scholarly journals DEVELOPING INSTAGRAM FILTER-BASED ACCOUNTING EDUCATIONAL GAME AS A FUN LEARNING MEDIA

2020 ◽  
Vol 2 (2) ◽  
pp. 113-130
Author(s):  
Frandy Karundeng

The learning process in accounting courses often becomes boring and even intimidating for students because the material is often considered difficult or involves a lot of calculations that the learning situation becomes rigid and students cannot enjoy the learning process. For this reason, lecturers must prepare an alternative media for learning that is more interesting, for example by using games. The game in this research is based on the Instagram filter as most students have an Instagram account and spend a lot of time on that photo-sharing platform. The game was developed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). In the development stage, this game was validated by material expert and information technology expert, and was then implemented to 100 accounting students. Based on the evaluation results, this game was declared to be very feasible in terms of software, display, and learning design aspects. Moreover, this Instagram filter-based accounting educational game was declared a fun learning media for students, and was able to motivate students to study accounting as indicated by the average total score of 4.48 or "very high" for the learning motivation aspect.

2021 ◽  
Vol 13 (2) ◽  
pp. 1138-1145
Author(s):  
Kadek Wirahyuni ◽  
I Nengah Suandi ◽  
I Nengah Martha ◽  
I Nyoman Sudiana

This study aimed at developing a digital-based affective evaluation instrument on Indonesian MPK Learning at Universitas Pendidikan Ganesha. This study was Research and Development (R&D) adapted from ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were 2 content experts, evaluation experts, language experts, 120 college students, and 3 lecturers of MPK Bahasa Indonesia. The data were collected from survey, interview, and affective scale. The data were analyzed quantitatively and described qualitatively. The results of the study show that the validity of a digital-based affective evaluation instrument on Indonesian MPK learning at Universitas Pendidikan Ganesha is very valid and it has very high degree of reliability.


2020 ◽  
Vol 4 (3) ◽  
pp. 515
Author(s):  
Arnelia Dwi Yasa ◽  
Ketut Suastika ◽  
Nur Vita Wahyu Ningtyas

The results of the analysis of the learning process show that the teacher does not use attractive learning media and students do not pay attention to the teacher during the lesson. This result in students often experiencing misconceptions about the material of adding fractions, so there is a need for the development of learning media in the form of unloading shading boards that can support the learning process. The purpose of this study was to determine the validity, practicality, and effectiveness. This research method was a development research by adapting the ADDIE model with 5 stages, namely: Analysis, Design, Development, Implementation, and Evaluation. The test subjects in this study were media expert lecturers, material expert lecturers, teachers and fourth grade students of SDN Ngembul 03, Blitar Regency. The data analysis technique used descriptive qualitative and quantitative. The data collection instrument used in this study was a questionnaire. The loading and unloading shading board based on the results of material validation obtained a score of 79.15% in the feasible category, the results of media validation obtained 75% with the feasible category. The results of the validation of the teacher's practicality got 83.65% in the very good category, the results of the student's practicality got 86.66% with the very good category and the results of the student's effectiveness got 81% with the very good category. The unloading shading board can be used by the teacher in the learning process to make it more interesting and fun. Provide a reference for other researchers in developing interesting and fun learning media for loading and unloading shading boards.


2019 ◽  
Vol 3 (1) ◽  
pp. 35 ◽  
Author(s):  
Rahmat Arofah Hari Cahyadi

Instructional material are an important part in determining the quality of learning. The design of the development of instructional material needs to pay attention to the development model to ensure the quality of instructional material in supporting learning effectiveness, because the development of instuctional material is basically a linear process with the learning process. One of the designs for the development of instructional material that is often used is the ADDIE Model through 5 stages; Analysis, Design, Development, Implementation and Evaluation. The ADDIE model is a learning system design model that shows the basic stages of a learning system that is easy to do. 


2021 ◽  
Vol 13 (2) ◽  
pp. 511-517
Author(s):  
Hafn iati ◽  
Risnovita Sari ◽  
Ahmad Bengar Harahap

This research aims to develop German learning application, namely Deutschlernen which can be downloaded on Playstore. In addition, this research also aims to know the validity, practicality, and effectiveness of German Language Learning Media based on Android’s Deutschlernen. The research method used in this application is a research and developing method ADDIE Model with 5 Steps like analysis, design, development, implementation and Evaluation to improve the language ability to guess an available answer through pictures, vocabulary, expressions, dialogue, grammar, practice questions, quizzes and puzzles that use German. All German learning materials for beginners will be packaged in an application (Deutschlernen) which can be accessed and downloaded by using Playstore in a smartphone, so that this research can be used not only for German language students, but also for the general public who wants to learn German. Through the educational game Deutschlernen, German learners will be enabled to improve their vocabularies, to memorize some useful expressions, to understand the rule of German grammar by mastering German language learning material at level A1 help the students to improve their German language skills quickly and easily. Based on the result of the research, it can be known that the Deutschlernen Android application contains level A1 German learning materials, featuring grammar, vocabulary (Wortschatz) and useful phrases (Redemittel) and is a very flexible learning medium because it can be accessed anywhere via the Playstore.


Author(s):  
Gede Thadeo Angga Kusuma ◽  
I Made Agus Wirawan ◽  
I Ketut Resika Arthana

<p class="0abstractCxSpFirst">This research aimed at developing a virtual reality based learning media application on the introduction of types of fish. The development of this application intended to facilitate the learning process in the kindergarten concerning on the introduction of aquatic animals, and specifically about fish. There were 10 types of saltwater fish and 10 types of freshwater fish which would be introduced to the kindergarten students. The development of this application is expected to attract children's learning enthusiasm about the types of fish in our environment.  </p><p class="0abstractCxSpLast">The development of this virtual reality-based learning media application used the ADDIE model. This ADDIE model comprises of 5 stages, namely <em>Analysis, Design, Development, Implementation, </em>and <em>Evaluation. </em>With the consideration of this model, the developed product could be finalized within fine quality. It could be achieved since this model allows the developer to perform evaluation and revision during every completed stage.</p>The result of the user’s experience testing was 89.8 %, indicating that this virtual reality-based learning media application was considered excellent. Therefore, this application could be used as a supporting media to introduce types of fish in the teaching and learning process conducted in the kindergarten, concerning the theme of aquatic animals with the subtheme of fish


2021 ◽  
Vol 7 (1) ◽  
pp. 136-147
Author(s):  
Ika Wahyu Nurdiana ◽  
Abdulloh Hamid ◽  
Winarto Eka Wahyudi

Based on the criteria of learning al-Qur'an Hadith with the material of surah az-Zalzalah, it can be said that it is valid and effective for grade IV students of Madrasah Ibtidaiyah. To compile and produce learning, it is necessary to research the development of e-learning media through edmodo. Can increase the creativity of students in learning al-Qur'an Hadith about surah az-Zalzalah using e-learning media through edmodo. This type of research is the ADDIE model that has been used in the development of Al-Qur'an Hadith learning through edmodo e-learning media. There are 5 stages in the ADDIE model, namely analysis, design, development, application and evaluation. Has been validated by 3 lecturers as validator experts, media and instruments on e-learning media through edmodo. The subjects in development research were 30 grade students for the 2020-2021 school year. Learning al-Qur'an Hadith surah az-Zalzalah can be said to be good and meet the requirements with a rating of 78.34% through the edmodo e-learning media. However, students can respond to the learning media with a rating of 82.36% and have been declared good. Thus, all aspects of e-learning media through edmodo in learning al-Qur'an Hadith surah az-Zalzalah can be categorized as good and feasible to be used in the learning process.


2018 ◽  
Vol 1 (2) ◽  
pp. 21
Author(s):  
Hedia Rizki ◽  
Kamid Kamid ◽  
Saharudin Saharudin

This research is aimed at describing the development of students’ worksheet of a mathematics subject for deaf students and finding out the effectivity of mathematics worksheet for deaf students toward the learning process. Multiplication is selected due to its ability to represent mathematics subject which will be developed for deaf students. This research uses research and development method (R&D) with 6 deaf subjects in grade V in special needs education Sri Soedewi Masjchun Sofwan Jambi. This research applies the ADDIE model, analysis, design, development, implementation, and evaluation. The data collected are qualitative and quantitative. Qualitative data are collected from media expert validity and learning design, material expert validity, teachers’ respond from deaf class, and questionnaire result of students’ perception of learning media which has been created. Meanwhile, quantitative data are collected from the final test. Valid students’ worksheet is based on the questionnaire administered to the validator. 79% of students’ responds show positive respond and 83,3% of learning completion. It shows that mathematics worksheet developed feasible to use in the learning process. Keywords: Students’ worksheet (LKPD), deaf students, multiplication Penelitian ini bertujuan untuk mendeskripsikan pengembangan LKPD matematika untuk siswa tunarungu dan mengetahui keefektivan LKPD matematika untuk siswa tunarungu terhadap pembelajaran. Materi perkalian dipilih karena dipandang mampu untuk mewakili materi matematika yang akan dikembangkan bagi anak tunarungu. Penelitian ini menggunakan metode Research and Development (R&D) dengan subjek 6 orang siswa tunarungu kelas V di SLB Negeri Sri Soedewi Masjchun Sofwan Kota Jambi. Penelitian ini menggunakan model pengembangan ADDIE, analisis,desain, pengembangan, pelaksanaan,dan evaluasi. Jenis data yang diambil yaitu data kualitatif dan data kuantitatif. Data kualitatif diperoleh dari hasil angket oleh validator ahli media dan desain pembelajaran, ahli materi, tanggapan dari guru kelas tunarungu, dan hasil angket persepsi siswa terhadap media pembelajaran yang telah dibuat. Sedangkan kuantitatif diperoleh dari  hasil belajar siswa dan tes akhir. Hasil penelitian diperoleh LKPD yang valid berdasarkan angket yang diberikan kepada validator. Untuk respon siswa diperoleh respon positif dengan hasil persentase sebesar 79% dan persentase ketuntasan belajar 83,3%. Hal ini menunjukkan bahwa LKPD matematika yang dikembangkan layak digunakan dalam proses. Kata Kunci: Lembar Kerja Peserta Didik (LKPD), siswa tunarungu, perkalian


Author(s):  
Mukhamad Murdiono ◽  
Suyato Suyato ◽  
Elly Nur Rahmawati ◽  
Muhammad Abdul Aziz

The study has developed an android-based mobile application that can assist in the teaching-learning process of civic education in senior high schools. As a research-and-development activity, it employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on validation by material experts, the developed application was very feasible to use (89.04%), and the media experts concurred with this assessment (90.78%). During the large-group trials, the application scored between 3.96 and 4.68, meaning that it provides an excellent media or platform with high feasibility for the teaching-learning process of civic education in senior high schools.


2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Pande Putu Rizky Ari Pratana ◽  
Ndara Tanggu Renda ◽  
Ni Wayan Arini

Learning is still dominated by teachers using lectures and teacher learning tools are still not good. This study aims to produce learning tools in the form of lesson plans with the think pair share (TPS) model in the science subject with the theme Kayanya Negeriku for fourth-grade elementary school. This research is development research based on the ADDIE development model which consists of five stages, namely analysis, design, development, implementation, and evaluation, due to time constraints. and conditions that do not support this research only to the development stage. The results of the analysis of the development of learning devices with the think pair share (TPS) model obtained the following results: the content validity of the instrument was 1, 00 with the interpretation of "very high", the reliability of the instrument obtained a practicality coefficient of 100%, and the validation of learning devices with an average of 4,67 with "very good" interpretation. Based on the results of the study, it can be concluded that the validity of the Development of Learning Devices with the Think Pair Share (TPS) Model in the Science Subjects of Kayanya Negeriku Theme Class IV Elementary School is declared valid and suitable for use in the learning process.


2020 ◽  
Vol 5 (1) ◽  
pp. 199
Author(s):  
Supari Muslim ◽  
Tri Wrahatnolo ◽  
Sri Handayani ◽  
Erina Rahmadyanti ◽  
Nita Kusumawati ◽  
...  

This research aims to: (1) develop Electric Car Learning Media through research and development (R&amp;D) ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation); (2) knowing the level of feasibility of learning media for electric cars (LMEC) in a learning perspective; and (3) to determine the effectiveness of LMEC in the learning process. The study found that: (1) based on the validator's assessment, that the LMEC that had been developed was very suitable for use in learning Electric Cars; (2) based on student assessment, that LMEC is very suitable for use in learning Electric Cars in the Department of Electrical Engineering, State University of Surabaya; and (3) LMEC is very effective, proven as many as 24 (77.41%) of students get a score of learning outcomes in the range 71-100, with good and excellent categories.


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