scholarly journals Aplikasi Pengenalan Huruf dan Angka Menggunakan Pendekatan Realistik Berbasis Android

2021 ◽  
Vol 5 (3) ◽  
Author(s):  
Wanti Rahayu ◽  
Ari Irawan

<p><em><span lang="EN-US">This research intends to create a letter and number recognition application for kindergarten with a realistic approach using Android. The outbreak of the Covid 19 pandemic has resulted online learning from the level of kindergarten to college students. The research method used was RnD (Research and Development) using ADDIE (Analysis, Design, Development, Implementation, Evaluation) approach. This research has come to the stage of limited trial. The result of this research was </span><span lang="EN">the analysis stage, in which the researcher conducted a needs analysis at the research location, kindergartens in Jakarta. The design stage where the researcher created a design of the application and what buttons were needed in the screen display. The development stage where the researcher created an application that was ready to be tested in a simple and limited way to be able to see the inputs, advantages and disadvantages in the application. The next stage was an evaluation by creating improvements based on apkar input and the results of limited trials carried out at the implementation stage</span></em></p>

2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mıhcı Türker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.Keywords: Music education, haptic glove, piano education, passive haptic learning.*


2019 ◽  
Vol 17 (2) ◽  
pp. 183
Author(s):  
Ridho Dedy Arief Budiman ◽  
Nurbani Nurbani

<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p class="abstrak">Tujuan penelitian untuk mengembangkan media pembelajaran berbasis Android dengan tahapan <em>analysis, design, development, implementation, </em>dan <em>evaluation. </em>Subjek penelitian yaitu mahasiswa semester IV Pendidikan TIK IKIP PGRI Pontianak. Metode penelitian menggunakan <em>research and development</em> dengan pendekatan ADDIE. Instumen penelitian menggunakan angket. Teknik analisis data menggunakan deskriptif kuantitatif. Hasil penelitian yaitu: (1) Media pembelajaran yang dikembangkan dapat diterapkan berdasarkan hasil pada tahapan <em>analysis</em>; (2) Media pembelajaran berhasil dirancang pada tahapan <em>design</em>; (3) Media pembelajaran yang telah divalidasi dilakukan perbaikan sesuai saran dari validator pada tahapan <em>development</em>; (4) Media pembelajaran berhasil diterapkan ke subjek penelitian pada tahapan <em>implementation</em>; dan (5) Subjek penelitian menyatakan “Setuju”  dan “Lebih Efektif” penggunaan media pembelajaran yang dikembangkan dalam proses pembelajaran.</p><p class="abstrak"> </p><p class="abstrak">  </p><p class="StyleAuthorBold"><strong><em>Abstract</em></strong></p><p class="abstrak"><em>The research objective </em><em>was</em><em> to develop an Android-based learning media with stages of analysis, design, development, implementation, and evaluation. The subjects of the </em><em>research</em><em> were the fourth</em><em>-</em><em>semester students of ICT Education at IKIP PGRI Pontianak. The research method use</em><em>d</em><em> research and development with the ADDIE approach. The research instrument used a questionnaire. Data analysis techniques using descriptive</em><em>-</em><em>quantitative. The results of the </em><em>research</em><em>: (1) The developed learning media can be applied based on the results at the analysis stage; (2) Learning media successfully designed at the design stage; (3) The validated learning media is improved according to the suggestions from the validator</em><em>s</em><em> at the development stage; (4) Learning media successfully applied to respondents at the implementation stage; and (5) Respondents stated "Agree" and "More Effective" </em><em>in </em><em>the use of instructional media developed in the learning process.</em></p><p class="abstrak"> </p>


2019 ◽  
Vol 11 (1) ◽  
pp. 38-47
Author(s):  
Ferhat Kadir Pala ◽  
Pınar Mihci Turker

This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.  


2021 ◽  
Vol 9 (1) ◽  
pp. 57
Author(s):  
Muhamad Afandi ◽  
Sari Yustiana ◽  
Nofita Puji Kesuma

<p align="center"><strong>Abstract</strong></p><p><em>The Development of Pop-Up Book learning media in Pancasila Material Based on Local Wisdom at second grade of Elementary Schools was conducted to find out its feasibility, practicality and effectiveness. This study used the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. At the Analysis stage, interviews, material analysis and student needs are carried out. Then, at the design stage, namely the selection of product formats and images are conducted. The development stage is carried out by validating the expert validator. Furthermore, the Implementation stage was tested on students and the Evaluation stage was carried out by pretest and posttest to determine the effectiveness of students. Based on these five stages, the development of Pop-Up Book Learning media resulted in the feasibility of learning media with a score of 0.90 which was obtained by four validators, then the practicality of the Pop-Up Book learning media got a value of 90.8%. The effectiveness of using the Gain Test was 0.45. and get the "moderate" criteria. Based on these results, the Pop-Up Book learning media is declared feasible, practical and effective in learning</em>.</p>


2018 ◽  
Vol 8 (2) ◽  
pp. 72
Author(s):  
Dyan Falasifa Tsani

<p>Penelitian pengembangan ini dilatar belakangi karena peserta didik memerlukan bahan ajar yang praktis ketika dipelajari di dalam kelas maupun di luar kelas. peserta didik minim pendidikan karakter yang berhubungan dengan karakter religius dan kesopanan. Sehingga peneliti mengembangkan buku saku matematika berbasis pendidikan karakter yang bertujuan untuk meningkatkan prestasi belajar serta meningkatkan nilai karakter peserta didik. Penelitian ini merupakan jenis penelitian R &amp; D (research and development). Prosedur pengembangan buku saku menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian ini adalah peserta didik kelas X IPA 1 sebagai kelas eksperimen dan X IPA 2 sebagai kelas kontrol. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif. Berdasarkan hasil penelitian dapat disimpulkan bahwa buku saku matematika berbasis pendidikan karakter pada materi trigonometri valid dengan penilaian validator termasuk dalam kategori valid namun perlu sedikit revisi dengan presentase rata-rata sebesar 70,80%. Dan juga tanggapan peserta didik terhadap buku saku termasuk pada kategori sangat baik dengan pesentase 86,60%. Efektivitas buku saku terhadap prestasi belajar peserta didik didapatkan nilai rata-rata kelas eksperimen yaitu 86,52 dan nilai rata-rata kelas kontrol yaitu 79,97. Kemudian dilakukan uji t-test mendapatkan hasil = 2,248 &gt;  = 1,668 maka diterima. Artinya rata-rata kelas yang menggunakan buku saku matematika berbasis pendidikan karakter lebih baik daripada yang tidak menggunakan buku saku. Sedangkan hasil angket penilaian pendidikan karakter didapatkan sebesar 56,6 pada pertemuan pertama dan sebesar 71,4 pada pertemuan terakhir, sehingga diperoleh skor n-gain sebesar 0,34. Hal ini menunjukkan bahwa pembelajaran menggunakan buku saku matematika trigonometri berbasis pendidikan karakter efektif meningkatkan pendidikan karakter peserta didik dengan kategori sedang.</p>


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


Author(s):  
Rina Wijayanti ◽  
Siti Napfiah

This research aims to produce products such as module, which supporter statistics courses in IKIP Budi Utomo Malang institutions. It can be used to enhance the students' ability to solve problems. This research development method using ADDIE models which include analysis, design, development, implementation, evaluation. Methods of data collection in this study include legibility test. Results of this study we concluded the step wrote statistics module that determining competency standards, specify the title of the module, arrange the contents of the module, cover design, legibility test, revision and production. Based on the conclusion that thelegibility test for aspects of language, presentation, and graphic declared valid while the worthiness aspect of the module is very valid. So based on student legibility test module does not need to be revised. 


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.


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):  
Dr. Eduardo García Sánchez ◽  
Mtro. Osbaldo Vite Chávez ◽  
Mtro. Miguel Ángel Navarrate Sánchez ◽  
Mtro. Miguel Ángel García Sánchez ◽  
Dra. Verónica Torres Cosío

En este trabajo se presenta una nueva metodología para el desarrollo de software multimedia educativo, constituida por ocho fases principales: concepto o pre–producción, análisis, diseño, desarrollo, implementación, evaluación y validación del programa, producción y elaboración del material complementario. El objetivo principal es facilitar, a través de la descripción de los elementos y actividades requeridos para generar el entorno general, pedagógico y técnico/estético, el desarrollo del software multimedia educativo. AbstractTthis work presents a new methodology for the development of multimedia educational software, consisting of eight main phases: concept and pre–production, analysis, design, development, implementation, evaluation and validation program, production and processing of additional material. The main objective is to facilitate through the description of the elements and activities required to generate, pedagogical and technical/aesthetic overall environment, the development of multimedia educational software. Recibido: 18 de junio de 2015Aceptado: 25 de enero de 2016


Sign in / Sign up

Export Citation Format

Share Document