scholarly journals PENGEMBANGAN MODUL IPA TERPADU BERBASIS KEARIFAN LOKAL PAPUA MATERI INTERAKSI MAHLUK HIDUP TERHADAP LINGKUNGAN

2019 ◽  
Vol 7 (3) ◽  
pp. 106-112
Author(s):  
SRI LESTARI ◽  
TIURLINA SIREGAR ◽  
JONNER NAINGGOLAN

Papua's local wisdom module is really needed to improve learning outcomes with contextual and tangible control where so far there has been lack of teaching materials based on local wisdom. This research is a research and development (Research & Development) that aims to find out how to develop integrated science modules based on local Papuan wisdom materials on the interaction of living things with the environment in class VII students of Nurul Huda Yapis Jayapura in knowing improvement in learning outcomes after using the module. The development model used is the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) with an experimental design using a pre test post test one group design, which uses one research class with a sample of 37 students. The results showed. (1) The results of the feasibility test for the prepared learning modules, based on material validation, obtained an average of 90.6%, media validation with an average of 92%, educator responses 96.25% and mean responses of students by 90.7%. In general the average for the module feasibility test is 92.10% which means the module is very suitable for use in learning. (2) There is an increase in students' learning outcomes after using a module based on local Papuan wisdom, based on the n-Gain results in RPP 1 is 0.57, RPP 2 is 0.71 and RPP 3 is 0.75. The n-Gain average for the three RPPs is 0.68 with a moderate category which means the use of science modules based on local Papuan wisdom is quite effective in improving student learning outcomes.

2021 ◽  
Vol 11 (2) ◽  
pp. 120-134
Author(s):  
N.L.G. Wiratni ◽  
I.M. Ardana ◽  
I.P.B. Mardana

This study aims to determine: (1) the validity of the results of developing domino card media (2) for the practicality of using domino card media, and (3) for the effectiveness of domino card media in improving student learning outcomes. This type of research is development research using the ADDIE model (analysis, design, development, implementation, evaluation). The data collection methods used in this study were interviews, questionnaires, tests, and document recording. The data collection instruments in this study were data validity was collected by questionnaire, practicality data was collected by questionnaire and effectiveness data was collected by learning outcomes test.The results showed that domino card media was declared valid by subject content experts with very good criteria (92%), learning media experts with very good criteria ( 90%), small group trials with very good criteria (92%), and field trials with very good criteria (93%). The practicality of domino card media obtained from the average teacher response score of 4.53 with very high and the average score of student responses is 4.56 with a very high category.The results of the effectiveness test shows the average pretest value of 53.52 < the average posttest result of 83.69 and it can be said that the domino card media is effective.


2020 ◽  
Vol 3 (1) ◽  
pp. 76-79
Author(s):  
Deni Saputra ◽  
Sukardi Sukardi ◽  
M. Giatman ◽  
Edidas Edidas

This need analysis research consists of observations and literature studies. This research aims to 1) describe student learning outcomes in the learning process. 2) find the problems faced by students in Computer and Basic Network subject. 3) find Evaluation media solutions needed in conducting the assessment. This research was a descriptive quantitative research. The subjects of this research were 31 students of Grade X TKJ in Vocational High School 2 Lubuk Basung. The data were obtained from questionnaires and analysis through the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) to get conclusions. The results of the research showed that: 1) there were still many students who had not yet reached the Minimum Learning Standard.     2) the learning media used did not make it easy for students to understand the material. 3) the evaluation media used took a long time to get results.


Author(s):  
Lisa Indriyanti ◽  
Arsyad Abd. Gani ◽  
Sintayana Muhardini

Pengembangan media pembelajaran merupakan suatu sarana yang mempunyai fungsi untuk membantu memahamkan siswa dalam pembelajaran, khususnya pada siswa kelas I SD. Penelitian ini bertunjuan (1) untuk mengetahui desain media pembelajaran puzzle dalam meningkatkan hasil belajar siswa kelas 1 SDN 38 Mataram pada Tema 7 Sub tema 1 materi  benda hidup dan benda tak hidup disekitar kita (2) Untuk mengetahui kevalidan media puzzle dalam meningkatkan hasil belajar siswa kelas 1 SDN 38 Mataram pada Tema 7 sub tema 1 materi benda hidup dan benda tak hidup disekitar kita. (3) Untuk mengetahui perbedaan tingkat hasil belajar siswa pada materi benda hidup dan benda tak hidup sebelum menggunakan media puzzle dan setelah menggunakan media puzzle. Metode  penelitian yang digunakan peneliti adalah model ADDIE (anlisis, desain, development, implementation, & evaluation). Pengembangan media pembelajaran ini telah menghasilkan produk media pembelajaran yang telah dinyatakan valid oleh ahli desain media, ahli materi dan praktisi pembelajaran. Hasil test pada uji coba terbatas mendapatkan rata-rata nilai pre-test  65,83 dan rata-rata nilai post test sebesar 87,58. Hasil tes pada uji lapangan mendapatkan rata-rata nilai pre-tes sebesar 64,58 dan post-test sebesar 87,58. Hasil selisih pre-test dan post-test berdasarkan perhitumg rumus gain standar diperoleh nilai sebesar 0,63 baik yang didapat pada uji coba terbatas  maupun pada uji coba lapangan  sehingga peningkatan hasl belajar siswa berada pada posisi sedang (berdasarkan tabel gain standar).The development of instructional media is a means that has a function to help students understand learning, especially in grade I SD students. This research aims (1) to determine the design of puzzle learning media in improving student learning outcomes in grade 1 SDN 38 Mataram on Theme 7 Sub theme 1 material on living objects and non-living objects around us (2) To determine the validity of puzzle media in improving student learning outcomes. grade 1 SDN 38 Mataram on Theme 7 sub theme 1 material on living things and non-living things around us. (3) This is to determine the difference in the level of student learning outcomes on living and inanimate objects before using puzzle media and after using puzzle media. The research method used by researchers is the ADDIE model (analysis, design, development, implementation, & evaluation). The development of learning media has produced learning media products that have been declared valid by media design experts, material experts and learning practitioners. The test results in the limited trial obtained an average pre-test score of 65.83 and an average post-test score of 87.58. The test results on the field test get an average pre-test score of 64.58 and post-test of 87.58. The result of the difference between pre-test and post-test based on the standard gain formula, the value of 0.63 was obtained both in limited trials and in field trials so that the increase in student learning outcomes was in a moderate position (based on the standard gain table). 


2018 ◽  
Vol 6 (6) ◽  
pp. 296-309
Author(s):  
Muhammad Iwan ◽  
Agus Suyatna ◽  
Warsito

This study aims to develop static fluid material props in an effort to improve students' argumentation skills. Design development using 4-D development model consists of four stages, namely Define, Design, Development, and Disseminate. The test subjects of this study were 5 physics teachers and 75 students from three high schools in Bandar Lampung. Data were collected through observation in the preliminary study, questionnaires to see the responses of students, teachers, and experts on the developed aids and tests of the method of one pretest and posttest design. The questionnaire data were analyzed using scoring techniques and improved learning outcomes using the N-gain formula. According to the response of students and teachers there is a clear U-shaped hose that contains water that can be observed movement, there are sensors and LED lights that can live when the movement of water through the sensor. The second props are simple hydraulics to prove Pascal's law by laying loads of different weight on both sides of the piston with different cross-sectional areas. An effective tool for improving student learning outcomes and argument skills involves making claims and warrants, effective enough to improve the skills of backing, but less effectively to improve rendering skills.


Author(s):  
Christin Tulaseket ◽  
F Leiwakabessy ◽  
Dominggus Rumahlatu

Background: This study aims to determine the effect of the application of the learning model of the horay course review to improve student learning outcomes of teaching material on the classification system of living things in class X of SMA Negeri 14 Ambon. Method: Samples from this study were students of class X1 with 23 students. This type of research is descriptive research to see student learning outcomes which consists of 3 factors, namely physical, cognitive and psychomotor. The instruments used in this study were test instruments in the form of initial tests and final tests. Results: The results of this study show that there is a significant effect by using the learning review horay learning model on improving student learning outcomes during the implementation of the learning model of the course review horay. Conclusion: Based on the results of the study it can be concluded that the use of the Course Review Horay learning model can improve the learning outcomes of class X1 students at SMA Negeri 14 Ambon. This can be seen from the results of the final test which is very satisfying from the results of the initial test. Presentation of student grades during the initial test is 13% and the final test score reaches 100%.


Author(s):  
Eris Oktaria ◽  
Chumi Fitriyah ◽  
Zetty Finnaly

AbstractThis research was conducted in class IV of Kepatihan Elementary School 01 Jember with 38 research subjects. The purpose of this study is to describe the process and find out the results of the development of audio visual as learning media with the theme of my residence area on the 4th grade students at SDN Kepatihan 01 Jember. This type of research is research and development. This development research uses ADDIE model type (Analyze, Design, Development, Implementation, Evaluation). The data analysis technique in this study used a validation sheet of audio visual learning media by the media expert validator and the material expert validator, and student learning outcomes assessment sheets and student responses. The results of the research data analysis showed the effectiveness of the results of the validation carried out by the two validators obtained results of 81,7 while the results obtained from the student learning outcomes test were 94,7% and student responses amounted to 73,7% so that it can be concluded that the audio visual learning media has very fasible and effective criteria try out. Keywords: audio visual media, effectiveness of learning outcomes and responses


2020 ◽  
Vol 4 (2) ◽  
pp. 119
Author(s):  
Diah Hany Hany Retnosari ◽  
Musaadatul Fithriyah

Abstract: This research discusses the effectiveness of the Gallery Walk learning method in improving the learning outcomes of Hajj fiqh. ThisIresearchIis motivatedUbyItheIlowEstudentIlearningIoutcomes of class V. The problem formulation inIthisIstudyIisIHowIis theIapplicationIofIthe Gallery Walk method in the subject of Hajj fiqh in MI Fathul Huda class? In class V MI Fathul Huda ?. This study uses quantitative research, using a Noniquivalent Control_Group Desig_Experiment research design. The sample in this research is VB and VA grade students, amounting to 40 students. Data collection techniques and instruments: (1) Interview, (2) Test of learning outcomes, (3) Documentation. To find out student learningIoutcomesIusingIpre-test and post-test questions. The instrument, before being used in the study, was first validated and reliably. After that, the hypothesis test uses the t-test is the Independent Sample T-Test. TheIresultsIofIthisIstudyAindicateI"the effectiveness of the Gallery Wak method in improving student learning outcomes," thisIisIevidencedIbyItheIresultsIof the significance of 0,000 <0.05 and the average learning outcomes before using the Gallery Walk learning method 48,75 and after using the Gallery learning method Walk to 80.5. BasedIonItheseIresultsIitAcanIbeIconcludedIthatIthe implementation of the Gallery Walk method of learning outcomes of Hajj fiqh material in class V MI Fathul Huda


2021 ◽  
Vol 1 (10) ◽  
pp. 756-763
Author(s):  
Meitria Laily Azizah ◽  
Hendro Permadi

Selection of learning models is important for improving student learning outcomes. This study aims to compare the results of trigonometric learning with conventional learning models and Jigsaw cooperative learning models and also want to know results of trigonometric learning with conventional learning and Jigsaw cooperativ learning. This type of research is experimental research with quantitative methods. The data collected in this study include: 1) the value of the pre test experimental class 1 (Jigsaw cooperative learning model) and the experimental class 2 (conventional learning models), 2) the value of the two post test classes, 3) the assessment of the skills of the two classes. The results of the analysis of the combined difference in the value of post test and skills assessment with the two pre test values of the two classes using the 2 Sample Independent t-test showed that the sig (2-tailed) value was 0.003 or less than the significant level of 0.05. So it can be concluded that there are differences in learning outcomes by applying conventional learning models and Jigsaw cooperative learning models on trigonometric comparison material on right triangles in Batu city MAN. It is evident from the combined value difference between post test and skills assessment with the experimental class 1 pre test score of 65.86 while the experimental class 2 is 52.96. Pemilihan model pembelajaran adalah hal yang penting untuk meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui perbandingan hasil belajar trigonometri dengan model pembelajaran konvensional dan model pembelajaran kooperatif Jigsaw serta ingin mengetahui hasil belajar trigonometri dengan diterapkan model pembelajaran konvensional dan model pembelajaran kooperatif Jigsaw. Jenis penelitian ini adalah penelitian eksperimen dengan metode kuantitatif. Data yang dikumpulkan pada penelitian ini meliputi: 1) nilai pre test kelas eksperimen 1 (model pembelajaran kooperatif Jigsaw) dan kelas eksperimen 2 (model pembelajaran konvensional), 2) nilai post test kedua kelas, 3) penilaian keterampilan kedua kelas. Hasil analisis dari selisih gabungan nilai post test dan penilaian keterampilan dengan nilai pre test kedua kelas menggunakan uji 2 Sample Independent t-test menunjukkan bahwa nilai sig(2-tailed) sebesar 0,003 atau kurang dari taraf signifikan yaitu 0,05. Sehingga dapat disimpulkan bahwa ada perbedaan hasil belajar dengan menerapkan model pembelajaran konvensional dan model pembelajaran kooperatif Jigsaw pada materi perbandingan trigonometri pada segitiga siku-siku di MAN kota Batu. Terbukti pada selisih nilai gabungan post test dan penilaian keterampilan dengan nilai pre test kelas eksperimen 1 sebesar 65,86 sedangkan kelas eksperimen 2 sebesar 52,96.


2021 ◽  
Vol 1 (11) ◽  
pp. 864-870
Author(s):  
Meitria Laily Azizah ◽  
Hendro Permadi

Selection of learning models is important for improving student learning outcomes. This study aims to compare the results of trigonometric learning with conventional learning models and Jigsaw cooperative learning models and also want to know results of trigonometric learning with conventional learning and Jigsaw cooperativ learning. This type of research is experimental research with quantitative methods. The data collected in this study include: 1) the value of the pre test experimental class 1 (Jigsaw cooperative learning model) and the experimental class 2 (conventional learning models), 2) the value of the two post test classes, 3) the assessment of the skills of the two classes. The results of the analysis of the combined difference in the value of post test and skills assessment with the two pre test values of the two classes using the 2 Sample Independent t-test showed that the sig (2-tailed) value was 0.003 or less than the significant level of 0.05. So it can be concluded that there are differences in learning outcomes by applying conventional learning models and Jigsaw cooperative learning models on trigonometric comparison material on right triangles in Batu city MAN. It is evident from the combined value difference between post test and skills assessment with the experimental class 1 pre test score of 65.86 while the experimental class 2 is 52.96. Pemilihan model pembelajaran adalah hal yang penting untuk meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui perbandingan hasil belajar trigonometri dengan model pembelajaran konvensional dan model pembelajaran kooperatif Jigsaw serta ingin mengetahui hasil belajar trigonometri dengan diterapkan model pembelajaran konvensional dan model pembelajaran kooperatif Jigsaw. Jenis penelitian ini adalah penelitian eksperimen dengan metode kuantitatif. Data yang dikumpulkan pada penelitian ini meliputi: 1) nilai pre test kelas eksperimen 1 (model pembelajaran kooperatif Jigsaw) dan kelas eksperimen 2 (model pembelajaran konvensional), 2) nilai post test kedua kelas, 3) penilaian keterampilan kedua kelas. Hasil analisis dari selisih gabungan nilai post test dan penilaian keterampilan dengan nilai pre test kedua kelas menggunakan uji 2 Sample Independent t-test menunjukkan bahwa nilai sig(2-tailed) sebesar 0,003 atau kurang dari taraf signifikan yaitu 0,05. Sehingga dapat disimpulkan bahwa ada perbedaan hasil belajar dengan menerapkan model pembelajaran konvensional dan model pembelajaran kooperatif Jigsaw pada materi perbandingan trigonometri pada segitiga siku-siku di MAN kota Batu. Terbukti pada selisih nilai gabungan post test dan penilaian keterampilan dengan nilai pre test kelas eksperimen 1 sebesar 65,86 sedangkan kelas eksperimen 2 sebesar 52,96.


2021 ◽  
Vol 5 (5) ◽  
pp. 1313
Author(s):  
Suci Oktaviana

This research was motivated by the lack of media in early reading at the low class. Pop-up book was a media that provided a more attractive visualization for students. Pop-up books provoked students' enthusiasm in reading and stimulated students' imagination. This type of research was development (R&D), using the ADDIE model consisting of 5 stages, namely analysis, design, development, implementation, evaluation . The data were obtained from the questionnaire filled in by validators and field experts viewed from 5 aspects, namely simplicity, emphasis, balance, integration, and media design. Then, the feasibility test by media experts obtained a percentage of 89.55% (very feasible), by material experts was 88.55% (very feasible), and by field experts on media design was 86.25% (very feasible), and on the material was 85.4% (very feasible). Overall, pop-up book media for early reading was very feasible.


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