scholarly journals Study of Domino Number Game Development for Early Children’s Ability to Recognize Numbers

2019 ◽  
Vol 3 (2) ◽  
pp. 578
Author(s):  
Nur Ika Sari Rakhmawati ◽  
Rachma Hasibuan ◽  
Erni Lutfiyah

This study aims to develop and produce feasible and effective numerical domino game prototype used as learning to recognize symbols of number 1-10 for children aged 4-5 years. The design of study is research and development research adapted from Borg & Gall research and development using Single one shot case study and One Pretest-Posttest Design Group. But the writers used only 9 steps. The subject in this study are Group A children aged 4-5 years in 6 kindergartens in  Duduk sampeyan Subdistrict, Gresik District. Data were analyzed using descriptive quantitative. The results of this developmental research are numerical domino game prototype to develop 4-5 years old children’s ability to recognize number 1-10. The operational field testing stage shows The average score is 0.84, categorized as high. Therefore, it can be concluded that the numeric domino game is feasible and effective game used as learning to recognize the symbol of numbers 1-10 in children aged 4-5 years.

Author(s):  
Elva Yasmi Amran ◽  
Erviyenni ◽  
Sri Wilda Albeta ◽  
Ratih Nurbintari

Penelitian ini dilakukan untuk menghasilkan LKPD berbasis learning cycle 5-e pada pokok bahasan laju reaksi yang valid berdasarkan kelayakan isi, kebahasaan, kegrafisan, dan penyajian. Penelitian dilakukan dengan metode penelitian dan pengembangan R and D (Research and Development) dengan model 4-D.  Instrumen pengumpulan data pada penelitian ini adalah lembar validasi dan angket respon guru serta angket respon peserta didik. LKPD yang telah dikembangkan divalidasi oleh 2 orang validator yaitu dosen Pendidikan Kimia FKIP UR, kemudian diuji coba kepada guru dan 30 peserta didik dari dua sekolah di pekanbaru. Skor rata-rata validasi aspek kelayakan isi, kebahasaan, kegrafisan, dan penyajian terhadap LKPD yang dikembangkan masing-masing adalah  95,83%, 87,5%, 97,5%, dan 87,5% dengan rata-rata keseluruhan 92,08% (valid). Sementara dari uji coba terbatas pada guru dan peserta didik melalui angket diperoleh skor rerata guru 84,9% dan skor peserta didik 88,8% dengan kategori layak.   The purpose of this research has been to produce LKPD based on learning cycle 5-e on the subject of valid reaction rate based on feasibility of content, language, kegrafisan, and presentation. Research is done by research and development research and development (R and D) with 4-D model. Instrument of data collection in this research is validation sheet and questionnaire response teacher and learners. The LKPD that has been developed is validated by 2 validators namely the lecturer of Chemistry Education FKIP UR, then tested to the teacher and 30 students from two schools in Pekanbaru. The average scores of validation of feasibility aspects of content, language, kegrafisan, and presentation of LKPD developed were 95.83%, 87.5%, 97.5%, and 87.5%, respectively, with an overall average of 92, 08% (valid). While the trial is limited to teachers and learners through the questionnaire obtained the average score of teachers 84.9% and 88.8% of learner score with decent categories.


2018 ◽  
Vol 7 (1) ◽  
pp. 105 ◽  
Author(s):  
Rahma Diani ◽  
Yuberti Yuberti ◽  
Muhammad Ridho Syarlisjiswan

This research aims to develop an active learning media in the form of Web-Enhanced Course. This research and development research follows the development steps of Borg & Gall. Data collection instruments used were validation sheets and questionnaires. The assessments’ average score for the feasibility of the product from the material experts is 84.83%, from media experts is 81.76%, and informatics experts are 83.61% in the very feasible category. Furthermore, the percentage of the results of small-group testing is 76.44% and for field-testing is 82.97%. Thus, the developed product is suitable to be used as a media for physics learning. The web is developed using the Problem-Based Learning (PBL) for the Basic Physics II subject


2019 ◽  
Vol 39 (3) ◽  
pp. 62-69
Author(s):  
Yasmany García-Ramírez

The flipped classroom, as an active learning model, has given remarkable results in several areas in the university teaching; however, its execution is still able to improve. This research shows the implementation and improvement of the flipped classroom model in the course of Pavements. It evaluates their influence on the students’ final grades and their learning experience. Three groups of students participated in this study, who enrolled in the course of Pavements in the Civil Engineering. Group A took the course with the traditional model, while Group B took it with a flipped classroom, and Group C experienced it with a reinforced flipped model. Groups did the course the subject in 2017, 2018 and 2019, respectively. Results show that even though with the flipped classroom models, the finals grades did not increase compared to the scores of the traditional model; however, it improved their learning experience. The students were more satisfied with the method; they even asked for fewer modifications than they did in the traditional model. This research shows that adding little academic things to the course, it would greatly influence their students' opinion.


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


2017 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Wirda Nilawati ◽  
Desnita Desnita ◽  
Nurdi Akbar

Abstract Developing Student Worksheet is one of the competences that must be mastered by Physics Education Student of FMIPA Universitas Negeri Jakarta. An integrated lecture tool has been developed to train students' writing competencies in the Physics Worksheet. This development research applies the ASSURE model. Lecture devices have been tested against physics education students. Students give very good appreciation to the lecture, by giving average score equal to 83.97. Students' performance in preparing the Student Worksheet physics subjects is also very good, which is shown by the average of student performance compiled the Subject Student Worksheet 84.52. Based on the results of testing the use of educational tools to students of education students FMIPA Universitas Negeri Jakarta showed that the lecture tools are worthy to be used as teaching materials. Keywords: Integrated lecturing tools, KPS, Student Worksheet. Abstrak Mengembangkan Lembar Kerja Siswa merupakan salah satu kompetensi yang harus dikuasai oleh Mahasiswa Pendidikan Fisika FMIPA UNJ. Telah dikembangkan perangkat perkuliahan terpadu untuk melatih kompetensi mahasiswa menulis Lembar Kerja Siswa mata pelajaran fisika. Penelitian pengembangan ini menerapkan model ASSURE. Perangkat perkuliahan sudah diujicoba terhadap mahasiswa pendidikan fisika. Mahasiswa memberikan apresiasi sangat baik terhadap perangkat perkuliahan, dengan memberikan skor rerata sebesar 83,97. Kinerja mahasiswa menyusun Lembar Kerja Siswa mata pelajaran fisika juga sangat baik, yang ditunjukan oleh rerata nilai kinerja mahasiswa menyusun Lembar Kerja Siswa mata pelajaran  sebesar 84,52. Berdasarkan hasil ujicoba penggunaan perangkat pekuliahan terhadap mahasiswa pendidikan mahasiswa FMIPA UNJ menunjukan bahwa perangkat perkuliahan terpadu layak digunakan sebagai bahan ajar. Kata-kata Kunci: Perangkat Perkuliahan Terpadu, KPS, Lembar Kerja Siswa.


2019 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Yesi Andra Yuni ◽  
Zulhanan Zulhanan ◽  
Sodikin Sodikin

Abstract: This study aims to; 1) identifies the eligibility ladder snake game in Islamic learning IPA; 2) know the response of the students against Islamic ladder snake game in learning the IPA as a learning resource that will be developed. Methods in this study using the method of research and development (Research and Development) model Borg and Gall that have been developed through dimodifiksi; 1) potential and problems; 2) data collection; 3) product design; 4) validation of the design; 5) revision of the product; 6) free trial products; 7) revision of the product. Taken only up to seven steps because of the limitations. The research data was collected by using the sheet validation, the now and the response of the learners. The results of this research are; 1) game development ladder snake islami in IPA is well worth learning is used in learning based on the results of validation experts, namely 93.5% material experts, 80.5%, media expert and expert religion 100%; 2) on the response of the students performed at the three schools earn a percentage of the feasibility of an average of 93% with a very worthy category.Abstrak: Penelitianini bertujuan untuk; 1) mengidentifikasi kelayakan permainan ular tangga islami dalam pembelajaran IPA; 2) mengetahui respon peserta didik terhadap permainan ular tangga islami dalam pembelajaran IPA sebagai sumber belajar yang akan dikembangkan. Metode dalam penelitian ini menggunakan metode penelitian dan pengembangan (Research and Development) model Borg and Gall yang telahdimodifiksi yang dikembangkan melalui; 1) potensi dan masalah; 2) pengumpulan data; 3) desainproduk; 4) validasidesain; 5) revisiproduk; 6) ujicobaproduk; 7) revisiproduk. Langkah yang diambil hanya sampai dengan tujuh langkah karena keterbatasan. Data penelitian ini dikumpulkan dengan menggunakan lembar validasi, angket dan respon peserta didik. Hasil penelitian ini adalah; 1) pengembangan permainan ular tangga islami dalam pembelajaran IPA sangat layak digunakan dalam pembelajaran berdasarkan hasil validasi para ahli, yaitu ahli materi 93,5%, ahli media 80,5%, dan ahli agama 100%; 2) pada respon peserta didik yang dilakukan di tiga sekolah mendapatkan persentase kelayakan rata-rata sebesar 93% dengan kategori sangat layak.


2019 ◽  
Vol 1 (3) ◽  
pp. 120-126
Author(s):  
Rina Sepriana ◽  
Rini Sefriani ◽  
Indra Wijaya ◽  
Pipit Lestari

This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.


2021 ◽  
Vol 13 (1) ◽  
pp. 485-496
Author(s):  
M. Fadlillah ◽  
Rendy Setyowahyudi

The most effective way to prevent the spread of Covid-19 is to comply with health protocols. However, this habit is still tricky for some Indonesians, including in early childhood. This study aimed to develop and test the Ultaco game's quality as a medium in introducing the Covid-19 health protocol to early childhood. The research and development (RD) method was used in this study. In developing the Ultaco game, three steps carried out, including planning, design, and development. Product quality testing was carried out using three techniques: alpha test, beta test, and final evaluation. This study showed that the Ultaco game is a kind of snakes and ladders game that contains the Covid-19 health protocol, including wearing a mask, maintaining distance, staying at home, washing hands, covering sneezes, exercising diligently, and eating nutritiously. The trial results showed that the Ultaco game is of good quality and is suitable for use as a medium for introducing the Covid-19 health protocol to early childhood. This is based on the average score of the alpha test score of 4.48, the beta test score of 3.41, and the final evaluation score of 3.64. This study implies that children can become accustomed to complying with the Covid-19 health protocol with attractive, fun, and fun game media.


2020 ◽  
Vol 3 (3) ◽  
pp. 206-215
Author(s):  
Henny Zurika Lubis ◽  
◽  
Nina Ismaya ◽  

This study aims to develop accounting teaching materials and to see the feasibility of teaching materials in improving the quality of classroom learning on the subject matter of the accounting cycle of service companies. This research is a development research adapted from the ADDIE model. There are 5 stages, namely: 1. Analysis (Analysis), 2. Design (Design), 3. Development (Development), 4. Implementation (Implementation), 5. Evaluation (Evaluation). Validation was carried out by material experts, media experts and assessments from class X accounting students of Ar-Rahman Medan Private Vocational School. Based on the assessment of material 1 on the feasibility of teaching materials for accounting books, the average score is 3.87 with the "Eligible" category, and the material expert orders 2 obtained an average score of 4.20 in the "Eligible" category, an indication of media experts is obtained on average. amounting to 4.00 in the "Eligible" category. Students' assumptions about accounting book teaching materials show an average of 4.45 with the category "Very Appropriate". Thus, the teaching material for the Accounting Service Company Cycle book is declared "Feasible" to be used as an accounting learning medium in improving the quality of learning.


Author(s):  
Dedi Rahman ◽  
P Wayan Arta Suyasa ◽  
Dessy Seri Wahyuni

The purpose of this study were (1) Produced a design and implemented the development of e-learning learning media with Edmodo-based Flipped Classroom model in Informatics subject of class VII in SMP Negeri 2 Mengwi, (2) Determined the subject teacher and students’ responses towards the development of e-learning learning media with Edmodo-based Flipped Classroom model in Informatics subject of class VII in SMP Negeri 2 Mengwi. The study was a Research and Development (R&D) research with ADDIE development model. This study involved students from VII A class and teacher of Informatics subject in SMP Negeri 2 Mengwi. The method of data collection was questionnaire. The result of the study showed that (1) The design and the implemented e-learning media were success implemented based on validity test from content experts, design experts, and learning media experts with Aiken's V coefficient average score  0,89 and very valid, (2) The teacher and students’ responses showed the average score were 40 for the teacher and 61,8 for the students, meaning that it was included in very positive category with very practical criteria. 


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