scholarly journals Developing Computer-Based Test (CBT) to Improve Students’ Achievement

Author(s):  
Ika Irawati

This research aims to develop Computer-Based Test (CBT) by using hot potatoes software, which is believed to be able to improve students’ achievement. Formative and summative questions were previously given using paper only, making the questions presented less interactive, resulting in low achievement of the students. This new procedure was adapted from ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation). The development of the model results in the creation of a package called Computer based Test-English Computer (CBT-EC) that contains 9 sub-packages, divided into two divisions. The first division is composed of 8 packages that contain formative tests, where as the second division consists of 1 package of summative tests. Data of this research were collected using tests and questionnaires. The test instrument used multiple choices with formative form consists of 15 questions from each chapter, while summative form consists of 120 questions. Students’ responses were measured by distributing the questionnaires about the usage of CBT-EC product to 10 students. The questionnaires were given to the media expert and material expert to assess their feasibility. The results showed that the expert of material gave 79 out of 84 maximum point, or almost excellent, meaning that the questionnaires developed as the product of CBT-EC are worth implemented. Meanwhile, the assessment of the media expert gave a score of 63 out of 68 maximum points classified as good, meaning that the CBT-EC product is feasible to be implemented. Based on learning result from the formative and summative test, there was an increase of the students' achievement. In formative test, the students got the average score of 69%, whereas in summative test they recorded average score of 79%. In conclusion, CBT-EC product could increase students’ achievement.

2020 ◽  
Vol 8 (2) ◽  
pp. 70-74
Author(s):  
M. Agphin Ramadhan ◽  
R. Eka Murtinugraha

The purpose of this research is to develop an e-module for the Statistics subject in the Building Engineering Education study program, Jakarta State University. E-module development using Adobe InDesign software. This research is included in development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, dan Evaluation). Two experts, who are material experts and media experts, validate the product. The product is an e-module which consists of 6 modules. Based on the validation, the average score of the material expert's assessment of modules 1 - 6 was 84% in the very feasible category. The average score of the media expert's assessment of modules 1 - 6 is 88.67% in the very feasible category. Based on the results of the validation, the Statistics E-Module is very feasible to use.


2018 ◽  
Vol 20 (3) ◽  
pp. 234-248
Author(s):  
Hastuti Diah Ikawati ◽  
Ary Purmadi ◽  
Zul Anwar ◽  
Zulfakar Zulfakar

This study was advance research from the result ofprevious study. Based on the study before was found at least 15 kinds of Sasak traditional games which often played. As we knew the games started disappeared. The traditional games have documented in printed form. Thus for, it can be used as a study supplement in Local Subject Matter. It aimed to facilitate the students to learn and play of the Sasak traditional games. Then, we developed the traditional games of Sasak. This study used ADDIE Model (Analysis, Design, Development, Implement and Evaluation). The result of product validation by the experts found the average score was 83,48%. While the result of the assessment by the students in individual and wide group testwere 91,52% and 82,32%. Based on the result, it can be concluded that the video development was suitable to use as a learning resource.


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.


2017 ◽  
Vol 1 (2) ◽  
pp. 145
Author(s):  
Nadiyah El-Haq Diyanahesa ◽  
Sentot Kusairi ◽  
Eny Latifah

Preconception of the students influences to construct knowledge. They entered the classroom with conception formed from daily life. If their conception are not accordance with scientific concepts it’s  called misconceptions. Misconception is believed by students and used consistently. Teachers need to find out information on a student misconceptions by providing diagnostic tests immedietly. Diagnostic instrument that measure more accurately concepts understanding is isomorphic. Problem isomorphic composed of several question in different context and representation, but solved by the same principles. The goal of this study developing a multiple-choice diagnostic test instrument isomorphic to diagnose misconception of students on momentum and impulse. This study is research and development using ADDIE model (Analysis, Design, Development or Production, Implementation or Delivery and Evaluations). Development steps consist of: (1) Analysis, (2) Design, (3) Develop, and (4) Implement. Before  Implement steps, test instrument validated by lecture and two teachers. The instrument have been revised administered to students of class XI MIA 4 MAN Tlogo Blitar and  X MIA U1 MAN 1 Tulungagung. Results of this study are 15 items multiple choice diagnostic instruments isomorphic belongs five indicators. Based on the validation by two physics teachers and lecturers, instrument accordance used as a diagnostic instrument capable to distinguish between students misconceptions and naive concept. Around 67.8% of students who have answered the description are still misconceptions. Based on the test analysis accordance with open ended question instrument test diagnostic isomorphic produce higher accuracy by taking two of the three questions the answers provided.


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


2019 ◽  
Vol 17 (2) ◽  
pp. 27-37
Author(s):  
Pratiwi Apriniya ◽  
Mimin Nur Aisyah

This research aimed to develop interactive learning media with Lectora Inspire for the students of grade X AKL SMK Negeri 1 Tempel on Basic Banking subjects with the competence of saving. The research used the Research Development with ADDIE (analysis, design, development, implementation, evaluation) model. The media was assessed by material expert, media expert, and teacher. The results show that the feasibility of interactive learning media by material expert in strongly feasible category (average score of 4, 26), by media experts in strongly feasible category (average score of 4, 36), by teacher in strongly feasible (average score of 4, 33), and by students in feasible category (average score of 4, 07). The interactive learning media developed is strongly feasible to be used as learning media for students. The student’s learning interest before and after the use of interactive learning media has increased by 8% from 64% to 72%. Paired sample t-test obtained tcount  -5.213 with sig 0.000 showed significant learning interest’s improvement. Therefore, it can be concluded that interactive learning media is able to improve student’s learning interest. Keywords: Interactive Learning Media, Lectora Inspire, Student’s Learning Interest.


2021 ◽  
Vol 11 (3) ◽  
pp. 269-278
Author(s):  
Eva Betty Simanjuntak ◽  
◽  
Astria Hospital Tampubolon ◽  

This study aims to produce sparkol videoscribe-based animated video learning media, to determine the feasibility of sparkol videoscribe-based animated video learning media and to determine the effectiveness of using Sparkol videoscribe-based animated video learning media on Theme 7 Sub-theme 2 Grade IV Students of SD Negeri 030355 Parratusan. This research and development was carried out using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) with the research subjects being fourth grade students of SD Negeri 030355 Parratusan. The results of this development research are appropriate and effective learning media to use. The final result by a material expert is 95% or in the “Very Eligible” category. Furthermore, the final result from the media expert is 100% included in the "Very feasible" category, then the results obtained from the fourth grade teacher are 97% and are included in the "very Eligible" category and at the time of product testing the average score obtained from students is 94 %. Then based on the results of the pretest and posttest obtained an increase in student learning outcomes with the achievement of KKM. Keywords: Development, Learning Media, Video Animation, Sparkol Videoscribe.


2018 ◽  
Vol 2 (2) ◽  
pp. 163
Author(s):  
Athi’ Hidayati ◽  
Mahfudiyanto Mahfudiyanto

<p><em>This study aims to: developing Islamic monopoly </em><em>contract </em><em>learning media in muamalah fiqh courses. This study uses a research and development model with a procedure that is simplified into three stages according to the ADDIE model (Analysis, Design, Development or Production, Implementation, Delivery and Evaluation).</em><em></em></p><p><em>Design (conversion of the functions of the general monopoly component to the Islamic monopoly contract and designing media designs before being made using Corel Draw X5), Development or Production (based on the design that has been made on paper, the researcher made a monopoly Islamic contract (monasy) learning media with Corel Draw X5 and validated the material test, media test</em><em>)</em><em>. </em><em>Effektivitas</em><em> of monopoly Islamic contract (monasy) learning media according to material experts and media experts is "feasible" to be used as</em> <em>Islamic financial literacy learning media</em><em>.</em></p>


2021 ◽  
Vol 4 (2) ◽  
pp. 118-133
Author(s):  
Romy Desmara Fendi ◽  
Agus Suyatna ◽  
Abdurrahman Abdurrahman

Critical thinking skill which is one of the important abilities in the 21st century is important to be trained in learning. The purpose of this research is to develop an AR-based worksheet on dynamic electrical material that is valid, practical, and effective to stimulate students’ critical thinking. The development model used the ADDIE model which consists of analysis, design, development, implementation, and evaluation steps. The product developed was tested for validation, practicality test, and effectiveness test. The results of the validity test obtained a value of 81.80% with a valid category. The results of the practicality test obtained a percentage of 80.85% with good criteria. The results of the effectiveness test showed an N-Gain value of 0.67 with the moderately effective category. From the average pretest and posttest scores, it can be seen that the posttest average score increased by 39.04 which indicates that the use of AR-based worksheets can improve students’ critical thinking. It can be concluded that AR-based worksheets on the concept of dynamic electricity developed are valid, practical, and effective to stimulate students’ critical thinking.


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