scholarly journals Pengembangan media pembelajaran interaktif dan lembar kerja siswa pada materi virus

2020 ◽  
Vol 5 (1) ◽  
pp. 27-36
Author(s):  
Handi Darmawan ◽  
Nawawi Nawawi

Kendala proses belajar mengajar di SMA Negeri 1 Suhaid yaitu; siswa masih merasa kurang tertarik dengan penyajian materi yang disampaikan karena media yang selama ini digunakan hanya power point, buku paket, dan bersifat abstrak. Tujuan penelitian ini adalah untuk mengembangkan media interaktif yang dilengkapi dengan LKS dan menganalisis bagaimana kelayakan media interaktif virus menurut ahli materi serta ahli media. Metode yang digunakan dalam penelitian ini adalah metode research and development dengan desain pengembangan model Hannafin & Peck model. Analisis data dalam penelitian ini menggunakan konsep Miles dan Hubermen, menggunakan data reduction, data display, dan conclusion.  Hasil penilaian media interaktif virus yang dikembangkan memperoleh skor sebesar 84,44 oleh pakar media dan 88,89 oleh pakar materi dan termasuk dalam kriteria sangat layak untuk digunakan. LKS berdasarkan penilaian pakar materi mendapatkan nilai persentase sebesar 82,89% dan terkategorikan layak. Berdasarkan hasil filed test dapat disimpulkan bahwa media interaktif dan lembar kerja siswa dapat membantu siswa dalam meningkatkan hasil belajar.Kata kunci: Media pembelajaran interaktif, lembar kerja siswa, virus The development of interactive learning media and student worksheets on virus materials. Based on observations and interviews with teachers at SMA Negeri 1 Suhaid, it is believed there are still many problems that teachers and students face in Teaching and Learning Activities on viral material namely; Students still feel less interested in the presentation material presented because the media which has so far only been used is powerpoints, textbooks, and abstract translations. The purpose of this research is to analyze how interactive media viruses interact with material experts and media experts, and how the development of interactive media is equipped with worksheets. The method used in this study is the research and development method, with the Hannafin & Peck model development design. The data analysis used Miles and Huberman, consist of data reduction, data display, and conclusions. Results interactive virus media developed obtained a score is 84.44 by media experts and 88.89 by material experts and included in the criteria was very feasible to use. While the worksheet based on material experts obtained a percentage value is 82.89% and was categorized as feasible. Based on the results submitted, the test can conclude an interactive media and worksheets can assist students in improving learning outcomes.Keywords: Interactive media education, student worksheet, virus

2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Anyan Anyan ◽  
Benediktus Ege ◽  
Hendry Faisal

ABSTRACTThe limitation of supporting media in the teaching and learning process causes the teaching and learning process to be less than optimal. To overcome this, it can be done by using interactive learning media based on Microsoft Power Point. The purpose of this study is to produce interactive PowerPoint learning products Microsoft Power Point to improve student learning outcomes in Thematic learning of the subtheme of the Beauty of the Nature of My Country in grade IV elementary school. The research method used is the published Borg and Gall research: preliminary studies, model development and model trials. The results showed that the interactive learning media developed was declared feasible. Media validation and material validation showed an average score of 82.50% and 79.16%. Student responses to teaching materials scored 81.75% in small-scale trials on large-scale trials receiving scores of 85%. The response teacher got a score of 71.7% and 89.13%. Based on the grades obtained, then the interactive learning media based on Microsoft Power Point is feasible to be applied to grade IV elementary school students.Keywords: Interactive Media, Multimedia, Power Point, Interactive LearningABSTRAKKeterbatasan media pendukung dalam proses belajar mengajar menyebabkan proses belajar mengajar menjadi kurang maksimal. Untuk mengatasi hal tersebut dapat dilakukan dengan menggunakan media pembelajaran interaktif berbasis Microsoft Power Point. Tujuan penelitian ini menghasilkan produk media pembelajaran interaktif berbasis Microsoft Power Point untuk meningkatkan hasil belajar siswa pada pembelajaran Tematik subtema Keindahan Alam Negeriku di kelas IV SD. Metode penelitian yang digunakan adalah penelitian Borg dan Gall yang meliputi: studi pendahuluan, pengembangan model dan uji coba model. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif yang dikembangkan dinyatakan layak. Validasi media dan validasi materi menunjukan nilai rata-rata skor sebesar 82,50% dan 79,16%. Respon siswa terhadap bahan ajar interaktif memperoleh skor 81,75% pada uji coba skala kecil sedangkan uji coba skala luas memperoleh skor sebesar 85%. Respon guru mendapat skor 71,7% dan 89,13%. Berdasarkan nilai yang diperoleh, maka media pembelajaran interaktif berbasis Microsoft Power Point layak diterapkan pada siswa kelas IV sekolah dasar.Kata Kunci: Media Interaktif, Multimedia, Power Point, Pembelajaran Interaktif


2020 ◽  
Vol 3 (2) ◽  
pp. 187-197
Author(s):  
Madani La Bugi

Interaction plays a very important role in the classroom between students and teachers. This research was conducted to study the ways teachers initiate the interaction and give feedback to the students’ responses and was also meant to find out the students’ and teachers’ views towards their interaction in the classroom.Case study was conducted in an English institution mediating the teachers and students with different goals in the context of one student and one teacher in a class. This study employed observation to see the ways teachers initiate the interaction and give feedback to the students’ responses. Interview was undertaken to know students’ and teachers’ views towards their interaction in the classroom. There were 5 cases observed. This research was conducted following the series of data collection, data reduction, and data display. Interview was conducted to help gain the views from students and teachers.The result shows that the teachers initiated the interaction and gave feedback by employing all strategies with different frequency. However, student was also found to give initiation which gave much contribution to the continuation of the interaction during the teaching and learning process. It is really recommended for the next researchers to study on the non-linguistic strategies employed by teachers to initiate and give feedback since they were also found during the observation of this study.


2018 ◽  
Vol 7 (2) ◽  
Author(s):  
Puri Lasksani ◽  
Gede Ratnaya ◽  
Putu Suka Arsa

This research is a type of research and development (R & D) research and uses the ADDIEdevelopment models (analyze, design, development, implementation, evaluation). The purpose of this study is 1) To find out the feasibility of media, 2) To find out students' responses to the media. Validation results from media experts (lecturers) and material experts (teachers) obtained validation results 1) media experts (lecturers) 85.29% with very decent qualifications, 2) material experts (teachers) 91.67% with very decent qualifications and for knowing the response of students then conducted a field test with the target class X TAV with the results 1) small group test 91.16% with very decent qualifications, 2) large group test 88.56% with very decent qualifications. Based on the results of research data analysis, the interactive media of lectora inspire 17-based electrical and electronic engineering is feasible and can be used by teachers and students for the teaching and learning process in TAV class X students at Vocational High 3 School Singaraja.


Author(s):  
Binti Maunah

Abstrak: Tujuan penelitian ini adalah untuk memahami implementasi pendidikan karakter dalam pembentukan kepribadian holistik siswa. Metode yang dingunakan yaitu penelitian kualitatif. Penelitian dilakukan di MTs N Jabung dan SMPN 1 Talun Blitar. Data diperoleh dari hasil indept interview dengan key informant: kepala sekolah, para wakil kepala sekolah, wali kelas, guru, dan siswa. Data dianalisis dengan menggunakan langkah-langkah: data reduction, data display, dan conclusion/verification). Berdasarkan hasil penelitian dapat disimpulkan: (1) pengelolaan pendidikan karakter dapat dibagi menjadi dua strategi, yaitu internal dan eksternal sekolah; (2) strategi internal sekolah dapat ditempuh melalui empat pilar, yakni kegiatan belajar mengajar di kelas, kegiatan keseharian dalam bentuk school culture, kegiatan habituation, kegiatan ko-kurikuler, dan ekstra kurikuler; dan (3) strategi eksternal dapat ditempuh melalui kerja sama dengan orang tua dan masyarakat. Kata Kunci: pendidikan karakter, pribadi holistik THE IMPLEMENTATION OF CHARACTER EDUCATION IN THE FORMATION OF STUDENTS’ HOLISTIC PERSONALITY Abstract: The purpose of this study was to describe the implementation of character education in the formation of students' holistic personality. The research was a qualitative study conducted at MTsN Jabung and SMPN 1 Blitar Talun. Data were obtained from in-depth interviews with key informants: principals, vice-principals, guardians, teachers, and students. Data were analyzed by using the steps of data reduction, data display, and conclusion/verification. Based on the results of the data analysis, the research showed that: (1) the management of character education could be divided into two strategies, namely internal and external; (2) the internal strategy of the school could be accomplished through the four pillars, namely teaching and learning activities in the classroom, daily activities in the form of school culture, habit formation activities, curricular and extra-curricular activities; and (3) external strategy could be done by cooperating with parents and the community. Keywords: character education, holistic personality


2018 ◽  
Vol 2 (2) ◽  
pp. 142-147
Author(s):  
Guntoro Guntoro ◽  
Loneli Costaner ◽  
Lisnawita Lisnawita

Teaching and learning process is an integral in the achievement of human resources who have the skills in the field in accordance with the goals of a college. Students who undergo the study other than he get the knowledge in the field that he studied, will also be given the learning experience given the task by the lecturer supervisor of the course and then the results are feasible for the percentage of campus forums with tools and complete electronic media. Nowadays, the percentage becomes the obstacle by students to get the perfect score, because the percentage is related to the presentation slide which is interesting and easy to understand by the audience. The percentage slide also becomes an assessment at the moment of presentation in front of the class forum, the student is not yet understand how to make an interesting and effective presentation so that the idea is well conveyed. In addition, students also difficult to make a presentation with a combination of images and writing because it has not got the skills to design the slide so much the results of the presentation of what is with a fairly satisfactory percentage value. In today's digital age, it can be said that any profession of someone in the world of organization, both business world and academic world can not be separated from the necessity to do the exposure to explain the purpose of a problem or information. Ability to present good information with an attractive means is necessary to get the ideas and ideas to the person who received the information. Good presentation skills, interesting and informative is needed everyone so that ideas or ideas can be easily understood. One of the media presentations to make the ideas submitted so more informative and interesting is to use Ms. Power point.


2021 ◽  
Vol 10 (1) ◽  
Author(s):  
Prima Wahyu Titisari ◽  
Febi Acitika Pratiwi

<p><strong>Abstract.</strong> Learning media is a teaching and learning process that tends to be interpreted as graphical, photographic, or electronic tools to capture, process, and reconstruct visual or verbal information. Crosswords are a kind of word play. The learning media developed to facilitate teachers and students in the process of learning and teaching at Junior High School grade VIII. The purpose of this study was to prodice <em>puzzle </em>learning media by crossword <em>puzzle</em> and feasible to be developed as rearning media on human eireulatory system material. Based on the results of the observations that have been carried out, the teacher only uses descourse and less varied learning  which makes students bored in learning. The method used in this study is the research and development (R &amp; D), by ADDIE method, the researcher produced a crossword puzzle and its feasibility will be tested. The results of the study after the media were tested on the validator of media experts and material experts got a very decent category. The results of the research from the science teacher, get a very feasible assessment to be developed. The results of research on peer review get a very feasible category to be tested. And the results obtained during the trial of students with trials of small groups, middle groups and large groups led to a very decent category. To we it can be concluded that, puzzle learning media by crossword puzzles is very feasible to develop.</p><p><strong>Keywords:</strong> Puzzle learning media, crossword puzzles</p>


2019 ◽  
Vol 3 (2) ◽  
pp. 334-336
Author(s):  
Dewi Kusumaningsih ◽  
Bety Ayu Windi Ariyanto ◽  
Haryanti Budi Utami ◽  
Krisna Adi Ismaya

The study highlights the development of poetry learning instrument using  Smart Application Creator (SAC) 2.0 program for Android. The study belongs to a Research and Development (RnD). The initial exploration included the observation of the Indonesian Language learning instrument utilized by a number of secondary schools which are the former education institutions of the students of Indonesian Language and Literature Department (PBSI) of University of Veteran Bangun Nusantara Sukoharjo. The result of observation became the underlying framework for the development of poetry learning instrument through the SAC 2.0 program for Android. The design of the learning instrument development refered to the four-D model development that consists of four stages, including define, design, develop, and disseminate. The development model was firstly developed by Thiagarajan, dkk. The findings revealed that Android-based learning instrument had yet been massively utilized for secondary schools. Most of the teachers still rely on the PowerPoint presentation which is displayed through the projector. The development of the learning instrument that refers to the 4D stages has successfully provided an innovative Android-based poetry learning instrument. The instrument has also been disseminated publicly. The new learning instrument is easy in its installation and application through Android devices.   Keywords: android, learning instrument, poetry instrument, smart application creator 2.0.   Abstrak   Penelitian ini mengangkat pengembangan media pembelajaran puisi dengan menggunakan program Smart Aplication Creator 2.0 berbasis andoid. Bentuk penelitian adalah Research and Development (RnD). Eksplorasi awal dengan pengamatan penggunaan media pembelajaran Bahasa Indonesia di SMA-SMA alumni para mahasiswa Progdi Pendidikan Bahasa dan Sastra Indonesia (PBSI) FKIP Universitas Veteran Bantara. Hasil pengamatan dipakai sebagai dasar pengembangan media pembelajaran bahasa Indonesia khususnya puisi dengan aplikasi SAC 2.0 di android. Model pengembangan dalam merancang dan membuat media pembelajaran puisi berbasis android ini  menggunakan model pengembangan four-D models yang terdiri dari 4 tahap yaitu Define (pendefinisian), Design (perancangan), Develop (pengembangan) dan Dessiminate (penyebaran). Model pengembangan ini dikembangkan oleh Thiagarajan, dkk. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis andriod di SMA belum digunakan. Guru masih menggunakan media pembelajaran power point serta proyektor saja. Proses pengembangan model media pembelajaran dilakukan sesuai 4 langkah D berhasil membuat inovasi media pembelajaran puisi berbasis adroid yang sudah diseminasikan pada publik. Model media pembelajaran ini mudah diinstal dan diaplikasikan di telepon genggam berbasis android.   Kata kunci: andriod,  media pembelajaran, media puisi, smart aplication creator 2.0.


2019 ◽  
Vol 5 (2) ◽  
pp. 44
Author(s):  
Nurdin Nurdin

Problems in today’s learning includes the low competence of teachers in the use of media for teaching and learning. Among the weaknesses of teachers is the lack of the ability in using the media in learning fiqih mawaris. Many teachers still use conventional media such as markers, board and paper. This affects on the low level of students’ ability on the subject of fiqih mawaris. This study aims to understand the competence of teachers in teaching and learning fiqih mawaris through the collaboration of conventional media and digital media (the application of At-Tashil) at the training center of Balai Diklat Keagamaan (BDK) Aceh. This study adopts qualitative approaches. Data were collected through interviews, the study of documents and observations, while collected data were analyzed through data reduction, presentation of data and the withdrawal of conclusion. The results show that teachers’ competence on subjects of the fiqih mawaris was improved through the process of collaboration between conventional media and modern media of At-Tashil application.


2017 ◽  
Vol 1 (1) ◽  
pp. 125-138
Author(s):  
Amat Jaedun ◽  
V. Lilik Hariyanto ◽  
Nuryadin Eko Raharjo

This study was aimed at obtaining a pratical and effective Entrepreneurship-Loaded Productive Learning model (ELPL model) for graduates of the building construction department of the vocational schools to become entrepreneurs of their expertises as technopreneurs. The study was research and development, focused on developing ELPL model. It was done through the following phases: review of the existing models, needs assessment for model development; third, evaluation of model implementability, revision of the ELPL draft, and limited try-out of the ELPL model in Grade XII of the Wood Construction of Vocational School 2, Pengasih, Kulon Progo. Findings show that the ELPL model is implementable for learning, practical, and effective to develop the entrepreneurship skills of the XII grade students in the Wood Construction Subjects at SMK 2 Pengasih, related to their expertise as technopreneurs. PPBK model is feasible to use in teaching and learning processPENGEMBANGAN MODEL PEMBELAJARAN PRODUKTIF BERMUATAN KEWIRAUSAHAANPenelitian ini bertujuan untuk mengembangkan model pembelajaran kemampuan produktif bermuatan kewirausahaan (model PPBK) yang efektif dalam membekali lulusan SMK Program Keahlian Teknik Bangunan untuk menjadi wirausahawan sesuai dengan bidang keahliannya sebagai technopreneur. Penelitian ini merupakan jenis penelitian pengembangan (Research & Development). Penelitian berorientasi pada pengembangan produk yaitu model PPBK. Penelitian dilakukan melalui lima tahapan yaitu: kajian model pembelajaran kemampuan produktif yang telah dilaksanakan, asesmen kebutuhan pengembangan model, penilaian keterlaksanaan model, revisi draf model PPBK, dan uji coba model PPBK. Uji coba model dilakukan  secara terbatas pada Kelas XII Paket Keahlian Teknik Konstruksi Kayu di SMK Negeri 2 Pengasih, Kulon Progo. Hasil penelitian menunjukkan bahwa model PPBK yang dikembangkan terbukti dapat diimplementasikan dalam pembelajaran. Model PPBK praktis dan efektif untuk memberikan bekal kemampuan berwirausaha bagi siswa SMK Kelas XII Paket Keahlian Teknik Konstruksi Kayu di SMK Negeri 2 Pengasih sesuai dengan bidang keahliannya sebagai technopreneur. Perangkat pembelajaran PPBK yang dikembangkan layak diimplementasikan


2021 ◽  
Vol 1 (8) ◽  
pp. 1081-1094
Author(s):  
Meladia Aqidatul Izzah ◽  
Ali Ma’sum

Abstract: The development of digital comic media is encouraged by creative and innovative learning media that have not been developed yet in learning Arabic of Almaarif Singosari Islamic Senior High School (MA). In addition, teachers have not maximized the use of technology as a learning medium. In the learning process the teacher still uses the media used in general, such as laptops, projectors, books, and blackboards. In qira’ah learning the teacher more often uses books from the ministry of religion and powerpoint as learning media. This research aims to develop a product of digital comics in Arabic as a medium for learning Arabic subjects regarding Maharah Qira'ah for grade X of Almaarif Singosari Islamic Senior High School (MA) students. After the product has been developed, it is then validated by material experts, media experts, teachers, and students to understand the feasibility of the digital comic media. The method used in this research was Research and Development using the ADDIE model. As for the results of validation by material experts, media experts, teachers, and students as a whole obtained a percentage 83,9%. From this percentage it can be concluded that digital comic media is stated to be very valid or suitable to use as a medium for learning Arabic related to Maharah Qira'ah for grade X of Islamic Senior High School (MA) students. Keywords: comic, Arabic, qira’ah, learning media Abstrak: Pengembangan media komik digital ini dilatarbelakangi oleh belum dikembangkannya media pembelajaran yang kreatif dan inovatif dalam pembelajaran bahasa Arab di MA Almaarif Singosari. Di samping itu, guru belum memaksimalkan penggunaan teknologi sebagai media pembelajaran. Dalam proses pembelajaran guru masih menggunakan media yang monoton, seperti laptop, proyektor, buku, dan papan tulis. Pada pembelajaran qira’ah guru lebih sering menggunakan buku dari KEMENAG serta powerpoint sebagai media pembelajaran. Penelitian ini bertujuan untuk mengembangkan produk berupa komik digital berbahasa Arab sebagai media pembelajaran bahasa Arab untuk maharah qira’ah kelas X MA Almaarif Singosari. Setelah produk selesai dikembangkan, kemudian divalidasi oleh ahli materi, ahli media, guru, dan siswa untuk mengetahui kelayakan media komik digital. Metode yang digunakan dalam penelitian ini adalah Research and Development dengan menggunakan model pengembangan ADDIE. Adapun hasil validasi produk oleh ahli materi, ahli media, guru, dan siswa secara keseluruhan memperoleh persentase sebesar 83,9%. Dari persentase tersebut dapat disimpulkan bahwa produk komik digital berbahasa Arab dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran bahasa Arab maharah qira’ah untuk siswa kelas X MA Almaarif Singosari. Kata kunci: komik, bahasa Arab, qira’ah, media pembelajaran


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