midwifery students who will be able to carry out its role both academic and practice.


2021 ◽  
Vol 13 (2) ◽  
pp. 511-517
Author(s):  
Hafn iati ◽  
Risnovita Sari ◽  
Ahmad Bengar Harahap

This research aims to develop German learning application, namely Deutschlernen which can be downloaded on Playstore. In addition, this research also aims to know the validity, practicality, and effectiveness of German Language Learning Media based on Android’s Deutschlernen. The research method used in this application is a research and developing method ADDIE Model with 5 Steps like analysis, design, development, implementation and Evaluation to improve the language ability to guess an available answer through pictures, vocabulary, expressions, dialogue, grammar, practice questions, quizzes and puzzles that use German. All German learning materials for beginners will be packaged in an application (Deutschlernen) which can be accessed and downloaded by using Playstore in a smartphone, so that this research can be used not only for German language students, but also for the general public who wants to learn German. Through the educational game Deutschlernen, German learners will be enabled to improve their vocabularies, to memorize some useful expressions, to understand the rule of German grammar by mastering German language learning material at level A1 help the students to improve their German language skills quickly and easily. Based on the result of the research, it can be known that the Deutschlernen Android application contains level A1 German learning materials, featuring grammar, vocabulary (Wortschatz) and useful phrases (Redemittel) and is a very flexible learning medium because it can be accessed anywhere via the Playstore.


Author(s):  
Mukhamad Murdiono ◽  
Suyato Suyato ◽  
Elly Nur Rahmawati ◽  
Muhammad Abdul Aziz

The study has developed an android-based mobile application that can assist in the teaching-learning process of civic education in senior high schools. As a research-and-development activity, it employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on validation by material experts, the developed application was very feasible to use (89.04%), and the media experts concurred with this assessment (90.78%). During the large-group trials, the application scored between 3.96 and 4.68, meaning that it provides an excellent media or platform with high feasibility for the teaching-learning process of civic education in senior high schools.


Author(s):  
Insih Wilujeng ◽  
Tri Suci Yolanda Putri

This research developed Science, Environment, Technology, Society (SETS) e-module integrated with predict, observe, explain (POE) model on the subject matter of Earth Layer and Its Dynamics for grade VII students. This study aimed to reveal i) the feasibility of the developed e-module for grade VII students, and ii) the practicality of the developed e-module and its dynamics. This is a developmental research adopting the ADDIE model consisting of five stages, i.e.: analysis, design, development, implementation, and evaluation. The subject of the limited test consisted of 15 students of grade VIII.G of Public Junior High School 8 Yogyakarta. The data were collected using a product feasibility assessment sheet for material and media experts, a product practicality assessment sheet for teachers, and a product readability assessment sheet for students. The results show that the developed e-module was feasible to be used according to the material and media experts and the developed e-module is practical according to teachers and students.


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.


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):  
Wipanee Pengnate* ◽  
Bundit Anuyahong ◽  
Chalong Rattanapong,

This article presents trends and directions for language teaching instructors, especially in higher education. The objectives of this paper were to investigate the satisfaction of implementation of MOOCs in language teaching and to illustrate the change caused by disruptive technologies effected on behaviors and methods of language teaching-learning process. Due to Covid-19, the pandemic has shown a remarkably dramatic impact on Higher education. The term disruptive technology for e-Learning, therefore, become a common trend in educational system around the world with the rapid transition from traditional classes to online learning systems. Therefore, a robust and implemented approach aimed on improving and empowering the university staff should be created and developed to achieve the highest effectiveness of students’ learning process.In this study, the theory of teaching-learning activity pedagogy and trends in language learning are being proposed. These theories explain and provide conceptual frameworks for Higher Education (HE) to clearly see the interactions and consequences of the new educational paradigm according to disruptive innovation.


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):  
Made Widiatmika . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Made Putrama, S.T., M.Tech .

Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. (2) Untuk mengetahui respon guru dan peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. Pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha ini menggunakan model ADDIE. Model ADDIE merupakan singkatan dari Analysis, Design, Development, Implementation, dan Evaluation. Data yang dikumpulkan yaitu data respon peserta didik BIPA UNDIKSHA terhadap pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha dengan menggunakan angket. Hasil penelitian ini adalah Film Animasi 3D berupa DVD yang menggunakan Bahasa Indonesia dengan subtitle dalam Bahasa Inggris. Film yang dihasilkan sudah sesuai dengan materi yang tertera pada modul pembelajaran BIPA Pemula serta silabus yang digunakan oleh BIPA UNDIKSHA. Respon peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha masuk dalam rentangan sangat baik. Kata Kunci : Film Animasi, ADDIE, BIPA, Blender, Animasi 3D. The purpose of this study is: (1) to design and implement the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. (2) To find out the response of teachers and students of BIPA to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. Development of the 3D Animation Series "Cerita Made" Film as a BIPA Learning Media at Ganesha University of Education using the ADDIE model. ADDIE model stands for Analysis, Design, Development, Implementation, and Evaluation. The data collected is the response data of BIPA UNDIKSHA students to the development of the 3D Animation Series " Cerita Made " Film as BIPA Learning Media at the Education University of Ganesha using a questionnaire. The results of this study are 3D Animation Film in the form of DVDs that use Indonesian with subtitles in English. The film produced is in accordance with the material stated in the Beginner's BIPA learning module and the syllabus used by BIPA UNDIKSHA. The response of BIPA students to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the University of Education Ganesha categorized a very good range. keyword : Film, ADDIE, Indonesian for Foreign, Blender, 3D Animation.


2020 ◽  
Vol 5 (3) ◽  
pp. 331-337
Author(s):  
Aldi Prasetyo

ABSTRACT One of the important skills in language learning is writing. Writing skills, need to be familiarized with children, such as fairy tale writing skills. One way to teach it is a fun activity, which is by linking writing with children’s habit’s, which is to teach imagine. This study aims to analyze the results of the implementation of the design of learning to write fairy tales through imagination activities. The method used is descriptive qualitative. The subject is the fourth grade students of MI Muhamadiyah Beji with a total of 14 students. The result showed that 92.85% of the 14 student were able to create fairy tales through the imaginations, and 7.15% of students were unable to write them in writing because they did not follow the learning well. This activity is also able to explore children who have the potential to write. Keywords: Indonesian Language, Writing Fairy Tales, Imagination.   ABSTRAK Salah satu ketrampilan penting dalam pembelajaran bahasa ialah menulis. Ketrampilan Menulis, perlu dibiasakan pada anak, seperti ketrampilan menulis dongeng. Salah satu cara mengajarkannya ialah dengan kegiatan yang menyenangkan, yaitu dengan menghubungkan antara menulis dengan kebiasaan anak, yaitu berimajinasi. Penelitian ini bertujuan menganalisis hasil implementasi desain pembelajaran menulis dongeng melalui kegiatan berimajinasi. Metode yang digunakan ialah kualitatif deskriptif. Adapun subjeknya ialah siswa kelas IV MI Muhamadiayah Beji yang berjumlah 14  siswa. Hasil penelitian menunjukan bahwa 92.85% dari 14 siswa mampu membuat dongeng dengan melalui pancingan-pancingan imajinasi dan 7.15% siswa tidak mampu menuangkannya dalam bentuk tulis dikarenakan tidak mengikuti pembelajaran dengan baik. Kegiatan ini pula mampu menggali anak-anak yang mempunyai potensi menulis. Kata kunci: Bahasa Indonesia, Menulis Dongeng, Imajinasi.


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