scholarly journals PENGEMBANGAN BAHAN AJAR KOMIK PADA MATA PELAJARAN BAHASA INDONESIA MATERI PERJUANGAN PARA PAHLAWAN

Author(s):  
Yustiorini Yustiorini ◽  
Ma’as Shobirin ◽  
Ersila Devy Rinjani

Abstrak Pengembangan bahan ajar pada mata pelajaran bahasa Indonesia ini menjadi salah satu upaya dalam meningkatkan mutu pendidikan di sekolah. Basis cerita bergambar/komik pada bahan ajar yang dikembangkan menjadi salah satu pilihan yang sesuai bagi peserta didik dan pengajar untuk lebih mendalami materi dengan motivasi yang tinggi karena bentuknya yang berbeda dari yang sudah ada. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development ( R&D) dengan menggunakan model yang dikembangkan oleh Borg and Gall. Hasil skor keefektifan diperoleh dari hasil belajar. Hasil skor keefektifan bahan ajar komik menunjukkan 89,81 %. Hasil perhitungan diperoleh pada α = 5 % dengan dk=22-1 = 21 diperoleh ttabel = 2,119. Didapat thitung = 11,054 ≥ ttabel = 2,119 karena thitung ≥ ttabel maka hipotesis (Ha) diterima. Proses pembelajaran dapat disimpulkan ada peningkatan hasil belajar sesudah siswa menggunakan bahan ajar komik dan karena hal tersebut bahan ajar dikatakan efektif. Kata kunci: Pengembangan, bahan ajar komik, bahasa Indonesia Abstract The development of teaching materials in Bahasa Indonesia lesson is one of efforts to improve education quality in schools. Basic of illustrated story/comic on teaching materials is developed become an appropriate choice for students and teachers to explore more material with high motivation because of its different form from the existing ones. The research method used in this study is Research and Development (R&D) using a model developed by Borg and Gall. The results of the effectiveness score were obtained from learning outcomes. The score for the effectiveness of comic teaching materials was 89.81%. The calculation results obtained at α=5% with dk=22-1=21 obtained t table= 2.119. Obtained t count=11,054 ≥ t table=2.119 because t count ≥ t table then the hypothesis (Ha) is accepted. The learning process can be concluded that there is an increase in learning outcomes after students use comic teaching materials and because of this the teaching materials are said effective. Keywords: Development, comic as teaching materials, Bahasa Indonesia

2020 ◽  
Vol 2 (1) ◽  
pp. 7
Author(s):  
Karunia Soliha Septiani ◽  
Noorhidayati Noorhidayati ◽  
Maulana Khalid Riefani

Effective learning is when students are actively involved in the learning process, so they can gain an understanding of the learning process carried out and can improve learning outcomes on the concept of learning. Archaebacteria and Eubacteria are biological concepts that are relatively difficult, abstract, and tend to memorize. Therefore research and development of fun learning media are carried out in the form of a Question Wheel game "KARUNIA". This research and development are to describe the validity of the "KARUNIA" Question Wheel learning media. This type of research is research and development with 4D models. This research is limited to the Develop stage. The results of research and development carried out on the "KARUNIA" Question Wheel learning media on the Archaebacteria and Eubacteria concepts are classified as very valid with a value of 88%.


2019 ◽  
Vol 2 (2) ◽  
pp. 43
Author(s):  
Puji Astuti

ABSTRACTThe choice of the problem of classroom action research is based on the fact that students' ability to read news texts is still very low. Whereas with the mastery of Indonesian language lessons in general students do not have difficulty learning other subjects. This research was conducted in July to November 2015, because in those months the students had completed the first semester of the general exam and were still at the beginning of the second semester so that the students' conditions could be observed from the beginning.Cooperative Method STAD is a learning method wherein the learning process teaches the teacher to invite students to work together in groups to complete assignments in the classroom and allow students to find information on information that can be traditionally told or disguised.From this writing it can be concluded that with the motivation in learning STAD cooperative learning methods the students' ability to read news scripts increases and learning outcomes will be optimal. The more precise the motivation given, the more successful the lesson will be. With high motivation, the intensity of student learning efforts will also be high. So motivation will always determine the intensity of student learning. This will improve student understanding.Keywords: Reading News Scripts, Cooperative STAD


Author(s):  
Muhammad Ridwan ◽  
Sahat Siagian

Abstrak: Penelitian dan pengembagan ini bertujuan: (1) mengambangkan bahan ajar mata pelajaran PPKn; (2) mengetahui efektifitas produk bahan ajar pada mata pelajaran PPKn yang dikembangkan. Metode penelitian adalah penelitian dan pengembangan dengan menggunakan model Borg and Gall. Hasil penelitian menunjukkan; (1) validasi untuk kelayakan isi  bahan ajar PPKn adalah baik, (2) validasi untuk kelayakan penyajian  bahan ajar PPKn adalah baik, (3) validasi untuk kelayakan isi  bahan ajar adalah baik, (4) validasi untuk kelayakan penyajian bahan ajar adalah baik, (5) validasi untuk kelayakan bahasa bahan ajar adalah baik,  rentang validasi akhir dari bahan ajar PPKn hasil pengembangan adalah baik, yang artinya bahan ajar PPKn hasil pengembangan dinyatakan valid. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung sebesar 8,666  sedangkan ttabel = 2,042 , pada α = 0,05 dengan dk 98 . Hasil perhitungan dimana  thitung > ttabel, thitung yaitu  8,666 >  2,042. Disimpulkan bahwa jumlah rata-rata nilai postes hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan adalah sebesar 80,667 dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks, yaitu  sebesar  55,333. Kata Kunci: bahan ajar  pada mata pelajaran PPKn Abstract: Research and pengembagan aims: (1) floating the subjects PPKn instructional materials; (2) determine the effectiveness of the product instructional materials on subjects PPKn developed. The research method is a research and development using the Borg and Gall models. The results showed; (1) validation of the feasibility of the contents of teaching materials PPKn is good, (2) validation of the feasibility of presenting instructional materials PPKn is good, (3) validation of the feasibility of the contents of teaching materials is good, (4) validation of the feasibility of the presentation of teaching materials is good, (5) validation of the feasibility of language teaching materials is good, the ultimate validation range of teaching materials PPKn result of the development is good, which means the development of teaching materials PPKn result declared invalid. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned to use teaching materials PPKn results with the development of student learning outcomes that learned to use textbooks. This is indicated by the data processing which gained tcount of 8.666 while the table = 2.042, at α = 0.05 with 98 hp. The results of calculations where thitung> ttable, thitung namely 8.666> 2.042. It was concluded that the amount of the average value group posttest learning outcomes of students that learned to use teaching materials PPKn development results amounted to 80.667 and was higher than the group of students that learned to use textbooks, which amounted to 55,333. Keywords: teaching materials on subjects PPKn


2021 ◽  
Vol 6 (2) ◽  
pp. 60-70
Author(s):  
Sylvia Maulidah Rahmah ◽  
Joni Susilowibowo

This research aims to develop e-book teaching materials, analyze the feasibility level of e-books and analyze student responses to e-books. The subjects in this study are financial accounting on the basic competence of accounts receivable accounting. Teaching materials in the form of e-books were developed according to the implementation of the 2013 curriculum based on a scientific approach. The research method used is Research and Development (R&D) with a 4-D model. The validators in the study were 3 lecturers according to the intended field and one teacher who was an expert in financial accounting subjects. The assessment data distributed to the validator comes from the review sheet and then the validation sheet. A total of 20 students of class XI Financial and Institutional Accounting at SMK Yapalis Krian were also one of the respondents. This is to determine the feasibility of teaching materials so that they are suitable for use in the learning process. The product developed produces a very feasible interpretation with an average feasibility recapitulation of 89.49%. From these results, there are several components listed with very feasible interpretations, namely the feasibility of the material 89.89%, the feasibility of language 86.67% and the feasibility of graphics 91.93%. For the average results, students stated that the interpretation was very well understood with a percentage of 88.12%. So this teaching material is suitable for use in the learning process


AL-TA LIM ◽  
2018 ◽  
Vol 25 (3) ◽  
pp. 206-215 ◽  
Author(s):  
Amalia Puspha Rini ◽  
Nunuk Suryani ◽  
Siti Sutarmi Fadhilah

The learning process cannot be separated from the use of teaching materials that play a role to achieve the competencies that must be achieved by the learners. The purpose of this research is to identify the developmental stages of Predict Observe Explain (POE)-based thematic teaching materials, quality, and effectiveness of teaching materials to improve the learners' learning outcomes. This is a research and development technique. The development of this product is done through the design model of ADDIE learning system, i.e. (1) analysis, (2) design, (3) development, (4) implementation, (5) and evaluation. The results show that the POE-based thematic teaching materials has excellent quality on aspects of graphics and material with the score 4,52 and score 4,75 respectively from the aspects of readability, linguistic, and presentation according to the learners as the users of the product. Furthermore, the effectiveness test results show that the average class score that does not use POE-based thematic materials is 75,72, whereas that using POE thematic materials is 82,08. Therefore, the average score in the experimental class is higher than the control one. The Sig. shows 0,010 0,05, then H0 is rejected and H1 accepted. It is concluded that there is a significant value difference between the control and experimental class.


2016 ◽  
Vol 4 (2) ◽  
pp. 81
Author(s):  
M. Miftah ◽  
Kartika Candra Dewi

Learning device has an important role in the learning process for teachers as well as learners, but there are some teachers haven’t optimized the learning device. The purposes of its study are : to determine the needs of the learning device according to teachers and learners; to describe the characteristics of a learning tool; to develop a prototype device which is suitable with the learners need, and to measure the effectiveness of the learning device. The research method used is a research and development method. The results of the study include: the needs of the learning device anecdotal text competence; the characteristics of the learning device anecdotal text competence; a feasibility study based on each device (syllabus, lesson plans, teaching materials and worksheets); the effectiveness of the learning device in producing anecdotes text is shown based on this information; learning without using the learning device obtaining the value of 25 (62.5%), learning with an effective value category and increased by 38 (94.5%) categorized as very effective when learning to use the device. AbstrakPerangkat pembelajaran memiliki peran penting dalam proses pembelajaran namun masih banyak guru belummengoptimalkannya. Tujuan penelitian ini adalah untuk: mengetahui kebutuhan perangkat pembelajaran menurut guru dan peserta didik; menjelaskan karakteristik perangkat pembelajaran; mengembangkan prototipa perangkat pembelajaran yang layak untuk peserta didik; dan menguji keefektifan perangkat pembelajaran. Metode penelitian menggunakan penelitian dan pengembangan (reasearch and development). Hasil penelitian berupa: kebutuhan perangkat pembelajaran kompetensi teks anekdot; karakteristik perangkat pembelajaran kompetensi teks anekdot; kelayakan perangkat pembelajaran berdasarkan silabus, RPP materi pembelajaran, dan lembar kerja; keefektifan perangkat pembelajaran memproduksi teks anekdot ditunjukkan berdasarkan pembelajaran tanpa menggunakan perangkat pembelajaran memperoleh nilai 25 (62,5%) dengan kategori nilai efektif dan mengalami kenaikan sebesar 38 (94,5%) dengan kategori sangat efektif di saat pembelajaran menggunakan perangkat.


Author(s):  
Hanafi Hasibuan

Abstrak: Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran teknik dasar bermain sepakbola menggunaan kun, agar layak digunakan di sekolah serta mengetahui efektifitas hasil latihan siswa dengan menggunakan media pembelajaran teknik dasar bermain sepakbola menggunaan kun. Metode penelitian ini adalah metode penelitian dan pengembangan. Penelitian ini merupakan penelitian pengembangan yang bertujuan menghasilkan produk berupa video pembelajaran menggiring dan mengumpan bola pada teknik dasar sepakbola dengan menggunakan kun. Hasil penelitian menunjukkan bahwa: (1) siswa setelah mengikuti proses pembelajaran menggunakan produk pengembangan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola meningkat dibandingkan sebelum mengikuti pembelajaran menggunakan media pembelajaran dalam bentuk video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola. (2)Video pembelajaran teknik dasar menggiring dan mengumpan pada permainan sepakbola melalui pembelajaran menggunaan kun layak digunakan pada siswa SSB PORTIS Saentis. Hasil latihan siswa melalui penggunaan video pembelajaran lebih efektif dibandingkan dengan hasil latihan siswa sebelum menggunakan video pembelajaran pada siswa SSB PORTIS Saentis.. Kata Kunci: video pembelajaran, kun, teknik dasar permainan sepak bola Abstract: The purpose of this research is to develop learning media of basic technique of playing football using kun, to be feasible to be used in school and to know the effectiveness of student training result by using learning media of basic technique of playing football using kun. This research method is research and development method. This research is a development research that aims to produce a product in the form of learning videos leads and mengumpan ball on football basic techniques using kun. The results showed that: (1) the students after following the learning process using learning media development product in the form of learning video basic technique leads and feeds on the game of football increased than before following the learning using learning media in the form of learning video basic technique lead and feed on the game of football . (2) Basic instructional video learning videos leads and feeds on the game of soccer through learning to use the proper use of kun on SSTER PORTIS Saentis students. The results of the student exercises through the use of learning videos are more effective than the results of student exercises before using video learning on SSB students PORTIS Saentis. Keywords: learning video, kun, basic soccer game techniques


2021 ◽  
Vol 9 (1) ◽  
pp. 53-60
Author(s):  
MARYAMAH MARYAMAH ◽  
EVI ROVIATI

This study aims to determine whether Twitter-based e-learning media can be developed as a media for teaching biology on the structure and function of plant tissue. This research method is research and development. The research sample was teenage smartphone users in Walahar Village, Cirebon Regency. The results showed that e-learning based on twitter can be used and developed as a medium of teaching materials on the structure and function of plant networks


2019 ◽  
Vol 3 (2) ◽  
pp. 321-333
Author(s):  
Rika Rani ◽  
Resdin Purba ◽  
Risnawaty Risnawaty

This study aims to describe the development of teaching material patterns, the feasibility of teaching materials, and the effectiveness of teaching materials in writing paragraphs of argumentation based on lotus techniques in class XII MAN Pematangsiantar. Kind of this research is research and development based on the model of Borg and Gall. Subject trials consist of subject experts, design experts. The results showed that: (1) validation of the content experts include the freasibility of content with an average of 82,35 in very good criteria, eligibility presentation with an average of 86,545 in the very well criteria, aspects of language with an average of 90,38% in the very well criteria, (2) validation of design experts with an average of 85,00% in the very well criteria, (3) individual testing with an average of 82,87% with a very good criteria, (4) the trial of small group with an average of 91,20% with a very good criteria, and (5) a limited field test groups with an average of 95,10% with a very good criteria, (6) the effectiveness of instructional materials with a presentation by 74,22% with good criteria. Thus, the instructional materials of argumentative paragraph based on lotus tehnic that have been developed is proper to use in the learning process as a learning resource. Keywords: Intructional naterials, argumentative paragraph, lotus tehnic based   Abstrak Penelitian ini bertujuan untuk mendeskripsikan pengembangan pola bahan ajar, kelayakan bahan ajar, dan keefektifan bahan ajar menulis paragraf argumentasi berbasis teknik teratai pada siswa kelas XII MAN Pematangsiantar. Penelitian pengembangan ini mengacu pada model Borg and Gall, yang terdiri atas materi, desain, uji coba. Data dikumpulkan melalui angket. Hasil penelitian menunjukkan bahwa: (1) validasi ahli materi kelayakan isi dengan rata-rata 82,35 pada kriteria sangat baik, kelayakan penyajian dengan rata-rata 86,54% pada kriteria sangat baik, aspek bahasa dengan rata-rata 90,38% pada kriteria sangat baik, (2) validasi ahli desain dengan rata-rata 85,00% pada kriteria sangat baik, (3) uji coba perorangan  dengan  rata-rata 82,87% dengan kriteria sangat baik, (4) uji coba kelompok kecil dengan rata-rata 91,20% dengan kriteria sangat baik, dan (5) uji kelompok lapangan terbatas dengan rata-rata 95,10% dengan kriteria sangat baik, (6) keefektifan bahan ajar dengan presentasi 74,22% dengan kriteria baik. Dengan demikian, bahan ajar paragraf argumentasi berbasis teknik teratai yang telah dikembangkan layak untuk digunakan dalam proses pembelajaran sebagai sumber belajar. Kata kunci: bahan ajar, paragraf argumentasi, berbasis teknik teratai


2020 ◽  
Vol 3 (2) ◽  
pp. 100
Author(s):  
Nurhaliza Nurhaliza ◽  
Laila Maharani ◽  
Rizki Wahyu Yunian Putra

The learning process is certainly not only limited to the increase in students' knowledge or cognitive abilities, but also includes better behavior and thinking abilities, and no less important is how the learning process makes students able to solve problems faced both in learning in school, as well as in the daily life they experience. The development of ICT technology has had an impact on the development of the games industry, which makes educators more creative in designing their learning processes. Some game designers have studied deeper about psychology or other sciences that study human motivation and behavior. The method in this research is research and development (R&D) with the ADDIE development model. Data collection instruments used were questionnaires given to material experts and media experts to find out the feasibility of the product, and given to students and educators, to find out the attractiveness of the products that have been developed as well as pretest and posttest test instruments. Based on the analysis of data obtained from material experts and media experts, it was stated that the teaching materials developed were feasible to be used, and the analysis of the data obtained from students and educators stated that the teaching materials developed were very interesting. The results of the analysis of the effectiveness of class data applied teaching material obtained and calculated with the formula Effect Size obtained is . E_s calculation results are then interpreted to see the effectiveness criteria, the magnitude of , which is in the range of , based on the category determined by the level of effectiveness of the magnitude of the class  applied to learning using module teaching materials with the Predict - Oberve learning model - Explain (POE) based on gamification on the material of SMP triangles is categorized quite effective with a classification classified as medium.


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