scholarly journals PENGEMBANGAN LEMBAR KERJA SISWA MATERI SPLDV BERBASIS KONTEKSTUAL BERBANTUAN SOFTWARE GEOGEBRA UNTUK SISWA KELAS VIII SMP

2018 ◽  
Vol 1 (1) ◽  
pp. 126
Author(s):  
Dyah Hayu Kumarawati ◽  
Erlina Prihatnani

Abstrak: Penelitian ini bertujuan untuk mengembangkan LKS berbasis kontekstual berbantuan geogebra yang valid, praktis dan efektif. Penelitian ini menggunakan model pengembangan ADDIE dan telah dinyatakan valid dari aspek materi dan media pembelajaran dengan persentase berturut-turut 92,59% dan 92,80%, termasuk kategori sangat baik. Media ini telah diujicobakan kepada siswa kelas VIII SMP PGRI Banyubiru dan menghasilkan indeks kepraktisan penggunaan sebesar 75%, masuk kategori praktis. Uji pair t-test dengan taraf signifikan α = 0,05 menghasilkan signifikan mendekati nol kurang dari 0,05 dengan rata-rata posttest lebih tinggi daripada pretest. Berdasarkan ketiga hasil uji tersebut maka dapat disimpulkan bahwa media ini valid, praktis, dan efektif.  Abstract:  This study aims to develop a Geogebra based, contextual, practical and effective contextual-based LKS. This research uses ADDIE development model and it has been stated valid from material aspect and instructional media with percentage of 92,59% and 92,80%, including very good category. This media has been tested to students of class VIII SMP PGRI Banyubiru and produce the practicality of the use index of 75%, entered the practical category. T-test pair with significant level α = 0.05 yields significantly close to zero less than 0.05 with posttest average higher than pretest. Based on the three test results it can be concluded that the media is valid, practical, and effective.

Akademika ◽  
2020 ◽  
Vol 9 (01) ◽  
pp. 127-138
Author(s):  
Nasir Nasir

This research aims to determine the results of the development of web-based learning media for Islamic Religious Education (PAI) which is valid and practical. This learning media development model refers to the 4-D development model (Four D-Model). This research was conducted at Unismuh Makassar Junior High School with research subjects 30 students and 1 teacher Islamic Education. The instruments used were validation sheets, student activity, teacher response and students. The data collection techniques used observation sheet instruments and student and teacher response questionnaires. The analysis used is descriptive qualitative statistical analysis. Based on the results of research and development shows that the media developed after validation is declared valid and reasonable for testing. The results of testing practicality show that the web-based learning media is practical because it has fulfills the criteria with the results: 1) students' activities in learning are carried out as expected, 2) teachers give excellent responses and, 3) students provide good response to the learning media. So it can be concluded that in the development of learning media activities fulfill valid and practical criteria used in the learning process especially in PAI subjects in class VIII.


2019 ◽  
Vol 7 (3) ◽  
pp. 99
Author(s):  
I G Adi Aryana ◽  
L.J.E. Dewi ◽  
I.N Pasek Nugraha

Penelitian ini bertujuan untuk: 1) Mengetahui pengembangan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar. 2) Mengetahui kelayakan media pembelajaran berbasis video animasi Software Solidworks 2014 dan Adobe Flash CS3, pada mata pelajaran Teknologi Dasar Otomotif (TDO) materi Motor Bakar kelas X TBSM di SMK Negeri 3 Singaraja. Penelitian ini menggunakan jenis penelitian (R&D) Research and Development, dengan model pengembangan 4D (Four D models), yang terdiri dari 4 tahap yaitu tahap pendefinisian (define) tahap perancangan (design) tahap pengembangan (development) dan penyebaran (deseminate). Pada penelitian ini baru dilakukan 3 tahap, Hasil validitas dari 1) Ahli materi yaitu sangat layak dengan persentase 85.33%, 2) Ahli media memberikan hasil dengan persentase sebesar 90% sehingga kriteria dari segi media sangat layak, 3) Uji coba kelompok kecil memperoleh persentase sebesar 86.5%, sehingga dapat dinyatakan dalam kriteria sangat layak, 4) Uji coba kelompok besar mendapatkan kriteria sangat layak dengan persentase sebesar 89.2%. Berdasarkan hasil pembahasan dari penelitian dan pengembangan ini dapat dinyatakan sangat layak dari segi materi, dan media serta tanggapan dari siswa, sehingga media ini dapat dinyatakan sangat layak digunakan untuk pembelajaran. Kata Kunci: Media Pembelajaran, Video Animasi, Solidworks 2014, Adobe Flash CS3, Motor Bakar.This study aims to: 1) determine the development of instructional media Based on Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine. 2) determine the feasibility of learning media based On Animation Video of Software Solidworks 2014 And Adobe Flash CS3 in Eyes of Automotive Basic Technology (ABT) Theory of Combustion Engine for Class X TBSM in SMK Negeri 3 Singaraja. This study uses a type of research (R&D) Research and Development, with a 4-D development model (Four D model), which consists of 4 stages, namely the stage of defining, the design phase of development and the development of deseminate). In this research, only 3 stages have been carried out. The results of the validity of 1) Theory experts are very decent with a percentage of 85.33%, 2) Media experts give results with a percentage of 90% so that the criteria in terms of the media are very feasible, 3) Small group trials get a percentage of 86.5%, so that it can be stated in very feasible criteria, 4) Large group trials get a very feasible criterion with a percentage of 89.2%. Based on the results of the discussion of this research and development can be declared very feasible in terms of material, and the media and responses from students, so that this media can be declared very feasible to use for learning. Keywords: Learning Media, Animation Video, Solidworks 2014, Adobe Flash CS3, Combustion Engine.


Author(s):  
Dika Garsinia ◽  
Ratih Kusumawati ◽  
Arie Wahyuni

This research uses quantitative descriptive methods. The subjects of this study were 28 students of class VIII Al Bisyri Islamic Middle School. Data obtained by observation, questionnaire, and written test. ADDIE development model (Analysis, design, development, implementation, and evaluation). Data collection instruments used in the form of learning media questionnaires, student response questionnaires, rational test results. From the results of the research process obtained the value of media experts with an average score of 87.08 (good category), while the mathematics teacher material experts obtained an average score of 88.57 (very good category) so that the media included in the valid category. From the results of the practicality of Powtoon animation video learning media obtained an average score of 84.96 (practical categories), so that it meets the practical aspects in terms of effective, interactive, interesting, efficient, and creative. Whereas based on the posttest value which is higher than the pretest value, the posttest value is 81.50 higher than the pretest value of 67.57 that the effective learning media is used. Based on this analysis it can be concluded that the video animation media using Powtoon software has fulfilled valid, practical and effective criteria.


2018 ◽  
Vol 1 (1) ◽  
pp. 42-58
Author(s):  
Wisnu Aziz Bahtiar ◽  
Jan Hendrik Nunaki ◽  
I. Iwan Iwan

The development research aims to develop interactive multimedia-based learning media on valid, practical and effective animal tisue material. This development research refers to the ADDIE development model. Based on the data analysis obtained value of validity and media based on material expert got the value of o,92 with valid category while in terms of media diperolch value of validty for interactive learning media 0,94 with valid category, practice media obtained from the observation aheet of instructional media implementation with a value of 91,67 with good category meanwhile for the effectiveness aspect derived from 4 assessmet of student active with a value of 98,30 where the learning media is said to be effective in learning if the activities of learners in the lesson 75% the ability of teachers to manage learning with the acquisition value of 3,28 are included in the category of moderate, test results learners with completeness of individual acquisition of 21 people with mastery mask 95,5% and quistonnaire response of learners with the acquisition of 75,76 learners respond positively to interactive media learning


2019 ◽  
Vol 6 (5) ◽  
pp. 577
Author(s):  
Dania Ayu Wulandari ◽  
Hari Wibawanto ◽  
Agus Suryanto ◽  
Agus Murnomo

<p>Perkembangan jumlah pengguna <em>smar</em><em>t</em><em>phone</em> sudah merambah di kalangan siswa. Hal ini dapat dimanfaatkan sebagai media pendukung proses pembelajaran. Penggunaan media merupakan salah satu komponen metode untuk mencapai tujuan pembelajaran. Berdasarkan observasi di SMK Sultan Trenggono Kota Semarang, media pembelajaran masih terbatas pada <em>slide show power point</em> yang monoton, <em>e-book</em>, dan LKS (Lembar Kerja Siswa) atau buku-buku teks lainnya yang dinilai kurang memenuhi kelayakan. Penelitian ini bertujuan untuk mengetahui: (1) pengembangan media, (2) kelayakan media dan; (3) penilaian kemudahan dan kemanfaatan penggunaan media oleh siswa dan guru. <em>Mobile learning</em> didefinisikan sebagai model pembelajaran menggunakan perangkat IT (<em>information technology</em>) genggam dan bergerak. Model pengembangan yang digunakan adalah 4-D (<em>Four D Models</em>), yaitu: <em>define </em>(pendefinisian), <em>design </em>(perancangan), <em>develop </em>(pengembangan), dan <em>disseminate </em>(penyebaran). Berdasarkan penilaian kelayakan oleh validator media menunjukkan bahwa: aplikasi mendapat penilaian sebesar 86,93% dari ahli media dan 87% dari ahli materi. Sedangkan hasil uji coba menunjukkan nilai kemudahan dan kemanfaatan penggunaan aplikasi sebesar 87,5% oleh guru dan 82,27% oleh siswa. Hal ini menunjukkan bahwa media sangat layak untuk digunakan, mudah, dan bermanfaat dalam proses pembelajaran.</p><p> </p><p><em><strong>Absctract</strong></em></p><p><em>The grow</em><em>th</em><em> number of smar</em><em>tp</em><em>hone users has penetrated among the students. This can be used as a supporting med</em><em>ia</em><em> of the learning process. The use of media is one component method to achieve learning objectives. Based on the observations at SMK Sultan Trenggono Kota Semarang, the learning media is still limited to the monotonous power point slide sho</em><em>w</em><em>, e-book, and LKS</em><em> (student worksheet) </em><em>or other textbooks that are considered less feasibi</em><em>le</em><em>. This study aims to determine: </em><em>(1) media development, </em><em>(</em><em>2</em><em>) media feasibility</em><em>,</em><em> and (</em><em>3</em><em>) assessment of ease and usefulness of media us</em><em>age</em><em> by students and teachers. Mobile learning is defined as a learning model using IT (information technology) handheld and mobile devices. The development model used is 4-D (Four D Models), which are: define, design, develop, and disseminate. Based on the feasibility assessment by the media validator shows that: the application received an assessment </em><em>is</em><em> 86.93% of media experts and 87% of material experts. While the test results show the value of ease and usefulness of application usage </em><em>is</em><em> 87.5% by teachers and 82.27% by students. This shows that the media is very feasible to use, easy, and useful in the learning process.</em></p><p><em><strong><br /></strong></em><strong></strong></p>


2020 ◽  
Vol 1 (1) ◽  
pp. 1-12
Author(s):  
Dian Pujianto ◽  
Ari Sutisyana ◽  
Arwin Arwin ◽  
Yahya Eko Nopiyanto

Abstract   The number of weaknesses in football matches, especially weaknesses in terms of passing a ball, is one of the keys to the failure of a team in a match. This research aims to develop a form of passing football practice. This study uses a development research approach with a sample of UNIB PJKR students. The data analysis technique used is the t-test with calculations through SPSS version 16. The t-test results showed that the coefficient of significance was 0,000, this coefficient was compared with the significance level of 0.05. Based on the comparison it turns out that the coefficient of significance is smaller than the significance level of 0.05, so it can be concluded that the passing training program has an effect on the ability of passing students. Based on the results of the hypothesis testing soccer passing training model has a significant influence on the ability of passing from students, so it can be concluded that this passing training model can be used for students or students who are just practicing football passing..   Keywords: Development, Model, Passing   Abstrak   Banyaknya kelemahan dalam pertandingan sepakbola terutama kelemahan dalam hal mengoper bola menjadi salah satu kunci kegegalan suatu tim dalam bertanding. Penelitian ini bertujuan mengembangkan bentuk latihan passing sepakbola. Penelitian ini menggunakan pendekatan penelitian pengembangan dengan sampel mahasiswa PJKR UNIB. Teknik analisis data yang digunakan menggunakan uj-t dengan perhitungan melalui SPSS versi 16. Hasil uji-t menunjukkan bahwa koefisien signifikasi sebesar 0,000, koefisien ini dibandingkan dengan taraf signifikasi 0,05. Berdasarkan perbandingan ternyata koefisien signifikasi hitung lebih kecil dari taraf signifikasi 0,05, sehingga dapat disimpulkan program latihan passing memberikan pengaruh terhadap kemampuan passing mahasiswa. Berdasarkan hasil uji hipotesis model latihan passing sepakbola telah memberikan pengaruh yang berarti terhadap kemampuan passing dari mahasiswa, sehingga dapat ditarik kesimpulan bahwa model latihan passing ini dapat digunakan kepada mahasiswa atau pelajar yang baru berlatih passing sepakbola.   Kata kunci: Pengembangan, Model, Passing


MaPan ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 242
Author(s):  
Sinta Dwi Lestari ◽  
Palupi Sri Wijayanti

This study aims to develop a digital module using Flip PDF Professional to facilitate students' mathematical communication skills through contextual problems. This research is Research & Development (R&D). The development model used is the ADDIE development model. The stages in the development model are analysis, design, development, implementation, and evaluation. The digital module was piloted to class VIII A MTs Al Ichsan students for the 2020/2021 academic year. The module was compiled to meet the valid, practical, and effective criteria. Based on the results of the study, it was obtained that (1) The digital module is declared “valid” with an average expert score of 88% with the “excellent” criteria. (2) The digital module is declared “practical” with an average score percentage of 90% with the “excellent” criteria. (3) The digital module is declared “effective” with an average score percentage of 88% with the “excellent” criteria. The analysis results of the effectiveness of the digital module to facilitate mathematical communication skills show that the average test results of students are more than the minimum completeness criteria. This module can be further developed by other researchers discussing different materials or made even more exciting and developed using other application assistance.


2021 ◽  
Vol 6 (1) ◽  
pp. 35-45
Author(s):  
Khusnul Khotimah ◽  
◽  
Puspita Pebri Setiani

The purpose of developing instructional videos is to make it easier for students to understand the material and improve students' higher order thinking. The product development model uses Research & Development Model (R&D) from Borg and Gall. Products are tested through expert judgment, trials and field trials. Expert judgment consists of aspects of learning, media design and materials. The data collection instrument used in this development was a questionnaire. The analysis technique used is the percentage and average. The results of expert assessment are 1) the learning aspect shows a good category (82%), 2) the media design aspect shows a good category (86%), 3) the material aspect shows a good category (90%). In the trials conducted, the score was 92% in good category. Based on the field test results in an assessment score of 89% with a good category. based on the results of product trials, this learning video cannot be used in learning and further research can be carried out.


2018 ◽  
Vol 8 (3) ◽  
pp. 219-230 ◽  
Author(s):  
Fransina Thresiana Nomleni ◽  
Theodora Sarlotha Nirmala Manu

The purpose of the research is to produce teaching material of props from scrap materials for system human feasible and practical to be used as a medium of learning in enhancing students' understanding of the concept. The type of research was research and development. ADDIE model used in this reseach contained: 1) Analysis 2) Design 3) Development 4) Implementation and 5) Evaluation. Questionnaire and tests were used as the instruments in data collection. The data analysis in questionnaire forms were statistically using percentage and t test. Pre-test and Post test designed into two groups. Based on the evaluation from the content experts, the value of the material was 82%, 92.85% for instructional media, while instructional design was 87.5%. For the small group the media, it reached up to 84.25%, the field pre-experimment group was 87.89%, while the use of user guide was 87.5%, 85% of instructional media experts, instructional design experts 79.17 %%, the small group bievaluation 84.25%, compared to the experiment group in big number was 86.44%. the result for evaluation of the props materials used were catagorized as excellent. It means t-test for the use of teaching material was equal to 3,586 with sig. of α = 0.005, t = 2.704. The value of t arithmetic less than t table (3.586> 2.704). It was said that the props of scrap materials improved students' understanding of the concept. The indicator for the concepts include memorizing, understanding, and applied to show that there was increasing in the value of the pre-test and post-test the student.


2021 ◽  
Vol 1 (2) ◽  
pp. 150-162
Author(s):  
DANANG HADI NUGROHO

The development of the world of technology at this time has an influence and impact. The objectives of this research are (1) To produce a board game media product for mathematics, the subject matter of semester 1 of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. (2) To determine the effectiveness of the board game media product, the subject matter of the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. The development model used is the Research and Development (R&D) model because R&D development has more systematic and detailed steps at each stage. The data analysis technique in this study used a questionnaire, structured interviews and tests to determine the feasibility of the media. To determine the level of effectiveness using the t test analysis technique while for the feasibility of the Guttman analysis technique. The product feasibility data is determined through the analysis of the results of the validation of the material expert 100% which is included in the very good category, the media expert is 93.33% which is also included in the very good category, the learning design expert is 87.5% which is included in the very good category. good, the expert of the accompanying material is 95% which is included in the very good category. The trials that were carried out were both individual trials assessed that 91.11% was included in the very good category, small group trials assessed 83.33%, while large group trials were 94.4% and all were included in the very good category. From all the assessments and categories that have been assessed, it can be concluded that the development of a mathematical board game for the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta, is suitable for use by students. and media experts as well as individual product trials, small groups, and large groups get a very good category, so that the board game media is feasible to be applied in learning mathematics, the subject matter of semester 1 class VIII curriculum 2013 in everyday life. Meanwhile, the results of the t-test data analysis and the researcher can conclude that the average result of the posttest trial is 83.52, which is higher than the average result of the pre-test, which is 56.17. Through the t-test calculation, it is known that the t-count result is 15.337. In addition, based on testing using a significant level of 5% db = 34-1 = 33, it was obtained ttable = 2.034. So the researcher can conclude that tcount is greater than ttable, namely 15.337 > 2.034. So that there is a significant difference between the pre-test and post-test and it can be concluded that the board game media is effectively used in learning mathematics for the first semester of the 2013 curriculum for class VIII students of SMP Negeri 48 Jakarta. ABSTRAKPerkembangan dunia teknologi pada saat ini memberikan pengaruh serta dampak yang Tujuan dari penelitian ini adalah (1) Menghasilkan produk media board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta. (2) Mengetahui keefektifan produk media board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta. Model pengembangan yang digunakan adalah model Reseach and Development (R&D) karena pengembangan R&D memiliki langkah-langkah yang lebih sistematis dan terperinci disetiap tahapannya. Teknik analisis data pada penelitian ini menggunakan angket, wawancara terstruktur dan tes untuk mengetahui kelayakan media. Untuk mengetahui tingkat efektifitas menggunakan teknik analisis uji t sedangkan untuk kelayakan teknik analisis guttman. Data kelayakan produk yang dihasilkan, ditentukan melalui analisis hasil validasi ahli materi 100% yang termasuk dalam kategori sangat baik, ahli media yaitu 93,33% dimana juga termasuk dalam kategori sangat baik, ahli desain pembelajaran yaitu 87,5% yang termasuk dalam kategori sangat baik, ahli bahan penyerta yaitu 95% yang termasuk dalam kategori sangat baik. Uji coba yang dilakukan baik uji coba perorangan menilai 91,11% termasuk dalam kategori sangat baik, uji coba kelompok kecil menilai 83,33%, sedangkan uji kelompok besar 94,4% dan semua termasuk dalam kategori sangat baik. Dari semua penilaian dan kategori yang sudah dinilai maka dapat disimpulkan bahwa Pengembangan board game matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta, layak untuk digunakan oleh peserta didik. dan ahli media serta uji coba produk perorangan, kelompok kecil, hingga kelompok besar mendapatkan kategori yang sangat baik, sehingga media board game layak untuk diterapkan dalam pembelajaran matematika materi pokok semester 1 kelas VIII kurikulum 2013 dalam kehidupan sehari-hari. Sedangkan hasil analisis data uji t dan peneliti dapat menyimpulkan bahwa hasil rata-rata uji coba posttest yaitu 83,52 lebih tinggi dibandingkan dengan hasil rata-rata pre-test yaitu 56,17. Melalui perhitungan uji t diketahui hasil thitung sebesar 15,337. Selain itu, berdasarkan pengujian menggunakan taraf signifikan 5% db = 34-1 = 33 diperoleh ttabel = 2,034. Jadi peneliti dapat menyimpulkan bahwa thitung lebih besar dari ttabel yaitu 15,337 > 2,034. Sehingga terjadi perbedaan yang signifikan antara pre-test dan post-test dan dapat disimpulkan bahwa media board game efektif digunakan pada pembelajaran matematika materi pokok semester 1 kurikulum 2013 untuk peserta didik kelas VIII SMP Negeri 48 Jakarta.


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