scholarly journals Video Development as Supporting Learning Media for Teachers at SMP Negeri 5 Tidore Islands [Pengembangan Video Sebagai Penunjang Media Pembelajaran Bagi Guru di SMP Negeri 5 Tidore Kepulauan]

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.

2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Ketut Alit Adi Untara ◽  
Gustina Gustina ◽  
Ielda Paramita

This study aims to develop learning media in the form of gas steam stoves fueled by oil and describe the validity and effectiveness of the products being developed. This development and research are summarized in a study entitled the development of learning media in a gas-fired gas stove to increase students' curiosity in applied physics subjects. This study uses a media development research method known as Research and Development (R&D). From the research carried out, the following data were obtained: the results of media validation obtained very good categories, and validation test by media experts found very good category. In the curiosity test, which was initially limited to active students, the scores were very good. The results of the initial average curiosity test for the field test were obtained in the low category, and after the use of the media was tested again, and the average score was obtained in the very good category.  It can be concluded that the use of an oil-fired gas steam stove in the form of a Pertamax stove as a learning medium can increase students' curiosity about learning applied physics material.


2020 ◽  
Vol 4 (2) ◽  
pp. 243-252
Author(s):  
Putri Vina Sefaverdiana ◽  
Melisa Wahyu Fandyansari

Indonesian Cooperative textbooks are development research aimed at developing quality textbooks and can effectively improve understanding of existing cooperatives in Indonesia. Textbooks as a support in Cooperative lectures, in order to improve student learning in class so that students have understanding and skills in cooperating. The purpose of this textbook is to make it easier for students to learn and understand as a provision for students to develop cooperatives in their respective areas of residence. The method in this research is a research and development research using a model from Dick and Carrey. The test results obtained from the first material expert were 84.5%, the second material expert obtained 76.4%. 3%. After the expert test was carried out a small-scale test where the result was 82.6% and the large-scale test obtained a result of 86.3%. From the results of the percentage, it states that the textbook is in the good category and is feasible to apply


2021 ◽  
Vol 12 (2) ◽  
pp. 108
Author(s):  
Ismi Nurul Qomariah ◽  
Mistianah Mistianah

Abstrak. Penelitian ini bertujuan untuk mengembangkan model pembelajaran Think berbasis media I Spring suite 8 bagi mahasiswa Pendidikan Biologi. Jenis penelitian ini adalah Research and Development. Pengembangan media pembelajaran menggunakan metode Research and Development (R & D) dengan model 4 D (Define, Design, Develop, dan Dessiminate). Penelitian ini dimulai dari tahap define yaitu mengidentifikasi konsep-konsep material yang harus terkandung dalam media. Mendesain lebih lanjut model pembelajaran Think berbasis media pembelajaran I Spring suite 8. Setelah media dirancang dan dibuat maka dilakukan tahap pengembangan yaitu validasi produk oleh ahli dan uji coba produk pada proses perkuliahan. Hasil penelitian menunjukkan bahwa validitas ahli materi dalam kriteria valid dengan persentase 88 persen, hasil validitas ahli media dalam kriteria valid dengan persentase media pembelajaran sebesar 89 persen. Dari uji kelayakan diperoleh hasil uji kelayakan. Disimpulkan bahwa media termasuk dalam kategori sangat baik.Asbtract. This study aims to develop I Spring suite 8 learning media based Think learning model for Biology Education college students. The type of this research was Research and Development. The development of  learning media uses the Research and Development (R & D) method with the 4 D model (Define, Design, Develop, and Dessiminate). This research starts from the define stage that was identificatethe material concepts that must be contained in media. Furthermoredesign the I Spring suite 8 learning media based Think learning model. After media has been designed and created, the development stage was carried out, namely product validation by experts and product testing in the lecture process. The results showed that the validity of the material experts was in valid criteria with the percentage of 88 percent, the results of validity by media experts were in valid criteria with the percentage of learning media as much as 89percent. From the feasibility test, it was concluded that the media is included in the categoryvery good.


Jurnal PenSil ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 24-30
Author(s):  
Gilang Mawardi ◽  
Tuti Iriani ◽  
Daryati Daryati

This research is a type of research and development that aims to produce products in the form of multimedia powerpoint-based learning media in Learning Competency courses. This development research is a Research and Development research method with the 4D (four-D) model. This research is basically done through four main stages, namely define process, design process, develop process, and disseminate process. However, the research only reaches the stage of the development process. This study uses a questionnaire as a tool to test the feasibility of the media through the validation of media experts and material experts. The results of development are multimedia powerpoint-based learning media products. Assessments by material expert lecturers get scores 4,27 categorized as "Very Good". An assessment by a media expert lecturer got a score of 3.31 which was categorized as "Quite Good". The results of the average assessment from material and media experts get the value "3,79" means that multimedia-based learning media is categorized as "Good.".


BIODIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 58-75
Author(s):  
Muswita ◽  
Upik Yelianti ◽  
Lia Kusuma

The research aims to develop and determine the feasibility of nail plant booklets in Tahura STS. This type of research is Research and Development research using ADDIE learning design models. The booklet that was developed contains 42 types of nails that grow in Tahura STS, consisting of 14 types of epipitic nails and 28 types of terrestrial nails. The booklet that was developed contains scientific names, pictures, classifications and descriptions of ferns that grow in Tahura STS. Validation of media experts was carried out twice with a final score of 85.71% with the category "Very Good". Material expert validation was carried out twice with a final score of 92.8% in the "Very Good" category. Thus the product developed is worth testing. The percentage of small group trials on booklets was 89.6% in the "very good" category. The percentage of large group trials on booklet results was 90.9% in the "very good" category. The lecturers' response to the nail plant booklet in Tahura STS was 83.9% in the "very good" category. Based on the validation of the media experts and the results of small and large group trials and lecturer responses it can be concluded that the booklet of nail plants in Tahura STS is suitable for use as a enrichment for plant taxonomy courses. Keywords: booklet, enrichment material, nail plants. Abstrak. Penelitian bertujuan untuk mengembangkan dan mengetahui kelayakan booklet tumbuhan paku di tahura STS. Jenis penelitian adalah penelitian Research and Development dengan menggunakan model desain pembelajaran ADDIE. Booklet yang dikembangkan memuat 42 jenis paku yang tumbuh di Tahura STS, terdiri dari 14 jenis paku epipit dan 28 jenis paku teresterial. Booklet yang dikembangkan memuat nama ilmiah, gambar, klasifikasi dan deskripsi dari tumbuhan paku yang tumbuh di Tahura STS. Validasi ahli media dilakukan sebanyak dua kali dengan nilai akhir 85,71% dengan kategori “Sangat Baik”. Validasi ahli materi dilakukan sebanyak dua kali dengan nilai akhir 92.8% dengan kategori “Sangat Baik”. Dengan demikian produk yang dikembangkan layak untuk diujicobakan. Persentase ujicoba kelompok kecil terhadap booklet sebesar 89,6% dengan kategori “sangat baik”.  Persentase ujicoba kelompok besar terhadap booklet hasil sebesar 90,9% dengan kategori “sangat baik”. Respon dosen terhadap booklet tumbuhan paku di Tahura STS sebesar 83,9% dengan kategori “sangat baik”. Berdasarkan validasi ahli media dan hasil ujicoba kelompok kecil dan besar serta respon dosen dapat disimpulkan booklet tumbuhan paku di Tahura STS layak digunakan sebagai vahan pengayaan mata kuliah taksonomi tumbuhan. Kata kunci: booklet, bahan pengayaan, tumbuhan paku.


2020 ◽  
Vol 8 (2) ◽  
pp. 86
Author(s):  
Zulbahri Zulbahri ◽  
Yuni Astuti ◽  
Erianti . ◽  
Pitnawati . ◽  
Damrah .

This research is motivated by the limited development of learning media for the subjects of Physical Education, Sports and Health on floor exercise (artistic) material, especially for schools in the regions. This study aims to produce a learning media product for students and students in learning gymnastics. The subjects or samples of this research were FIK UNP students who attended basic and advanced / learning gymnastics courses with a total of 12 people for small group subject trials and 15 people for field trials. The data used in this research are qualitative and quantitative data. Qualitative data in this study is data obtained through validation from material experts, media experts, while quantitative data in this study were obtained through assessment questionnaires which were analyzed with descriptive statistics.This research was conducted using "Research and Development" (Research and Development), namely the research method used to produce certain products. The model used as a reference is the Borg & Gall development research model with 10 developments, in this study the researcher adopted the following stages: 1) Preliminary Study (research and data collection). 2) Prepare a plan and analyze the media to be made. 3) Initial product development by producing learning media with validation by media experts and material experts. 4) Conduct small group trials. 5) Product Revisions. 6) Conduct field trials. 7) Revise the final product. For this early stage research, it has only arrived at the fourth stage (4), namely the initial stage validation by media experts and material experts. Research results in the form of learning media products for practical material with a score of 3.67 with good criteria and for media with a score of 3.3 with a fairly good category.


2018 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Romlah Umi

Childhood is a golden age. The emphasis on the importance of early childhood education is not intended to assume that children should start "going to school as early as possible". The purpose of this study is; Develop learning media to improve the ability to recognize the concept of child numbers in the form of a number puzzle card game. This research method is research and development (Research and development or R D). Based on the results of the research that has been carried out, it can be concluded that the results of preliminary research on puzzle learning media through numerical cards: the assessment of material experts gave a score of 52.86% categorized as good enough. the quality got an assessment score of 57.14% categorized as good enough. After being revised the experts gave the following values: the assessment of the experts gave an assessment score of 78.57% categorized as good, the media expert gave an assessment score of 86.67% for the aspect of view categorized as very good and for the aspect of quality got an assessment score of 88.57% categorized as very good.


2018 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Titon Agung Saputro ◽  
Kriswandani Kriswandani ◽  
Novisita Ratu

Abstrak: Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan tujuan mengembangkan media pembelajaran game edukasi berbasis platform game untuk siswa kelas VII SMP. Penelitan ini menggunakan desain penelitian Borg & Gall yang terdiri dari sepuluh langkah. Teknik pengumpulan data terdiri dari observasi, kuesioner dan tes. Hasil dari penelitian pengembangan ini adalah aplikasi game platform dengan materi aljabar. Dampak dari media pembelajaran game edukasi platform game  adalah media pembelajaran berpengaruh terhadap hasil belajar siswa. Hal ini berdasarkan pada uji Mann-Whitney dengan nilai signifikan 0,000<0,05 yang berarti terdapat perbedaan rerata sebelum dan sesudah pemberian media pembelajaran game edukasi berbasis platform game atau terdapat pengaruh game edukasi platform game pada materi aljabar terhadap hasil belajar siswa.  Selain itu, nilai N-Gain yang diperoleh adalah 0,49 yang berarti terjadi peningkatan sedang terhadap hasil belajar siswa. Abstract: The type of this research is research and development with the aim of developing game-based learning media game of platform game for VII class student of SMP using application of Construt 2. This research use Borg & Gall research design which consist of ten stages. Data collection techniques consist of observations, questionnaires and tests. The results of this development research is a platform game application with algebraic material. The impact of instructional media game game education game is the media influence on student learning outcomes. This is based on the Mann-Whitney test with a significance value of 0.000 <0.05 which means there is an average difference before and after the delivery of learning media game-based platform learning or the influence of algebraic game education game. material in algebra on student learning outcomes. In addition, the N-Gain value obtained is 0.49 which means a moderate increase in student learning outcomes.


2019 ◽  
Vol 8 (2) ◽  
pp. 151-158
Author(s):  
I Dewa Putu Nyeneng ◽  
◽  
Afif Rahman Riyanda ◽  
Kartini Herlina ◽  
◽  
...  

This study explores Android-based mobile learning media design on electrical content. The Media is designed to contain electrical content that is abstract and can not be seen with the naked eye. The content is depicted in a tangible and easily understood by students. The methods used in the development of the research media are Research and Development (R&D), and the development model conducted in this study is the IDI (Instructional Development Institute) Model of research results shows that the media Learning on electrical content is considered valid and the media is easy to use for students and teachers in the learning process. Keywords: learning Media, Mobile Learning, Android, electricity


Author(s):  
Anggia Sekarini Yosanti

Purose of the study to find out the steps to delevlop videomedia making body pattern woman with draping system. Research development using team theory puslijaknov which includes 5 stages namely product analsyis to be developed, develop the intial product, validation exprest and revisions, small scale trials and revisions, large-scale trials and products end. Reserarch instruments use sheet use of media in learning. Techique descriptive analysis. Research result shows the development of video media learning through: product analysis that is requirements for the type of developments. Step observations to reveal the use of the syllabus analysis and analysis of developing media, the intial product is the process of making a video validation process for experst to find out the feasibility of the media, test small scale implementation of learning use video that was revoked 2 observer with good results, large scale test implementation of learning using video which was observed by observers with the results are very good.


Sign in / Sign up

Export Citation Format

Share Document