scholarly journals Kearifan Lokal Masyarakat Dalam Menjaga Kelestarian Hutan Dan Mengelola Mata Air Di Desa Watowara, Kecamatan Titehena Kabupaten Flores Timur Nusa Tenggara Timur

2020 ◽  
Vol 1 (1) ◽  
pp. 51-61
Author(s):  
Ignasius Suban Angin ◽  
Sunimbar Sunimbar

Learning media is one of the supporting components of learning. Learning media has the benefit of increasing students 'interest and interactive, besides that learning media also influences students' interest in learning. The media used should follow the current development of science and technology. This research aims to (1) produce infographic poster learning media, (2) determine the feasibility of infographic poster-based learning media. The making of this infographic poster learning media uses the Borg & Gall development model which consists of ten manufacturing steps. Making this learning media using a support application, namely CANVA. The development of this learning media produces a product that is an infographic poster. Based on the results of media development,infographic media is appropriate to be used a geography based learning media; (a) The results of the validation of the material experts get a percentage of eligibility 73% with eligibility criteria, (b) The results of the validation of media experts get a percentage of eligibility 98.18% with very decent criteria, (c) The results of the user trial (teacher + student) get a percentage of feasibility 83.16% with very decent criteria. Based on the results of the validation of material and media experts as well as the results of user trials it can be concluded that the infographic poster learning media is feasible to be used as a medium for learning geography.

2020 ◽  
Vol 1 (1) ◽  
pp. 27-41
Author(s):  
Apri Darung ◽  
Iya Setyasih ◽  
Mei Vita Romadon Ningrum

Learning media is one of the supporting components of learning. Learning media has the benefit of increasing students 'interest and interactive, besides that learning media also influences students' interest in learning. The media used should follow the current development of science and technology. This research aims to (1) produce infographic poster learning media, (2) determine the feasibility of infographic poster-based learning media. The making of this infographic poster learning media uses the Borg & Gall development model which consists of ten manufacturing steps. Making this learning media using a support application, namely CANVA. The development of this learning media produces a product that is an infographic poster. Based on the results of media development,infographic media is appropriate to be used a geography based learning media; (a) The results of the validation of the material experts get a percentage of eligibility 73% with eligibility criteria, (b) The results of the validation of media experts get a percentage of eligibility 98.18% with very decent criteria, (c) The results of the user trial (teacher + student) get a percentage of feasibility 83.16% with very decent criteria. Based on the results of the validation of material and media experts as well as the results of user trials it can be concluded that the infographic poster learning media is feasible to be used as a medium for learning geography.  


Author(s):  
Nurul Istiqomah ◽  
Ifa Aristia Sandra E

This research and development aims to determine the feasibility level of the material in the traditional early childhood crank game media. The media development method used in this development was adapted from the Thiagarajan 4-D development model. Data collection techniques from the results of a questionnaire or questionnaire. The results of the validation carried out by two material experts are as follows: 1) Conformity with Basic Competence (KD) is 4 with 80% eligibility criteria. 2) Learning aspect is 3.6 with 72% eligibility criteria. 3) Material presentation is 4 with 80% eligibility. So it can be concluded that the material on the traditional crank game media "WORTH" to be presented.


2020 ◽  
Vol 1 (1) ◽  
pp. 34-42
Author(s):  
P Purwandari ◽  
Andista Candra Yusro ◽  
Endah Dwi Styani

This research is a research development which aims to 1) Develop a Physics game learning based on Android that is feasible to be used as a learning media on physics subjects. 2) Knowing students' responses to physics game learning based on Android as learning media 3) Knowing that physics game learning based on Android as learning media can improve students' ability to analyze in the chapter of momentum, impulse, and collision. This research uses the ADDIE development model. This research has been tested by 3 media experts and 3 material experts with the results of the assessment stating that the media is feasible to be used as a medium for physics learning. The subjects of this research were 11 students in class X of Industrial Chemistry at the Vocational School of Gula Rajawali Madiun. The results of this research development indicate that: 1) media physics game learning based on android meets the feasibility standard to be used as a learning medium on physics subjects. 2) The learning media of Physics game learning based on Android gets a very good response from students. 3) Physics game learning based on Android as learning media can improve students' analytical skills in the chapter of momentum, impulses, and collisions with an average N-Gain of 0.54 which is in the medium category. 


2020 ◽  
Vol 1 (3) ◽  
pp. 55-62
Author(s):  
N. А. LEBEDEV ◽  

The article analyzes the structural guidelines for the modernization of the domestic agricultural machinery industry, which are formed in the aspect of a new development model; some types of machine-building products that are innovative in nature. Separate tasks of digitalization for the development of production of unmanned vehicles are considered. It is concluded that in order to seriously promote the structural modernization of agricultural machinery enterprises, it is necessary to give priority to the development strategy of enterprises, which should be based on clear development guidelines for the long-term period.


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2021 ◽  
Vol 251 ◽  
pp. 01021
Author(s):  
Fengyun Liang

Based on the background of informatization, the development and progress of science and technology has brought an immeasurable impact on the securities market. Therefore, this article uses python technology to crawl the number of individual stock news and study the influence of media attention on investor behavior under the constraint of heterogeneous beliefs. It is found that there is a significant positive correlation between the degree of media attention and the degree of investors’ heterogeneous beliefs, and investors are more likely to choose stocks that are frequently reported by the media; further research has found that media reports intensify the degree of investor’s heterogeneous beliefs, leading to stock transactions. The amount has risen abnormally. Therefore, while enjoying informatization, it is necessary to guard against the risks it bring.


2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


Akademika ◽  
2020 ◽  
Vol 9 (01) ◽  
pp. 127-138
Author(s):  
Nasir Nasir

This research aims to determine the results of the development of web-based learning media for Islamic Religious Education (PAI) which is valid and practical. This learning media development model refers to the 4-D development model (Four D-Model). This research was conducted at Unismuh Makassar Junior High School with research subjects 30 students and 1 teacher Islamic Education. The instruments used were validation sheets, student activity, teacher response and students. The data collection techniques used observation sheet instruments and student and teacher response questionnaires. The analysis used is descriptive qualitative statistical analysis. Based on the results of research and development shows that the media developed after validation is declared valid and reasonable for testing. The results of testing practicality show that the web-based learning media is practical because it has fulfills the criteria with the results: 1) students' activities in learning are carried out as expected, 2) teachers give excellent responses and, 3) students provide good response to the learning media. So it can be concluded that in the development of learning media activities fulfill valid and practical criteria used in the learning process especially in PAI subjects in class VIII.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


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