scholarly journals Pengembangan Video Edukatif Volume Bangun Ruang Berbasis Etnomatematika Makanan Tradisonal Via Youtube

2021 ◽  
Vol 8 (2) ◽  
pp. 107-116
Author(s):  
Afifudin Lisgianto ◽  
Huri Suhendri

The purpose of this research is to produce an educative video of volume building based on the ethnomathematics of traditional food through Youtube. This study uses the Hannafin and Peck development model which consists of 3 stages, namely the needs analysis stage (Analyze), the design stage (Design), the development and implementation stages (Development & Implementation). Collecting data in this study using interviews and questionnaires. The instruments that accompany this research are a material expert and media expert validation questionnaire sheet, as well as a small group trial questionnaire. The results of the validation in the study showed that the educational video developed had met the eligibility criteria for the material expert test with a proportion of 78.9%, met the criteria very feasible for the media expert test with a proportion of 82.4%, met the eligibility criteria for a small group trial with a percentage of 77 ,5%. Based on these results, the ethnomathematics-based educational video developed is feasible to be used as a medium for learning mathematics in SMK.Keywords: Educational video, Spatial Building Volume, Ethnomathematics, Youtube

2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Fibra Cahyani ◽  
Ketut Udy Ariawan ◽  
Gede Ratnaya

This development research aims to develop the module of practical electronics engineering based on livewire application for student grade XII in Senior High School 4 Singaraja in the subject field of workshops and entrepreneurship. This research is a kind of R&D research which is adapted the development steps from development sample proposed by Sugiyono. The developed module has been validated by the experts and teacher in the subject field. In this research, Likert scale is used to the instrument calculation for the experts and student trials. The research sample in the experiment is limited with only 37 students from grade XII MIPA 4 Senior High School 4 Singaraja. The research found that the module got 92,67% of eligibility percentage level from the media experts with excellent qualification, 90% of eligibility percentage level from the material experts with excellent qualification and 88% of eligibility percentage level from the subject teachers with excellent qualification. The product trial steps got 89,97% of eligibility percentage level from the small group trial and 91,42% from the field trials, both percentages are classified as excellent qualification. Therefore, the developed modules are eligible to apply in the subject field of workshops and entrepreneurship.


2021 ◽  
Vol 3 (3) ◽  
pp. 955-961
Author(s):  
Ongku Desix B. Harahap

The aims of this study were to produce and to find out the effectivity of using the Macromedia Flash Profesional 8-based learning media as well. The type of this study was a Research and Development model adopted from ADDIE. The steps of ADDIE model were including Analyze, Design, Develop, Implement, and Evaluate. The trial subjects consisted of material experts of social science, learning design experts, learning media experts, three students of individual trial, nine students of small group trial, and also thirty students of main field trial. The data about the quality of this product was collected by using questionairres. The data was collected and analyzed by qualitative descriptive analysis. The results of Macromedia Flash Profesional 8-based learning media on the subject material of local environmental maps showed that:  the validation of the entire material experts showed that the media was extremely good (96.47%); the validation of the entire design experts showed that the media was extremely good (91.81%); the validation of learning media was extremely good (90.00%); the validation of individual trial was extremely good (88.59%); the validation of small group trial was extremely good (91.75%); and the validation of main field trial was extremely good (95.76%). Based on the result of hypothetical test proved that there was a significant difference between students’ learning  taught by Macromedia Flash Profesional 8  conventional learning.


2021 ◽  
Vol 5 (4) ◽  
pp. 708
Author(s):  
Miftahul Jannah ◽  
Rohana Rohana ◽  
Arief Kuswidyanarko

Students have difficulty learning mathematics, so it can be concluded that mathematics is complicated, especially for elementary school students. It has an impact on student learning outcomes that decline. This study aims to produce LKPD on material distribution based on a valid and practical PMRI approach for learning. The development research used is research and development (R&D) using a 4D model developed by Thiagarajan consisting of four stages: define stage, design stage, development stage, and dissemination stage. Data was collected through interviews, questionnaires, and observations. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results obtained from the validation test by experts with an average rating of 87.5% are excellent categories. The student responses in the limited trial obtained an average percentage of 84.58% in the efficient category, and the student responses in the field trial with 82.40% in the efficient category. The results of the assessment of the educator's response were 88.75% in the efficient category. Based on these data, the LKPD in the distribution material based on the PMRI approach has met the criteria for validity and practicality so that the LKPD developed is feasible to be used in the learning process.


Author(s):  
Tri Septiana Islamiati ◽  
Rahmi Sofah ◽  
Harlina Harlina

This type of research is development research by using the ADDIE model. This research aimed to produce products of audio visual media which were valid, practical and effective. The research was conducted at SMA Srijaya Negara Palembang. This research consisted of 5 stages, namely 1) analysis (pre-test and interview with BK teacher), 2) design (making RPL and media manuscript), 3) development (making media, after the media was finished, the researcher conducted validation with three experts: material expert, media expert, language expert and small group test), 4) implementation (field test and post-test), 5) evaluation (strengths and limitations of the media). The results obtained at pretest with materials that can be updated in the future are 47.9% in the "moderate" category, which means that students still need improvement. From the comments and suggestions given by the three experts, the results of the media were valid and appropriate to be tested in a small group trial. The students gave comments and suggestions to improve the video, after which the researcher conducted a field test, the results obtained were 87% "very practical" and in the post-test 88.9% of the" high "category was obtained. The effectiveness of audio visual media obtained by N-Gain was 0.71 which "high" category. From the results of the research, it can be concluded that the classical audio visual service media developed has been valid, practical and effective used in classical service delivery on the career field of future orientation materials.


2016 ◽  
Vol 7 (1) ◽  
pp. 39-47
Author(s):  
Rizki Wahyu Yunian Putra ◽  
Rully Anggraini

The purpose of this study is to find out how to develop teaching material trigonometric material aided iMindMap software. This type of research is research and development (R D). Sampling was done at SMAN 2 Negeri Katon Pesawaran. The results of the assessment are: the expert assessment of the material giving a score of 85,000% is categorized as highly feasible, the design expert scores 87,500% rating are categorized as highly feasible, and the media expert gives the scoring score of 79.167% categorized as feasible In small group trials, an average of 3.612 was obtained with very decent category. Then a large group trial obtained an average of 3,631 with very decent category. It can be concluded that the iMindMap software-triggered Trigonometry software module is categorized as very feasible and interesting to use in high school equivalent learning on Trigonometry material.


Author(s):  
Citra Ayu Dewi ◽  
Teti Fitri Handayani

The purpose of this study was to determine the validity of the module based on Problem Based Research (PBR) on electrolyte and non-electrolyte solution material. This research is a descriptive qualitative research to assess and obtain chemical modules on electrolyte solution and non-electrolyte material based on Problem Based Research (PBR). Module development in this study follows the three stages of the ADDIE model, namely, the analysis stage (Analyze), the design stage (Design), and the development stage (Development). Data obtained using questionnaires. The results of the expert lecturer validation showed that the module is valid with a percentage of 81.5%. The results of the expert validity test showed a validity percentage of 92.5%. Furthermore, the group trial was limited to 10 students, the responses were obtained that the aspects of language, readability, and appearance of the module were very good. These results indicate that the Problem Based Research (PBR) -based module on electrolyte and non-electrolyte solution material is developed valid to be continued at the implementation stage, and evaluation.


Author(s):  
Mohammad Archi Maulyda ◽  
Umar Umar ◽  
Vivi Rachmatul Hidayati

The success of the teacher in creating an interesting learning atmosphere and can foster a positive attitude of students in participating in this learning is strongly influenced by several factors, one of which is the use of interesting learning media. The purpose of this research is to produce Snakes and Ladders Game Learning Media on the Circle material for grade VI students of SDN 26 Ampenan which is suitable for use based on the assessment of Material Experts, Media Experts, and Students, as well as improving student learning outcomes. Snakes and Ladders Game Learning Media was developed using research and development or Research and Development (R&D) with the ADDIE development model. At the Development stage, the media developed was assessed for feasibility by 2 Material Experts (lecturers and teachers), 1 Media Expert, 5 Small Group Trial Students, and 25 Large Group Trial Students. Data collection techniques in this development research are through questionnaires and tests. The data obtained from the questionnaire were analyzed descriptively qualitatively and quantitatively. The results of the media assessment based on the Material Experts obtained an average score of 3.6 included in the "Very Eligible" criteria, the Media Experts obtained an average score of 3.1 included in the "Eligible" criteria, and Small Group Trial Students obtained an average score 3.5 is included in the "Very Eligible" criteria, and the Large Group Trial of Students obtained an average score of 3.4 is included in the "Eligible" criteria. Student learning outcomes after using the Snakes and Ladders Game Learning Media that has been developed have increased by 56%. It is concluded that the Snakes and Ladders Game Learning Media is acceptable, feasible and effective to be used as a learning medium.


2017 ◽  
Vol 3 (2) ◽  
pp. 86-93
Author(s):  
Trio Ageng Prayitno ◽  
Nuril Hidayati

A more interactive and fun microbiology learning solution by utilizing information technology is the development of interactive multimedia of microbiological material based on Edmodo Android. The purpose of this research is to produce interactive multimedia microbiology based on Edmodo Android. The research method used is research and development. Interactive multimedia microbiology based on Edmodo Android developed with Thiagarajan development model. The research is done through define stage, design stage, and develop stage. The data of the research are validation questionnaire from media experts, microbiology material experts, and practitioners. The research data is corrected by using the percentage of eligibility criteria.


Biogenesis ◽  
2021 ◽  
Vol 17 (2) ◽  
pp. 69
Author(s):  
Hafizah Saleh ◽  
Binari Manurung ◽  
Ely Djulia

This development research aims to determine: (1) Content Feasibility; (2) Feasibility of Presentation, (3) Feasibility of Language (Readability), and (4) Feasibility of Design of Ceria Cartoon Calendar (Indonesian Youth Story) for Junior High School students. The research procedure uses the Thiagarajan development model which consists of four stages (four-D models), namely: define stage, design stage, develop stage and disseminate. The feasibility analysis was carried out using a questionnaire instrument which was assessed by three parties consisting of Expert Validators, Biology Teacher Reviewers, and a Student Perception Questionnaire of the Cheerful Cartoon Calendar (Indonesian Youth Story) Biology Class IX SMP PGRI 24 Medan. Analysis. The results of this study showed that: (1) The Feasibility of the Contents of the Ceria Cartoon Calendar (Indonesian Youth Story) obtained good criteria, (2) the Feasibility of the Presentation of the Cheerful Cartoon Calendar (Indonesian Youth Story) obtained very good criteria, (3) the Feasibility of Language (Readability) Calendar Ceria Cartoon (Indonesian Youth Story) obtained good criteria, and (4) the Feasibility of the Ceria Cartoon Calendar (Indonesian Youth Story) Design Feasibility criteria obtained very good eligibility criteria. The results of this study imply that the Ceria Cartoon Calendar (Indonesian Youth Story) Biology has good criteria to be used for adolescent students, especially in class IX SMP in conveying information about knowledge about sex education in supporting reproductive system materials in the classroom.


Author(s):  
Rini Dian Anggraini ◽  
Titi Solfitri

Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran matematika untuk sekolah menengah pertama yaitu kurikulum Silabus, Rencana Pembelajaran dan Lembar Kerja Siswa 2013 tentang statistik dan probabilitas dengan menggunakan model pembelajaran berbasis masalah. Penelitian ini menggunakan model pengembangan oleh Borg dan Gall yang dimodifikasi oleh Sugiyono (2008) melalui langkah-langkah: (1) potensi dan masalah; (2) pengumpulan data; (3) desain produk; (4) validasi desain; (5) revisi desain; (6) uji coba kelompok kecil; (7) revisi produk; (8) uji coba kelompok besar; (9) revisi produk. Pada tahap potensi dan masalah, para peneliti melakukan analisis potensi dan masalah. Kemudian, peneliti mengumpulkan data yang diperlukan sebagai referensi untuk desain perangkat pembelajaran matematika yang akan dikembangkan. Desain perangkat pembelajaran yang telah dikembangkan kemudian divalidasi oleh tiga validator dan direvisi berdasarkan saran validator. Hasil perancangan perangkat pembelajaran kemudian diujicobakan dalam uji coba kelompok kecil yang subjeknya 8 siswa kelas VII SMP Negeri 23 Pekanbaru. Setelah dicoba dalam uji coba kelompok kecil, kemudian direvisi berdasarkan kuesioner dari siswa yang mengikuti uji coba kelompok kecil. Setelah itu, para peneliti melakukan uji coba dalam kelompok besar yang subjeknya adalah 39 siswa kelas VII SMP Negeri 23 Pekanbaru, direvisi lagi dan disempurnakan. Berdasarkan hasil analisis dan diskusi data, perangkat pembelajaran yang telah dikembangkan valid yang nilai untuk Silabus adalah 3,39, rata-rata nilai untuk 5 Rencana Pelajaran adalah 3,41. Nilai rata-rata untuk 5 Lembar Kerja Siswa adalah 3,34. Lembar Kerja Siswa yang telah dikembangkan adalah persyaratan praktis yang memenuhi syarat untuk digunakan oleh siswa sekolah menengah pertama.   This research aimed to develop mathematics learning device for junior high school that are Syllabus, Lesson Plan and Students Worksheet curriculum 2013 on statistics and probability by used problem based learning model. This research use development model by Borg and Gall modified by Sugiyono (2008) through the steps : (1) potentials and problems; (2) data collection; (3) design product; (4) validation of design; (5) revision of design; (6) small group trial; (7) revision of product; (8) large group trial; (9) revision of product. At potentials and problems stage, the researchers conducted analysis of potentials and problems. Then, researchers collect the necessary data as reference to design of mathematics learning device that will be developed. Design of learning device that had been developed then validated by three validators and revised based on validator suggestion. The result of learning device design and then try out in small group trial which subjects are 8 students of VII SMP Negeri 23 Pekanbaru. After try out in small group trial, then it revised based on questionnaire from the students who take the small group trial. After that, the researchers conducted try out in large group trial which subjects are 39 students of VII SMP Negeri 23 Pekanbaru, revised again and refined. Based on result of data analysis and discussion, learning device that had been developed is valid which value for Syllabus is 3,39, the average of value for 5 Lesson Plan are 3,41. The average of value for 5 Students Worksheet are 3,34. Students Worksheet that had been developed is qualify practical requirement to used by students of junior high school.


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