Knowledge intensive CAD in product design validation

Author(s):  
Daniel C.Y. Yip ◽  
M.C. Law ◽  
K.P. Cheng ◽  
K.H. Lau ◽  
Stuart Barnes
2017 ◽  
Vol 1 (2) ◽  
pp. 33
Author(s):  
Erik Kuswanto ◽  
Imam Turmudi ◽  
Moh. Mahfud Effendi

The goal of the research to describe of development of card media with scientificapproach on mathematics lesson, and show the practical and effectivity of cardmedia with scientific approach. The research's model use Borg and Gall model.The steps of the research are : analyze of potential and problem, the collect ofdata, product design, design validation and revision of design. Trying of test wasconducted to know the effectivity of card media. The instrument use observationsheet, questionnaire, and observation sheet of test's trying. The design of validation'sresult show that media is valid and it can apply on the teaching learning. Theresult of test's trying show that card media is practical to use as mathematicslearning's media. Beside that, the student classical of total's percentage after do thetest show that media is effective to use as teaching learning.


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


2018 ◽  
Vol 1 (2) ◽  
pp. 147 ◽  
Author(s):  
Edi Wibowo ◽  
Dona Dinda Pratiwi

This study aims to develop e-module teaching materials by applying kvisoft flipbook maker on the subject of the set. To view teacher and learner responses to e-module teaching materials using the kvisoft flipbook maker application on the subject of the set. The method of this research was conducted using Research & Development method of Borg and Gall model which has been modified by Sugiyono covering 7 stages: 1) Potential and Problem, 2) Collecting Data, 3) Product Design, 4) Design Validation, 5) Design Revision, 6) Product Trial, 7) Product Revision. The results of this study indicate that the value of feasibility by the material experts scored an average of 3.23 with good criteria and value of feasibility by media experts with an average score of 3.28 with very good criteria, while the value of feasibility by linguists got a flat score 3.02 with good criteria. The response of the students was very interesting, with the achievement of the average score of 3.33 small group trials and the achievement of the average score of 3.49 field trials, the teacher's test response was very interesting with the achievement of an average score of 3.64. This shows that the e-module using the kvisoft flipbook maker application generated in this study is considered feasible for use in the mathematics learning of the set matter.


2021 ◽  
Vol 13 (2) ◽  
pp. 130
Author(s):  
Suprianto Kadir ◽  
Arief Ibnu Haryanto

This study aims to develop a speed test for Gyaku Tsuki and Mawashi Geri kicks in Karate. This research is development research with steps that include potential problems, data, product design, design validation, revision design, product testing, product revision, trial use and product revision. The small scale trial was carried out on 10 Karateka who actively participate in the training at the PPLP Gorontalo Province. Meanwhile, a large-scale trial was conducted on 30 Karateka who took part in the training at the PPLP Gorontalo Province. The development research resulted in a valid and reliable form of test, so it was feasible to use it to measure the speed of the Gyaku Tsuki shot and the kick speed of Mawashi Geri.


2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Desy Cobena Manurung

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2018 ◽  
Vol 9 (2) ◽  
pp. 75
Author(s):  
Sigit Prasetyo

The aim of this research is to develop comic science media with character education on SDA (natural resources) class III MI/SD material, to know the feasibility of comic as an alternative media in science learning with character of natural resources III MI/SD, and to know the students’ response to the media of educated comic science character on SDA (natural resources) material. Research development is done through a development procedure consisting of six steps, namely problem identification, information collection, product design, design validation, product revision, product trial. Research instrument used to see the feasibility of comic science media by using questionnaire. Comic wereassessed and given input by material experts, media experts, linguists, two peer reviewers, two third grade MI teachers, and were responded by 10 students.The result shows that the success of comic science has character education with phase identification, information gathering, product design, design validation, product revision, and product trial. The feasibility is proved by the quality of comic science based on the assessment of experts, peer reviewers, and teachers obtained by the amount of 279,5 in Very Good (VG) category. The response of third grade students of MI obtained an average score of 17.5 and the percentage of ideality 96.6% received a positive response. Keywords: Comic Science, Character Education, Natural Resources


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


2019 ◽  
Vol 4 (2) ◽  
pp. 97-105
Author(s):  
Basori Basori ◽  
Desy Yanty Cobena

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”. The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


2021 ◽  
Vol 9 (4) ◽  
pp. 501-513
Author(s):  
Kunalfi Reza Luthfiana ◽  
Abdurrahman Abdurrahman ◽  
Rezi Ariawan, ◽  
Dedek Andrian

The purpose of this research is to produce a mathematics learning tool in the form of the lesson plan and student's worksheet using the guided discovery method on the circle material of class VIII junior high school which has been tested valid. This development refers to the Research and Development (R&D) model which includes 10 stages, namely potential and problems, data collection, product design, design validation, design revisions, product trials, design revisions, usage trials, product revisions, and mass production. Modified according to the needs of this research into 6 stages, namely potential and problems, data collection, product design, design validation, design revision, and final product. The data analysis technique used is the descriptive analysis technique. The validation sheet was used as a data collection instrument in this research. The validation sheet is filled out by 3 validators consisting of 2 lecturers of the mathematics education study program FKIP UIR and 1 mathematics teacher. Based on the results of the lesson plan validation, a percentage of 85.6% was obtained with very valid criteria, while the students’ worksheet validation results were 82.6% with fairly valid criteria. This research concludes that mathematics learning tools have been obtained using the guided discovery method in class VII junior high school on the circle material which has been tested valid.


Sign in / Sign up

Export Citation Format

Share Document