scholarly journals PENGEMBANGAN MEDIA LEVIDIO STORYBOARD DALAM PEMBELAJARAN MENULIS TEKS ULASAN FILM/DRAMA PADA SISWA KELAS XI SMK

Author(s):  
M. Agus Kastiyawan ◽  
Yusak Hudiyono ◽  
M. Rusydi Ahmad

The research that will be raised is about the development of learning media Levidio Storyboard in learning to write the text of film / drama review on the students of class XI SMK. The purpose of this research is (1) Levidio Storyboard learning media in learning to write movie/drama review text, and (2) implementation of Levidio Storyboard media development in learning to write movie/drama review text. This writing is a development writing that refers to the development model of Borg and Gall that has been modified by the author includes seven steps namely writing and gathering information, planning stage, product development stage with Levidio Storyboard, expert validation, first phase revision, field trials, and revisions Final stage improvement. The location of the research was SMKN 7 Samarinda in April s.d. May 2017. Based on data analysis, Levidio Storyboard media is feasible and appropriate for use in learning to write text of film/drama review for students of class XI SMK.Keywords: learning media, levidio storyboard, writing, review text

2021 ◽  
Vol 7 (1) ◽  
pp. 1-9
Author(s):  
Prasetyo Nur Rohman ◽  
Mohammad Na’im ◽  
Sumardi Sumardi

Students’ low interest in History is a common problem to many teachers. Prezi was hypothesized to increase students’ interest in learning History. This study aims to develop a Prezi-based program through a 4D model for History subjects taught to the 10th graders (first graders of High School). It employed observation and questionnaire methods. Participants of this study were students of SMA Muhammadiyah 1 Jember, SMA Muhammadiyah 2 Jember, and SMA Muhammadiyah 3 Jember. The data analysis involved learning material, media, and design validation. Results show that the first stage design was 81%, categorized as good; while the second stage design was 92%, categorized as very good. Results of the first stage material expert validation obtained 62%m categorized as poor; and the second validation obtained 77%, categorized as good. These findings indicate that Prezi-based media development is feasible and effective as a medium for learning History.


Author(s):  
Hariadi Hariadi ◽  
Suryansah Suryansah ◽  
Muhamad Rezeki Rizal Watoni

This study was aimed at designing, creating, and developing an interactive audio visual learning media. This study was also aimed at examining the effectiveness of the implementation of the kid’s athletics interactive audio visual learning media on the student learning achievement. This research used a Research and Development method. The subjects of the study were 30 elementary students. The research design was the product development model. The data were analyzed by using a percentage calculation of the validation results. The validators were the expert in media and the expert in material. The result of the data analysis showed that the use of interactive audiovisual media kid’s athletics had been assessed as valid by the validators. The validity score was 85,71% from the media expert and 91,67% from the material expert. Therefore, the product was categorized as very good, which means it is applicable to use. The results of teacher instruction observation on using the kid’s athletics interactive audio visual media were 94,79% for the Kanga Escape material, 88,54% for Frog Jump material, 92, 70% for Turbo Throwing material, and 91,66 for Formula 1 material.


Author(s):  
Moh. Syobil Birri ◽  
Agus Hariyanto ◽  
Abdul Rachman Syam Tuasikal

The purpose of this development research is to improve physical fitness in the Physical Education learning process. The development of the traditional sports game model "Bentengan" is carried out in several stages: needs analysis, product manufacturing, evaluation and validation, phase I trials, product revisions, phase II trials, stage 2 product revisions (last revision). The subjects of this study were fourth grade students of MI from Madrasah Ibtidaiyah in Maduran sub-district, Lamongan Regency (MIM 10 Gedangan, MIM 1 Pangkatrejo, MI NU Pangkatrejo, and MI Al-Islamiyah Parengan). Expert validation was carried out by two experts. The first phase of the experiment was carried out on 25 students with 1 PJOK teacher and the second stage test was carried out by 71 students with 3 PJOK teachers. The process of collecting data using a questionnaire. This data consists of evaluations for product quality, suggestions for product improvement, and student responses to game models. The result of this research is the product development model of the game "Bentengan" which is packaged in the form of a book to support learning activities and instructions for implementing the game. Based on data from trial results (small group) and field trials (large group), there were no revisions made by researchers on products that had been developed because the percentage of product development reached 89.53% cognitive aspects with very good categories, 90.39% affective aspects with very good category, and 88.13% psychomotor aspects with very good category, so it is feasible to use. Based on the data analysis, it can be concluded that the result of this research is that the product development model of the game "Bentengan" in Penjasorkes learning can be used to improve physical fitness for grade IV Madrasah Ibtidahiyah in Maduran District, Lamongan Regency.


2021 ◽  
Vol 8 (1) ◽  
pp. 1
Author(s):  
Siti Wa’dah

The purpose of this research is to develop a lithosphere module for grade X SMA / MA students using the Dicky & Carey development model and to find out the effectiveness of the developed module. This research method uses research and development. The instruments used in this study were questionnaires and tests for each learning activity. The data analysis technique of this research uses descriptive statistical analysis. In this research, five modules have been developed, namely Module I (Structure of the Lithosphere Layer), Module 2 (Endogenous Energy), Module 3 (Exogenous Energy), Module 4 (Pedosphere), and Module 5 (Soil Erosion). Based on the results of field trials, this learning module has succeeded in showing benefits.


2020 ◽  
Vol 1 (2) ◽  
pp. 15-25
Author(s):  
Ali Mahsun

Mathematics basically has basic abstract objects, which in the process of learning mathematics for children aged 7-12 years need the help of concrete objects that can be manipulated, thus helping students understand the material easily and create fun learning, especially multiplication material. So in this study, researchers developed the Multiplication Tape props for grade III students of Madrasah Ibtidaiyah. This research uses the R & D (Research and Development) design model of the Borg & Gall development model by taking 8 stages namely, potential and problems, collecting data, product design, design validation, design revisions, product trials, product revisions, trial use . Based on product development, validation results obtained, i.e. design validation obtained 80% value in the valid category, material expert validation obtained 100% value in the highly valid category, and learning expert validation obtained 72.7% in the valid category. Whereas in large group trials based on student assessments, the score was 93.3% in the excellent category. Thus it can be concluded that the Education Multiplication Props are effectively utilized in the learning process.


IBTIDA' ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 156-163
Author(s):  
Choerul Anwar Badruttamam ◽  
Dwi Rosyidatul Kholidah ◽  
Khofifah

The purpose of this media development is to producemedia product puzzle afun mufrodatthat is used in learning Arabic for grade 1, especially in the material, .بيتي so that it can make active learning, increase Arabic vocabulary mastery, andimprove speaking skills in vocabulary pronunciation. This type of research is a research and development (Researchand Development/R & D), which refers to the ADDIE models, with specs include 5 stages of media development are: 1). Analysis, 2). Design, 3). Development, 4). Implementation, 5). Evaluation. The form of research used by researchers isdescriptive with quantitative and qualitative data analysis. The results of research and development ofmedia puzzle mufrodat indicate that media is puzzle mufrodatappropriate to be used as a medium for learning Arabic for grade 1 to improve speaking skills. This can be seen from the results of validation by several experts and field trials that reached very valid criteria. The results of the validation test of material experts reached a 95% feasibility level, linguists reached 92% and media experts reached 93.8%. The results of the studentresponse questionnaire reached 97.8%. Based on the results of the multiple choicetask, an average score of 85 was obtained, the matching task obtained an averagescore of 84.5 and the task in the form of an oral test mentioning mufrodat obtainedan average score of 96.


2019 ◽  
Vol 3 (2) ◽  
pp. 162
Author(s):  
Riana Riana ◽  
Malik Ibrahim

Abstrak: Tujuan penelitian ini untuk mengembangkan Lembar Kerja Siswa (LKS) Matematika Integrasi dengan nilai-nilai agama islam, menghasilkan bahan ajar terbaru pada bidang matematika untuk lebih mudah mencapai fungsi pendidikan nasional, dan memudahkan peserta didik memahami definisi, operasi, dan sifat-sifat himpunan menggunakan pendekatan nilai-nilai agama islam. Pengambangan LKS integrasi ini menggunakan model pengembangan 4-D menurut Thiagarajan, Semmel & Semmel yang dimodifikasi yaitu (define, design, develop, and disseminate). Subjek penelitian ini adalah siswa SMP Islam Al-Ikhlasyiah Jonggat Lombok Tengah. Instrumen penelitian menggunakan tes hasil belajar berupa pilihan ganda dan angket kevalidan LKS. Hasil validasi ahli diperoleh kriteria sangat valid dengan nilai total 209, dan hasill uji kelayakan kriteria layak digunakan. Sedangkan uji kepraktisan LKS diperoleh dengan nilai total 277. Selanjutnya dilakukan uji coba lapangan yang diberikan pada siswa SMP Islam Al-Ikhlasyiah sebanyak 20 orang. Berdasarkan analisis uji coba lapangan, penelitian ini menunjukkan bahwa LKS matematika integrasi memberikan hasil positif terhadap kemampuan afektif siswa dan memahami materi himpunan. Abstract: The purpose of this research is to develop student worksheets (LKS) Mathematics integration with Islamic religious values, produce the latest teaching materials in the field of mathematics to more easily achieve the function of national education, and facilitate participants Students understand the definition, operation, and attributes of the association using the approach of Islamic religious values. The integration of LKS uses a 4-D development model according to Thiagarajan, Semmel & the Modified Semmel (define, design, develop, and disseminate). The subject of this research is the student of SMP Islam Al-Ikhlasyiah Jonggat Central Lombok. The research instruments use the test results in the form of double choice and the eligibility lks. The expert validation results are obtained very valid criteria with a total value of 209, and the eligibility test criteria are worth using. While LKS practicality test is obtained with a total value of 277. Furthermore, the field trials were given to the students of SMP Islam Al-Ikhlasyiah as much as 20 people. Based on the field trials analysis, the study showed that LKS mathematics integration gave positive results towards students ' affective ability and understood the set.


Author(s):  
Eka Chandra Fitriasari ◽  
Ahmad Samawi ◽  
Sandy Tegariyani Putri Santoso

Abstract: This research aims to produce Cube Up games that are suitable for stimulating social emotional children aged 5-6 years. This research was conducted in five kindergartens using Research and Development design. The research and development model used is Borg and Gall which has been modified by researchers. The results of validation game experts get a percentage of 87,50 percent, 89,42 percent social emotional experts, 96,25 percent education practitioner, and field trials, get a percentage of 89,01 percent. The average results of expert validation data and field trials get a percentage of 90,03 percent. The data showed that the Cube Up game is very suitable to be used to stimulate social emotional children aged 5-6 years. Abstrak: Penelitian ini bertujuan untuk menghasilkan produk permainan Cube Up yang layak digunakan dalam menstimulasi sosial emosional anak usia 5-6 tahun. Penelitian ini dilakukan di lima TK menggunakan desain Penelitian dan Pengembangan. Model penelitian dan pengembangan yang dipakai yaitu Borg dan Gall yang telah dimodifikasi oleh peneliti. Hasil validasi ahli permainan mendapatkan persentase sebesar 87,50 persen, ahli materi sosial emosional 89,42 persen, praktisi pendidikan 96,25 persen, dan uji coba lapangan diperoleh persentase sebesar 89,01 persen. Hasil rata-rata data validasi ahli dan uji coba lapangan mendapatkan persentase sebesar 90,03 persen. Disimpulkan, permainan Cube Up sangat layak digunakan untuk menstimulasi sosial emosional anak usia 5-6.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Candra Kurniawan ◽  
Hidayati Hidayati

This study aims to determine the characteristics of the process and product, development of water cycle and to determine the quality criteria for the feasibility of water cycle diorama media on the theme of events in the life of fifth grade SD Negeri Jetis 2. This research is a research and development study with the aim of producing new products. This media uses a 3D development model developed by Thiagarajan, Summel. This study has four stages, namely Define, Design, Develop. The results of this study indicate that the media developed in SD Negeri Jetis 2 in the good category. Based on the assessment of material experts, the good category with a score of 3.84. Based on media experts included in the good category with a score of 3.41. Based on the results of field trials with 8 students, this media was included in the good category, with an average score of 4.03.


2021 ◽  
Vol 2 (1) ◽  
pp. 189-199
Author(s):  
Alfiani Fernita Sari ◽  
Yulia Ayriza

Abstract: There are varoius techniques in the counseling approach which are implemented according to the counselee's problem. One of the popular counseling techniques in the behavioral approach is called the behavioral contract. The purpose of this study was to develop a group counseling stage design of the behavioral contract technique to solve the student's academic procrastination problem. Development of the group counseling stage design of the behavioral contract technique used the Borg and Gall development model. The development of the design consist of three stages which begins with the need asessment stage, the product development planning stage, and the initial product development stage. The data collection technique was conducted by interviewing 5 counseling teachers from different schools. Product validation was carried out with expert counseling expert judgment with 3 revisions. The result was the design of the behavioral contract technique group counseling stage can be applied in counseling service in schools that was consisting of 3 stages, namely: the beginning stage, the working stage, and the terminating stage. Each stage of the group counseling contains activity steps that should be done. Design of group counseling with behavioral contract technique is compiled for 8 meetings with a duration of 45 minutes per meeting. This research is only up to the third stages, namely developing the initial product. Therefore, the next step in this research will be further developed and published in another article. Abstrak: Teknik dalam pendekatan konseling sangat bermacam-macam yang dapat digunakan sesuai dengan masalah konseli. Salah satu  teknik konseling dalam pendekatan behavior yaitu teknik behavioral contract. Tujuan penelitian ini adalah mengembangkan rancangan tahapan konseling kelompok teknik behavioral contract untuk mengatasi masalah prokrastinasi akademik siswa. Pengembangan rancangan konseling kelompok  teknik behavioral contract menggunakan model pengembangan Borg and Gall. Pengembangan produk rancangan ini terdiri dari 3 tahapan, diawali dari tahap asesmen kebutuhan, tahap perencanaan mengembangkan produk, dan tahap mengembangkan produk awal. Teknik pengumpulan data dilakukan dengan wawancara kepada 5 orang guru bimbingan konseling yang berbeda sekolah. Validasi produk dilakukan dengan expert judgement ahli konseling sebanyak 3 kali revisi. Hasilnya adalah rancangan tahapan konseling kelompok dengan teknik behavioral contract dapat diaplikasikan dalam layanan konseling di sekolah yang terdiri dari 3 stage/tahap, yaitu: beginning stage, working stage, dan terminating stage. Setiap tahapan konseling kelompok terdapat langkah-langkah kegiatan yang harus diselesaikan. Rancangan tahapan konseling kelompok teknik behavioral contract disusun untuk 8 pertemuan dengan durasi watu 45 menit setiap pertemuan. Penelitian ini hanya sampai tahap ketiga yaitu mengembangkan produk awal. Oleh karena itu langkah berikutnya pada penelitian ini akan dikembangkan lebih lanjut dan dipublikasikan pada artikel lain.


Sign in / Sign up

Export Citation Format

Share Document