scholarly journals DEVELOPMENT OF SHORT STORY LEARNING LEARNING WITH AMODEL MIND MAPPING IN STUDENTS OF CLASS XI MULTIMEDIA VOCATIONAL SCHOOL OF WIRA BUANA 1 BOGOR

2019 ◽  
Author(s):  
musaljon

Research on the development of learning to write short stories with models mind mapping in students of class XI Multimedia, SMK Wira Buana 1 Bogor needs to be done. This, due to the lack of understanding of students' writing short stories. The method used is research and development(research and development)with a model Borg and Gall. Based on the data analysis, the results of the development study of learning to write short stories using the model mind mapping in students of class XI Multimedia 1 Wira Buana 1 Bogor, (1) stated the validity of the two validators, namely the assessment of the literature expert validator 94% with very good criteria and assessment Indonesian Language and Literature learning validators get a score of 96% with very good criteria (2) stated to have practicality based on the judgment of practitioners (peers) by getting a score of 96% with excellent criteria (3) stated to have effectiveness seen from a small group test at pretest with an average of 67.16% and posttest with an average of 87.16% and standard deviation of 8.51, as well as a large group test at pretest with an average of 67.7% and posttest with an average of 89% and standard deviation of 18.42.

2019 ◽  
Vol 2 (2) ◽  
pp. 1-7
Author(s):  
Hani Subakti

AbstrakPenelitian pengembangan pembelajaran menulis cerita pendek dengan model mind mapping pada siswa kelas XI SMK Negeri 11 Samarinda perlu dilakukan. Hal ini, disebabkan masih kurangnya pemahaman siswa terhadap penulisan cerita pendek. Metode penelitian yang digunakan yaitu penelitian dan pengembangan (research and development) dengan model Borg dan Gall. Berdasarkan analisis data diperoleh hasil penelitian pengembangan pembelajaran menulis cerita pendek dengan model mind mapping pada siswa kelas XI SMK Negeri 11 Samarinda, (1) dinyatakan memiliki kevalidan dari kedua validator yaitu penilaian validator ahli sastra mendapatkan nilai 94% dengan kriteria sangat baik dan penilaian validator pembelajaran Bahasa dan Sastra Indonesia mendapatkan nilai 96% dengan kriteria sangat baik (2) dinyatakan memiliki kepraktisan berdasarkan penilaian praktisi (teman sejawat) dengan mendaptkan nilai 96% dengan kriteria sangat baik (3) dinyatakan memiliki keefektifan dilihat dari uji kelompok kecil pada saat pretes dengan rata-rata 67,16% dan postes dengan rata-rata 87,16% dan standar deviasi 8,51, serta uji kelompok besar pada saat pretes dengan rata-rata 67,7% dan postes dengan rata-rata 89% dan standar deviasi 18,42.Kata kunci : pengembangan, pembelajaran menulis cerita pendek, model mind mapping AbstractResearch development of learning to write a short story with mind mapping model on students of XI SMK Negeri 11 Samarinda needs to be done. This is due to the lack of students' understanding of short story writing.. The research method used is research and development (research and development) with Borg and Gall model. Based on data analysis, the research result of learning development of short story writing with mind mapping model on students of XI SMK Negeri 11 Samarinda, (1) stated has validation of validator validator score of 94% with excellent criteria and assessment validator of Indonesian Language and Literature learning scores 96% with very good criterion (2) stated having practicability based on practitioner's appraisal (peers) with mendaptkan value 96% with very good criterion (3) expressed to have effectiveness seen from small group test at the time of pretes with an average of 67.16% and postes with an average of 87.16% and a standard deviation of 8.51, as well as a large group test at pretest with an average of 67.7% and postes with an average of 89% and a standard deviation 18.42. Keywords: development, short story writing lesson, mind mapping model


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


2020 ◽  
Vol 5 (1) ◽  
pp. 01-18
Author(s):  
Sri Maiyena ◽  
Marjoni Imamora

Abstractlimitations on the hard module and the lack of availability of technology-based learning media led to a lack of student motivation in learning physics. As a result, it is necessary to develop a constructivism-based electronic physics module. The objective of this research is to know the validity of constructivism-based electronic physics module for 1st student in Senior high school. This research is research and development research. Feasibility tests of the electronic module are carried out through the validation. Validation was carried out by three validators. Based on validation, it showed that constructivism-based electronic physics module that was developed is very valid with a percentage of 89.08%.AbstrakKeterbatasan pada modul cetak serta kurangnya ketersediaan media pembelajaran yang berbasis teknologi menyebabkan kurangnya motivasi siswa dalam mempelajari fisika. Untuk itu perlu dikembangkan sebuah Modul Elektronik fisika berbasis konstruktivisme. Penelitian ini bertujuan untuk menghasilkan Modul Elektronik Fisika yang valid untuk siswa Kelas X SMA. Penelitian ini adalah penelitian pengembangan (research development) dengan menggunakan model 4-D. Pada tahap develop dilakukan pengembangan modul dengan divalidasi oleh 3 orang validator. Berdasarkan hasil validasi terhadap modul elektronik fisika berbasis konstruktivisme yang dikembangkan adalah sangat valid dengan persentase 89,08%.


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.


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.


2020 ◽  
Vol 7 (1) ◽  
pp. 53-64
Author(s):  
Azizah Thalib ◽  
Puji Winarti ◽  
Nurul Kami Sani

This study aims to develop a Serli Practicum Module (Discovery Learning) for Science learning in Class VI Elementary Schools that has met valid, practical, and effective criteria for use in Science learning in elementary schools. This type of research is research and development that uses the Peffers et al development model. The type of development research includes six phases, namely: (1) identifying problems that motivate research, (2) describing research objectives, (3) designing and developing products, (4) testing products, (5) evaluating trial results, and (6) ) communicating results. The results of the study show that the Serli Practicum Module (Discovery Learning) for Science learning in Class VI Elementary School has been valid, practical and effective. Validity values obtained are 61 with very valid criteria. Practical value of 65.73 or very practical. And the acquisition of effectiveness value is 0.70 with effective criteria.


2020 ◽  
Vol 5 (5) ◽  
pp. 677
Author(s):  
Muhammad Khalil ◽  
Mohamad Amin ◽  
Betty Lukiati

<p><strong>Abstract:</strong> The aims of this development research are to produce teaching materials in the form of bioinformatics module based on problem-based learning titled analysis of the potential of natural compounds <em>in silico</em> as drug candidates that meet the requirements for validity and practicality to be used in bioinformatics courses. The research method used is research and development method with ADDIE development model which consists of five stages. The validation test result by media experts, material experts, and field practitioners in sequentially obtained the percentage of 98.15%, 91.07%, and 95.97%. The practicality test results obtained a percentage of 87.46%. The conclusion of this development research is the bioinformatics module that has been developed has met the requirements of validity and practicality and can be used without revision.</p><strong>Abstrak:</strong><em> </em>Tujuan dari penelitian pengembangan ini adalah untuk menghasilkan bahan ajar berupa modul bioinformatika berbasis <em>problem-based learning</em> berjudul analisis potensi senyawa alami secara <em>in silico </em>sebagai kandidat obat yang memenuhi syarat kevalidan dan kepraktisan untuk dapat digunakan pada matakuliah bioinformatika. Metode penelitian yang digunakan berupa metode penelitian dan pengembangan (<em>research and development</em>) dengan model pengembangan ADDIE yang terdiri atas lima tahapan. Hasil uji validasi oleh ahli media, ahli materi dan praktisi lapangan secara berurutan diperoleh persentase 98.15%, 91.07%, dan 95.97%. Hasil uji kepraktisan diperoleh persentase 87.46%. Kesimpulan dari penelitian pengembangan ini adalah modul bioinformatika yang telah dikembangkan telah memenuhi syarat kevalidan dan kepraktisan serta dapat digunakan tanpa perlu revisi.


2020 ◽  
Vol 4 (1) ◽  
pp. 63
Author(s):  
Ferry Kurniawan ◽  
Moh. Mahfud Effendi ◽  
Siti Khoiruli Ummah

The purpose of this research is to develop smart binoculars learning media for trigonometry material in Vocational Schools so that it can help and facilitate mathematics teachers in explaining one of the concepts of trigonometry material. The type of research used in this research is Research and Development (R&D) while the development of instructional media refers to the modified Borg and Gall model, namely research and collection, planning, product draft development, expert validation, small-scale trials. The development has three criteria, namely valid, practical and effective. The results showed that obtained from filling out the validation sheet by the material expert and media expert validators were in the valid category. Furthermore, the practicality of smart binoculars learning media based on student response questionnaire the average student is satisfied with the learning experience using learning media and for the effectiveness of smart binoculars learning media get positive things because the evaluation of ten samples of students gets grades above minimal completeness criteria.


2019 ◽  
Vol 2 (3) ◽  
pp. 241-247
Author(s):  
Eka Aprilia ◽  
Nanang Supriadi

This study aims to develop learning media in the form of pop-up boxes that are effective and in accordance with the criteria for autistic children. This type of research used in this research is research and development (Research and Development). In this study using ADDIE research methods, namely Analysis, Design, Development, Implementation, Evaluation. Data collection techniques used were test and non-test instruments, data analysis techniques to calculate the validity of the media, students' responses and the effectiveness of instructional media. Validation in this research is based on the validation of media experts and students to determine the response and effectiveness of the resulting media. The results of validation by media experts are 2.67 with the criteria of "quite valid". The response of students 3.27 with very interesting responses. The results of the effectiveness test with a percentage of 66% with effective criteria. Based on the data obtained shows that learning media is feasible to use and effectively applied in learning


JURNAL PETIK ◽  
2019 ◽  
Vol 5 (2) ◽  
pp. 36-42
Author(s):  
Yuli Fitrianingsih

This study aims to develop a culture-based mathematics comic learning media using research and development or R & D methods with the ASSURE model. This development research was conducted in three Junior High Schools (JHS) in one sub-district, Pasar Minggu sub-district, South Jakarta. This research has been tested to various experts, namely: two material experts with very good categories and a percentage of 86%, 72% from one linguist with a good category, 96% from one development expert with a very good category, and get a percentage 3,4 with a good category from one graphic design expert. While the results of one to one test evaluations get an average of 84% which falls into the good category, small group test with a percentage of 85% with a very good category, and a large group test using the t-test results obtained tcount > ttable. Based on the evaluation results from several experts, using learning media in the form of mathematical comics is considered feasible and can increase students' interest and learning outcomes.


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