scholarly journals Development of Biology Interactive Learning Multimedia on Animal Tissue Topic in The Class XI IPA in SMA Yapis Manokwari

2018 ◽  
Vol 1 (1) ◽  
pp. 42-58
Author(s):  
Wisnu Aziz Bahtiar ◽  
Jan Hendrik Nunaki ◽  
I. Iwan Iwan

The development research aims to develop interactive multimedia-based learning media on valid, practical and effective animal tisue material. This development research refers to the ADDIE development model. Based on the data analysis obtained value of validity and media based on material expert got the value of o,92 with valid category while in terms of media diperolch value of validty for interactive learning media 0,94 with valid category, practice media obtained from the observation aheet of instructional media implementation with a value of 91,67 with good category meanwhile for the effectiveness aspect derived from 4 assessmet of student active with a value of 98,30 where the learning media is said to be effective in learning if the activities of learners in the lesson 75% the ability of teachers to manage learning with the acquisition value of 3,28 are included in the category of moderate, test results learners with completeness of individual acquisition of 21 people with mastery mask 95,5% and quistonnaire response of learners with the acquisition of 75,76 learners respond positively to interactive media learning

Author(s):  
Dedi Kurniawan ◽  
Abdul Hasan Saragih

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari dan dapat dipakai untuk pembelajaran individual (2) mengetahui efektifitas media pembelajaran interaktif Power Point yang dihasilkan, dalam meningkatkan hasil belajar pembelajaran PPKn. Produk akhir dari pengembangan media pembelajaran ini dilanjutkan dengan uji keefektifan produk. Metode yang digunakan dalam uji coba keefektifan produk adalah metode kuasi eksperimen. Sampel penelitian sebanyak 40 siswa yang terdiri dari 20 siswa sebagai kelas eksperimen yang diberi perlakuan menggunakan media pembelajaran interaktif power poin  dan 20 siswa sebagai kelas kontrol yang menggunakan media pembelajaran power point  sebagaimana yang berlangsung selama ini dalam proses pembelajaran. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran power point. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung sebesar 1.23 pada taraf signifikansi α = 0,05 dengan dk 38 diperoleh ttabel =14,68, sehingga thitung > ttabel. Disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif power point 2010 adalah sebesar 80% dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan media pembelajaran power point, yaitu  sebesar 75%. Kata Kunci: bahan pembelajaran media interaktif pada mata pelajaran PPKN Abstract: This study aimed to: (1) generate media interactive learning proper use, easy to learn and can be used for individual learning (2) determine the effectiveness of interactive learning media Power Point produced, in improving learning outcomes PPKn learning. The end product of the development of instructional media have continued to test the effectiveness of the product. The method used in testing the effectiveness of the product is a quasi-experimental methods. The research sample of 40 students consisting of 20 students as an experimental class treated using interactive learning media power points and 20 students as control classes using instructional media power point as it has done so in the learning process. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned to use media interactive learning with student learning outcomes that learned by using learning media power point. This is shown by the results of data processing which obtained t of 1.23 at significance level α = 0.05 with 38 hp obtained table = 14.68, so thitung> ttabel. It was concluded that the results of the study group of students that learned using interactive learning media power point 2010 amounted to 80% and higher than the group of students that learned by using learning media power point, ie by 75%. Keywords: interactive media learning materials on subjects PPKN


2020 ◽  
Vol 1 (1) ◽  
pp. 1-12
Author(s):  
Dian Pujianto ◽  
Ari Sutisyana ◽  
Arwin Arwin ◽  
Yahya Eko Nopiyanto

Abstract   The number of weaknesses in football matches, especially weaknesses in terms of passing a ball, is one of the keys to the failure of a team in a match. This research aims to develop a form of passing football practice. This study uses a development research approach with a sample of UNIB PJKR students. The data analysis technique used is the t-test with calculations through SPSS version 16. The t-test results showed that the coefficient of significance was 0,000, this coefficient was compared with the significance level of 0.05. Based on the comparison it turns out that the coefficient of significance is smaller than the significance level of 0.05, so it can be concluded that the passing training program has an effect on the ability of passing students. Based on the results of the hypothesis testing soccer passing training model has a significant influence on the ability of passing from students, so it can be concluded that this passing training model can be used for students or students who are just practicing football passing..   Keywords: Development, Model, Passing   Abstrak   Banyaknya kelemahan dalam pertandingan sepakbola terutama kelemahan dalam hal mengoper bola menjadi salah satu kunci kegegalan suatu tim dalam bertanding. Penelitian ini bertujuan mengembangkan bentuk latihan passing sepakbola. Penelitian ini menggunakan pendekatan penelitian pengembangan dengan sampel mahasiswa PJKR UNIB. Teknik analisis data yang digunakan menggunakan uj-t dengan perhitungan melalui SPSS versi 16. Hasil uji-t menunjukkan bahwa koefisien signifikasi sebesar 0,000, koefisien ini dibandingkan dengan taraf signifikasi 0,05. Berdasarkan perbandingan ternyata koefisien signifikasi hitung lebih kecil dari taraf signifikasi 0,05, sehingga dapat disimpulkan program latihan passing memberikan pengaruh terhadap kemampuan passing mahasiswa. Berdasarkan hasil uji hipotesis model latihan passing sepakbola telah memberikan pengaruh yang berarti terhadap kemampuan passing dari mahasiswa, sehingga dapat ditarik kesimpulan bahwa model latihan passing ini dapat digunakan kepada mahasiswa atau pelajar yang baru berlatih passing sepakbola.   Kata kunci: Pengembangan, Model, Passing


2020 ◽  
Vol 2 (1) ◽  
pp. 45
Author(s):  
Merinda Oktaviana ◽  
Murni Sapta Sari ◽  
Sunarmi Sunarmi

Science literacy is a human's ability to understand science and use that understanding to be applied in solving a problem in everyday life. Students' science literacy skills are low due to the student's response in answering a question to explain the phenomenon has not fulfilled the aspects of science literacy. This research aims to develop an interactive multimedia Mobile Learning that is valid, practical, and effective in making students practice their science literacy skills. Interactive multimedia research and development of the Mobile Learning model uses a Research and Development model that adapts the development model of William W. Lee and Diana L. Owens. The stages of development in the model of Lee and Owens are (1) Assessment/Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The results of this research and development obtained 97.8 percent validation value of media experts, obtained a validation value of 100 percent by topic experts, also earned an average of 94 percent value in the validation of expert assessment. So that based on the data results of this development research was very valid category the field-test results of research and development conducted with the researchers as a teacher for two meetings produced a practical test value by students of 84.42 percent, a very practicable category. The practicality test results (field practitioner) obtained a value of 100 percent, which was a very practical category. The value of effectiveness test in this study obtained an N-gain value of 16.74, which belonged to the low category (low effective).


2018 ◽  
Vol 2 (2) ◽  
pp. 72
Author(s):  
Eka Saraswati ◽  
Devi Novallyan

Tujuan dari penelitian ini adalah mengembangkan media pembelajaran interaktif berbasis android untuk memudahkan pemahaman konsep trigonometri. Penelitian ini merupakan penelitian pengembangan dengan pendekatan kualitatif yang didukung data kuantitatif. Model Pengembangan yang digunakan yaitu ADDIE. Karya inovasi ini dibuat dengan macromediaflash 8. Subjek dalam penelitian ini terdiri dari 8 siswa pada ujicoba kelompok kecil dan 30 siswa pada ujicoba kelompok besar. Teknik pengumpulan data yang digunakan yaitu angket dan wawancara. Teknik analisis data kualitatif dengan menggunakan model Miles Huberman.Hasilpengembangan diperoleh sebuah media pembelajaran yang dapat membantu siswa untuk mempermudah mengingat rumus trigonometri. Kata kunci: Media pembelajaran, android, konsep trigonometri Abstract [The Development of Interactive Android Based Learning Media to Facilitate Understanding of Trigonometric Concepts]. The purpose of this research is to develop interactive android based learning media to facilitate understanding of trigonometric concepts. This research is a development research with qualitative approach supported by quantitative data. Development model used is ADDIE. The innovation work was made with Macromedia Flash 8. The subjects in this study consisted of 8 students on a small group trial and 30 students on a large group trial. Data collection techniques used questionnaires and interviews. Qualitative data analysis technique using Miles Huberman model. The results of the development obtained a learning media that can help students to simplify remembering the trigonometric formula. Keywords: Learning media, android, the concept of trigonometry


2020 ◽  
Vol 2 (2) ◽  
pp. 70-76
Author(s):  
Savitri Septiara Pratiwi ◽  
Ana Setiani ◽  
Novi Andri Nurcahyono

The purpose of this research are : 1) knowing the process of developing interactive with using Adobe Flash CS3 Professional media, 2) knowing the effectiveness of interactive learning with using Adobe Flash CS3 Professional media, 3). knowing the ability of students' mathematical understanding after using the Adobe Flash CS3 Professional media. The type of research is Research and Development (R & D) with One-Group Pretest-Posttest. The research was conducted at Mardi Waluya 2 Sukabumi Junior High School in the 2018/2019 semester event. The writer take the population of this study is on VII class. The sample used simple random sampling and for the instruments used were validation questionnaires media and tests. Data analysis techniques are using the Likert scale for validation questionnaires media, using the T test to determine effectiveness, and N-Gain to determine the increase in students' mathematical understanding skills. Interactive learning media are valued by media experts and material experts, with the results obtained that are valid so that they can be used in learning. The results of the effectiveness test are Thit (8.78)> T table (1,699) with a significant level used which is 5%. With high criteria of N-Gain test results are 75.61. Based on the results of these studies, interactive learning with using Adobe Flash CS3 Professional media can be effective in learning and can improve students' of mathematical understanding skills.


2019 ◽  
Vol 11 (2) ◽  
pp. 159-182
Author(s):  
Guntur Cahyono

This research aims to develop interactive learning media for adobe flash-based prayer procedures/Tara (Tata Cara Shalat). Interactive media can develop prayer skills that are taught in the habituation process since the first grade of Madrasah Ibtidaiyah (MI).  This research used development research (RD) methods.  The development process in this study reached the stage of the formative evaluation process consisting of three steps, namely individual prototype material trials, small group trials, and field tryouts.  This field trial involved subjects in a larger class, involving 15-30 (a whole class of learners) or larger groups, namely the available classes.  The results of this field trial were used to make a product, material, or final design revisions. Interactive learning media can solve the problem of prayer skills regarding recitation and movement of prayer.  Thus, interactive learning media made it easier for students to understand the procedures for prayer quickly; besides, the learning process will be more enjoyable


2018 ◽  
Vol 3 (2) ◽  
pp. 187 ◽  
Author(s):  
Novita Aryuntini ◽  
Indri Astuti ◽  
Yohanes Gatot Sutapa Yuliana

This study generally aims to develop VideoScribe-based learning media to improve the ability in writing descriptive text in English subjects. The development model used in this study is a combination of Borg and Gall development research steps, and the design of 4D-Thiagarajan  learning model includes initial research and information gathering, planning stages, design stages, development stages, revision, and final product stages. The techniques of data collection in this study were carried out through indirect communications and test. Data collection tools used was questionnaires, observation’s sheet, and performance tests. The results showed that the design of instructional media development in this study consisted of (1) The design of the development of learning media was conducted using the modified models Borg and Gall and 4D Thiagarajan. (2) The application of VideoScribe-based learning media through activity as follows a) preparation, b) introduction, d) Evaluation, e) closing. (3) After applying VideoScribe-based learning media to improve students’ ability on writing Descriptive Text in English subjects and conducted pretest and posttest, it can be concluded that there is an increase in students' ability in writing Descriptive Text before and after the use of learning media.


2021 ◽  
Vol 4 (2) ◽  
pp. 201
Author(s):  
Mega Putri Islamyati ◽  
Ida Bagus Surya Manuaba

Teaching materials and online learning outcomes that are less than optimal affect the learning process. Students need visualization that can help concrete understanding of the material, especially in implementing online learning. This study aimed to develop interactive multimedia learning in science subjects according to the validation of expert tests and individual trials. This development research applies the DDD-E model (Decide, Design, Develop, Evaluate). The method used to collect data is a questionnaire equipped with observations and interviews. The data analysis used is quantitative and qualitative descriptive analysis. The subject of this development research is interactive learning multimedia. Then a review is carried out from subject content expert validators, instructional design experts, learning media experts, and individual trials on students. The results of data analysis based on validation by subject matter content experts obtained a percentage score of 96.15% with very good qualifications, instructional design experts obtained a score percentage of 87.5% with good qualifications, learning media experts obtained a percentage score of 93.00% with very good qualifications, and the results of the review of 3 students in individual trials obtained a percentage score of 91.66% with very good qualifications. Based on the results obtained, it can be concluded that the interactive learning multimedia developed is very feasible in science learning for sixth-grade elementary school students.


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.


Author(s):  
Ratih Puspasari

Latar belakang penelitian ini adalah selama proses perkuliahan Teori Graf berlangsung buku yang digunakan oleh mahasiswa mengacu pada berbagai buku teks yang beredar di pasaran namun urutan penyampaiannya tidak seragam dan terstruktur. Buku teks khusus teori graf sangat jarang sekali ada. Kalaupun ada, seringkali masuk pada sub bab matematika diskrit, sehingga dosen sering mengalami kesulitan untuk meramu materi yang sesuai dengan silabus dan RPS. Ketidaktersediaan buku Teori Graf yang dijadikan acuan sebagai sumber belajar menyebabkan mahasiswa sulit memahami konsep. Tujuan dari penelitian ini adalah menghasilkan buku ajar kompilasi Teori Graf yang berkualifikasi baik dan layak diterapkan dalam perkuliahan teori graf oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Penelitian ini merupakan penelitian dengan model ADDIE yang terdiri dari analisis, perancangan, pengembangan, implementasi, dan evaluasi. Metode pengumpulan data menggunakan kuesioner. Hasil validasi buku ajar teori graf menunjukkan bahwa ahli isi/materi menilai buku ajar berkualifikasi baik, ahli desain pembelajaran menilai buku ajar berkualifikasi baik, dan ahli media pembelajaran menilai buku ajar berkualifikasi baik. Rerata hasil uji pada kelompok kecil baik dosen maupun mahasiswa menunjukkan bahwa buku ajar yang dihasilkan berada pada kualifikasi baik. Hasil penelitian pengembangan adalah buku ajar kompilasi teori graf berkualifikasi baik, layak, dan siap digunakan oleh dosen dan mahasiswa di STKIP PGRI Tulungagung. Kata kunci: buku ajar kompilasi, teori graf, model ADDIE.   ABSTRACT The background of this research is, during the Graph Theory lecture, the books used by students are textbooks on the market which have an unstructured contents and order. Special textbooks on graph theory are very rare, even if they are often included in the sub-chapter of discrete mathematics, so that lecturers often have difficulty compiling material that is in accordance with the syllabus and lesson plans. The unavailability of the graph theory book as learning sources has made the lack of students’ understanding the concept. The purpose of this study is to produce good quality and feasible text theory compilation textbooks in lectures on graph theory by lecturers and students at STKIP PGRI Tulungagung. This research is a development research. The development model used in this study is the ADDIE model, which includes five steps: analysis, design, development, implementation, and evaluation. Data is collected using questionnaire. The results of the validation of graph theory textbooks are content/material experts assess textbooks as well qualified, learning design experts assess textbooks as well qualified, and learning media experts assess textbooks as well qualified. The average test results in small groups both lecturers and students indicate that the textbook is in good qualification. Thus the development research stated that the textbook compilation of qualified graph theory is good, feasible, and ready to be used by lecturers and students at STKIP PGRI Tulungagung. Keywords: compilation textbook, graph theory, ADDIE model.


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