scholarly journals PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS TIGA LEVEL REPRESENTASI MENGGUNAKAN PREZI PADA MATERI KESETIMBANGAN KIMIA KELAS XI SMA/MA

2018 ◽  
Author(s):  
Sri Rizka Fadila Guci ◽  
Rahadian Zainul ◽  
Minda Azhar

Learning media based on three levels representation using Prezi is an alternative learning media that is more interesting and dynamic. Chemical equilibrium material that is difficult to understand by students will be overcome by using this learning media. This research is aimed to develop learning media based on three levels of representation using Prezi and to test the validity and practice of learning media developed. This research is a research development of Research and Development (R & D) by using 4-D development model consisting of 4 stages namely (1) define (definition stage), (2) design (design stage), (3) develop (development stage) and (4) disseminate (stage of dissemination). This study is limited to the development stage. The research instrument used in the form of a questionnaire in the form of validity sheet and practicality. From the results of validity test obtained the average value of kappa moment of 0.89 with the category of very high prevalence. Practicality test results on the students obtained the average value of kappa moment of 0.80 with high practicality category, while the teachers obtained by 0.92 with the category of very high practicality. Based on the result of the research, it can be concluded to produce learning media based on three levels of reprsentation using Prezi on chemical equilibrium material is valid and practical, so it can be used in the learning activity of chemistry class XI in SMA / MA.

2021 ◽  
Vol 12 (1) ◽  
pp. 25-34
Author(s):  
Arif Fatahillah ◽  
Nur Alfiyantiningsih ◽  
Dafik Dafik

This research aimed to describe the development process and results of the Construct 2 Android-based education math game on number pattern subjects to increase student's ICT literacy. This research employed the Research and Development method with a 4-D development model. The development model consisted of 4 stages: the Define stage, the Design stage, the Development stage, and the dissemination stage. Also, the researchers developed the Android-based application based on ICT literacy indicators. The application must be valid, practical, and effective. The results showed a correlation coefficient value of 0.87 and included in the valid category with very high interpretation. The level of practicality of the developed product was 83.96% based on a users' responses questionnaire. The effectiveness was determined based on the percentage of students' learning outcomes which was 83.33%. The increase in students' ICT literacy was determined based on the ICT literacy questionnaire and learning outcome tests' average N-Gain score. The average N-Gain value obtained was 0.75, with an average value for the ICT literacy questionnaire of 0.89 and the average value for the learning outcome test of 0.61. Based on these three criteria, it can be concluded that the Construct 2 android-based educational math game on the number pattern material can improve students' ICT literacy.  


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Muhammad Zakir ◽  
Hari Antoni Musril

ABSTRACT:This study aims to develop Android-based learning media in the XI class of Creative Products and Entrepreneurship subjects. The type of research used is Research and Development (R&D) research. Using the 4-D (four D) version of the development model. Consists of 4D define, design, develop, disseminate. The system development model uses the Luther - Sutopo multimedia development model. The results of this study indicate that Android-based learning media developed on the subject. Class XI Creative and Entrepreneurship Products are appropriate for use in learning by teachers and students. Based on several stages of the trial, the learning media is categorized as valid with the feasibility level of the validity test with an average value of 0.90 in a very valid way, the practicality test of the writer gets an average of 1.0 with a very high category, and in the effectiveness test the writer gets an average - The average value of 0.98 in the very effective category, based on the test results of this product, can be useful for teachers, students, and advanced researchers.ABSTRAK:Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis android pada mata pelajaran Produk Kreatif dan Kewirausahaan kelas XI. Jenis penelitian yang penulis gunakan adalah penelitian Research and Development (R&D). Menggunakan model pengembangan versi 4-D (four D). 4D terdiri dari define, design, develop, dessiminatte. Model pengembangan sistemnya menggunakan model pengembangan multimedia Luther – Sutopo. Dari hasil penelitian ini menunjukkan bahwa media pembelajaran berbasis android yang dikembangkan pada mata pelajaran Produk Kreatif dan Kewirausahaan kelas XI sudah layak untuk digunakan dalam pembelajaran oleh guru dan siswa. Berdasarkan beberapa tahapan uji coba, media pembelajaran dikategorikan valid dengan tingkat kelayakan uji validitas dengan rata-rata nilai 0,90 yaitu sangat valid, uji praktikalitas penulis mendapatkan rata-rata 1,0 dengan kategori sangat tinggi, dan pada uji efektivitas penulis mendapatkan rata-rata nilai 0,98 dengan kategori sangat efektiv, berdasarkan hasil uji produk ini, dapat bermanfaat bagi guru, siswa dan peneliti lanjutan.


2014 ◽  
Vol 13 (3) ◽  
Author(s):  
Sri Wahyu Widyaningsih ◽  
Irfan Yusuf

<p>The research is motivated not yet using CTL approach. In addition, the study provided yet foster the character value of students. This study aimed to the development of learning materials by using CTL approach with the integration of character value are valid, practical, and effective. The type of this research is research and development by using 4-D models. The stages of this research are define, design, and development. The define stage consists of analyzing of curriculum, students, and concept. Then, the learning materials as lesson plan, handout, student’s worksheet, and evaluation, were designed at design stage. The development stage was doing validity, practicality, and effectiveness test. The data of this research was collected by using validation instruments, questionnaire of students and teacher, observation and test instruments. The result of research with validity of the test results showed that the syllabus, lesson plans, teaching materials, worksheets and assessment sheets (cognitive, affective and psychomotor) developed very valid. The test results showed that the learning practicalities developed very practical. Based on the results of efficacy trials, it was stated that the developed learning very effectively used as learning tools are developed to improve the activity and competence of students in the cognitive, affective and psychomotor and behavioral character. And Those, learning materials by using CTL approach with the integration of character values are classification of very valid, very practical, and effective.</p>


2018 ◽  
Vol 1 (1) ◽  
pp. 271
Author(s):  
Lilis Retno Sundari ◽  
Suroso Suroso ◽  
Yustinus Yustinus

Abstrak:: Penelitian ini bertujuan 1)mengembangkan multimedia interaktif menggunakan Adobe Flash CS3 Profesional untuk meningkatkan hasil belajar IPS Kelas 4 SD. 2) pengembangan multimedia interaktif menggunakan Adobe Flash CS3 Profesional dapat meningkatkan hasil belajar IPS Kelas 4 SD. Penelitian ini menggunakan jenis penelitian pengembangan dengan Model pengembangan ASSURE. Hasil validasi pakar materi 70% (tinggi) dan validasi pakar media 92% (sanggat tinggi). Kemudian Rata-rata nilai tahun 2017 dan tahun 2018 mengalami kenaikan  74 menjadi 81. Hasil uji T diperoleh taraf signifikansi α 0,017. Berdasarkan perolehan hasil belajar siswa setelah menggunakan multimedia interaktif lebih tinggi dari sebelum menggunakan multimedia interaktif. Abstrak:: This study aims to 1) develop interactive multimedia using Adobe Flash CS3 Professional to improve learning outcomes IPS Class 4 SD. 2) development of interactive multimedia using Adobe Flash CS3 Professional can improve learning result of IPS Class 4 SD. This study uses a type of development research with ASSURE development model. Expert material 70% (high) material validation and media experts validation 92% (high conformity). Then the average value of 2017 and 2018 increased 74 to 81. T test results obtained significance level α 0.017. Based on the acquisition of student learning outcomes after using interactive multimedia is higher than before using interactive multimedia.


2018 ◽  
Vol 5 (2) ◽  
pp. 68
Author(s):  
Mita Hapsari Jannah ◽  
Suyoto Suyoto

This study aims to develop elementary V class multimedia based on humanistic theory on integer competencies that is valid, practical, and effective. The development model is a 4D (define, design, development, disseminate) model. In the define stage there are interviews and observations to study the curriculum and the needs of teachers and students. In the design stage, draft I multimedia was designed using Adobe Flash Player. In the development stage, draft I is valid based on questionnaires from media and  material expert validators. Furthermore, the results of field notes and student and teacher response questionnaires indicate that draft II is practical. Then drat III was tested by independent t-test which resulted that draft III is effective. Draft III developed into a final product which was then disseminated at the disseminate stage with the delivery of products to teachers, training of teachers, and publications in national journals.


PALAPA ◽  
2016 ◽  
Vol 4 (1) ◽  
pp. 102-117
Author(s):  
Asbullah Muslim

Singer development research aims to develop the application review methods Pakem Class VI MI NW Karang Baru Academic Year 2015/2016. Research Singer is a Research and Development. Singer Research Development Model development using the Borg and Gall What do WITH the five stages, ie requirement analysis, planning, DRAFT Product Development, Field trials, product revision. Data collection methods used hearts Development Research Singer Was questionnaire responses Students and Students learn the test results.


2018 ◽  
Author(s):  
Ikhwan Chairi ◽  
Ellizar ◽  
Rahadian Zainul

The purpose of this research are to develop a Student Activity Sheet on discovery-based learning of Basics Laws of Chemistry and test the validity and practicality of LKS produced. This type of research is the Research and Development (R &amp; D). Development models used in this study is a four D models, namely (1) define , (2) design , (3) develop and (4) disseminate. This study is limited to the development stage. The instrument used in this research is the questionnaire of validity and practicalities. LKS developed validated by 7 people validator, consisting of five chemistry lecturers and two chemistry teachers. Practicality test carried by four chemistry teachers and several X grade students of MAN 3 Padang. Based on the research that has been conducted, the product produced Student Activity Sheet discovery-based learning for material Basics Laws of Chemistry that its validity and practicality had been examined. LKS produced has an average value of 0.90 with the validity of the category of very high validity, average of teachers practicality is 0.85 with very high practicality categories and average of students practicality is 0.72 with high practicality category.


2019 ◽  
Vol 9 (1) ◽  
pp. 91-100
Author(s):  
Nurhayati Nurhayati ◽  
◽  
Wahyudi Wahyudi ◽  
Syarif Lukman Hakim ◽  
◽  
...  

This study aims to 1) produce a HOTS assessment instrument; 2) knowing the quality of the test instrument in terms of the feasibility of construction, material feasibility, and language feasibility according to the expert; and 3) knowing the quality of the test items in terms of validity, reliability, difficulty level and distinguishing power based on the test results. Research and Development ware used as a research method with 4D procedural development model consists of four stages, namely: the define stage, the design stage, the development stage, and the dissemination stage. The questionnaire was used for expert judgment validation. The characteristics measurement of the HOTS items instrument including the validity, reliability, difficulty level and distinguishing power of the questions. The HOTS assessment instrument developed was in the form of multiple-choice options with a reason based on HOTS in aspects of analyzing, evaluating and creating. The results of expert validation show that the average item with criteria is very good in terms of content, construct and language aspects. Instruments that have been validated and revised were tested on students who had studied vibration and wave material and the test results showed that 77% of the questions developed were of good quality with valid criteria, good distinguishing criteria, level of difficulty at moderate and easy levels and very strong reliability so that feasible and ready to be used to measure students' higher order thinking skills in vibrations and waves material. Keywords: HOTS, Instruments test, Vibrations and waves


2021 ◽  
Vol 5 (1) ◽  
pp. 109-124
Author(s):  
Niken Eka Priyani

The conditions of the Covid-19 pandemic caused learning to change to once a week, limited teaching materials at SDN 29 Idai, and a decrease in the values of preserving Dayak culture in Idai village. Through the integration of the concepts of mathematics and culture, this study aims to develop an ethnomathematics module based on the Dayak culture in mathematics learning with a joyful learning approach. This research is a research development or Research and Development (R & D) with a research method using the Hanafin & Peck development model which focuses on solving problems of quality constraints and development complexity which consists of three stages, namely; 1) needs assessment; 2) the design stage, and 3) development and evaluation. The data collection technique used observation, interview, and ethnomathematics module validation sheets which were filled in by two reviewers, while module trials were conducted in grade 4 SDN 29 Idai. The results showed that the ethnomathematics module based on the Dayak culture with a joyful learning approach got good results so that it could be used to teach math concepts to grade 4 students at SDN 29 Idai.


2019 ◽  
Vol 13 (2) ◽  
pp. 68-88
Author(s):  
Abdy Windiartha

This research is taken from the lack of basic futsal technique that makes players tend to be fatigue in training which is given by the coach. Therefore, the development about basic training media, such as adobe flash player is necessary in learning process. This research focuses on the development of media in learning by using adobe flash player.This study is research and development. The development model of this research is adapted from the development model of Borg & Gall. Borg & Gall's development research stages are: (1) research and data collection, (2) planning, (3) product draft development, (4) first field test, (5) revise test results, (6) field test, (7) result field product test improvement, (8) field test implementation, (9) final product improvement, also (10) dissemination and implementation.This product contains material on futsal basic engineering practice. Media development using Adobe Flash CS6 Professional software. The material presented is (1) basic futsal technique, (2) brief futsal, (3) futsal rules, also (4) field size, line, goal and futsal ball. Based on the stages adapted from the development model of Borg and Gall then obtained the following results: Assessment and validation of the material experts showed that the medium of learning both with a mean value of 3.87. Assessment and validation of media experts showed that the medium of learning both with the average value 4. The results of small group trials showed very good result that is average 4.42. The results of large group trials showed excellent results with a mean of 4.55. In operational test and product effectiveness, pre test and post test of 2 groups were applied. The first group was given media influence, and the second group as the control group. Operational test results pretest value 73.92 seconds into the category enough, and for the average post-test value of 58.25 seconds into the category enough. The effectiveness test shows that the interactive learning media has significant effectiveness with t count value > t table that is 123,922 > 1,70329 and p value (significance) 0.000 < 0,05 meaning that the media is effective. As the final conclusion stated that the product proved effective. For the posttest average value of 58.25 seconds into the category enough. As the final conclusion stated that this product proved effective.ABSTRAK Penelitian ini dilatarbelakangi oleh minimnya model latihan teknik dasar futsal, sehingga pemain cenderung jenuh dengan materi latihan teknik dasar yang diberikan pelatihnya. Oleh karena itu, perlu adanya pengembangan mengenai media latihan teknik dasar futsal yang tadinya bersifat konvensional menjadi media yang berbasis adobe flash player. Penelitian ini bertujuan menghasilkan produk berupa media pembelajaran interaktif berbasis adobe flash player. Konten dalam media ini berisikan pengembangan materi latihan teknik dasar futsal untuk pembina/pelatih ekstrakurikuler futsal di SMA/SMK sederajat di Kabupaten Banjarnegara.Jenis penelitian ini merupakan penelitian dan pengembangan (research and development). Model pengembangan dalam penelitian ini diadaptasi dari model pengembangan Borg & Gall. Adapun langkah-langkah penelitian pengembangan yang dilakukan Borg & Gall yakni: (1) penelitian dan pengumpulan data, (2) perencanaan, (3) pengembangan draf produk, (4) uji coba lapangan awal, (5) merevisi hasil uji coba, (6) uji coba lapangan, (7) penyempurnaan produk hasil uji lapangan, (8) uji pelaksanaan lapangan, (9) penyempurnaan produk akhir, serta (10) desiminasi dan implementasi.Produk ini memuat materi tentang latihan teknik dasar futsal. Pengembangan media menggunakan software Adobe Flash CS6 Professional. Materi yang disajikan adalah (1) latihan teknik dasar futsal, (2) sejarah singkat futsal, (3) peraturan futsal, serta (4) ukuran lapangan, garis, gawang, dan bola futsal. Berdasarkan tahapan-tahapan yang diadaptasi dari model pengembangan Borg and Gall maka didapatkan hasil sebagai berikut: Penilaian dan validasi ahli materi menunjukkan bahwa media pembelajaran baik dengan nilai rerata 3,87. Penilaian dan validasi ahli media menunjukkan bahwa media pembelajaran baik dengan nilai rerata 4. Hasil uji coba kelompok kecil menunjukkan hasil sangat baik yaitu rerata 4,42. Hasil uji coba kelompok besar menunjukkan hasil sangat baik dengan rerata 4,55. Pada uji operasional dan efektifitas produk, diberlakukan pre-test dan post-test terhadap 2 kelompok. Kelompok pertama yang diberikan pengaruh media, dan kelompok kedua sebagai kelompok kontrol. hasil uji coba operasional nilai pre-test 73,92 detik masuk ke dalam kategori cukup, dan untuk nilai rata-rata post-test 58,25 detik masuk ke dalam kategori cukup. Uji efektifitas menunjukan bahwa media pembelajaran interaktif memiliki keefektifan yang signifkan dengan nilai t hitung > t tabel yaitu 123,922 > 1,70329 dan nilai p (signifikansi) 0,000 < 0,05 yang berarti bahwa media tersebut efektif. Sebagai simpulan akhir dinyatakan bahwa produk terbukti efektif. untuk nilai rata-rata post-test 58,25 detik masuk ke dalam kategori cukup. Sebagai simpulan akhir dinyatakan bahwa produk ini terbukti efektif.


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