scholarly journals The Development of Teaching Materials Gamification-Based Problem Solving on the Material in Terms of Four

Author(s):  
Rizki Wahyu Yunian Putra ◽  
Jamal Fakhri ◽  
Dewi Fitriani

This study aims to develop teaching materials gamification-based problem solving on the material in terms of four. To view the judging of the validator against the feasibility of teaching materials gamification-based problem solving on the material  terms of four and see the response of students to the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four. This research use type research of research and development with a research model ADDIE (Analysis, Design, Development, Implementation and Evaluation. Stage of development (development) involving 9 validator (three validator matter experts, three media experts and three language experts) to assess the feasibility of the material, the media and the Indonesian language good and right. Stage of Implementation (field trials) involving 80 students ( 20 students trial of small group and 60 students test a large group). The assessment of the attractiveness of the teaching materials gamification-based problem solving on the material in terms of four using the questionnaire i.e. a questionnaire the validator and questionnaires of learners. Data analysis using descriptive analysis using Microsoft Office Excel 2010. The results of the validation matter experts from the 3 validator shows that the overall product to obtain an average value of 3.7 and the Results of the validation media experts obtained an average value of 3.3 while the results of the validation of language experts to obtain an average value of 3.4. While the results of the trials of a small group of 10 students of MTs N 1 Bandar Lampung obtained the results of the attractiveness of the teaching materials with an average value of 3.4. while the test is a large group that was conducted in SMP 30 Bandar Lampung to obtain an average value of 3.5. Thus, it can be concluded that the development of teaching materials gamification-based problem solving on the criteria of very worthy and interesting.

Author(s):  
Armen .

Abstrak: Studi ini bertujuan untuk: menghasilkan Video Pembelajaran Seni Rupa berbasis e-learning edmodo yang layak digunakan, mudah dipelajari siswa dan dapat dipakai untuk pembelajaran individual. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir. Subyek uji coba terdiri dari dua ahli materi Seni Rupa, dua ahli desain pembelajaran, dua ahli rekayasa perangkat lunak dan desain grafis, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tigapuluh dua siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil penelitian menunjukkan; (1) uji ahli materi Seni Rupa berada pada kualifikasi sangat baik, (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik, (3) uji ahli rekayasa perangkat lunak dan desain grafis berada pada kualifikasi sangat baik, (4) uji coba perorangan berada pada kualifikasi sangat baik, uji coba kelompok kecil berada pada kualifikasi sangat baik, uji coba lapangan berada pada kualifikasi sangat  baik. Disimpulkan Video Pembelajaran seni rupa berbasis edmodo layak digunakan siswa dan guru karena rata-rata uji coba produk mencapai 90,41% dalam kriteria sangat baik. Kata Kunci: video pembelajaran, seni rupa, e-learning edmodo. Abstract: This study to: produce a Video-based Learning Arts Edmodo e-learning proper use, easy to learn and can be used for the students' individual learning. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey.This learning product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of the students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. The subject of the trial consists of two subject matter experts Fine Arts, two instructional design experts, two expert software engineering and graphic design, three students for individual trials, nine students for small group test, and 32 students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results showed; (1) Arts test materials experts are in excellent qualifications, (2) test instructional design experts are in excellent qualifications, (3) test software engineers and graphic design are at excellent qualifications, (4) individual testing are in excellent qualifications, small group trial are in excellent qualifications, field trials are in excellent qualifications. Concluded Video pembelajran art worthy Edmodo based digunkan students and teachers as the average of 90.41% in the criteria very well. Keywords: video learning, arts, e-learning edmodo.


2019 ◽  
Vol 3 (1) ◽  
pp. 70-80
Author(s):  
Sri Ayu Harani Tanjung ◽  
Yuli Amalia

Bahan ajar dikembangkan berdasarkan karakteristik siswa, sehingga kompetensi yang ditetapkan dapat dicapai. Secara umum kemampuan pemecahan masalah siswa masih sangat rendah, siswa belum bisa memahami soal, sehingga terkendala dalam menentukan model penyelesaian soal matematika. Penelitian ini bertujuan untuk mendeskripsikan kevalidan, keefektifan, dan respon siswa terhadap bahan ajar berbasis Problem Based Learning berkemampuan pemecahan masalah yang dikembangkan. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE yaitu Analysis, Design, Development, Implementation, dan Evaluation. Subjek Penelitan dalam penelitian ini adalah siswa SMA Negeri 1 Meureubo kelas X Mia2 sebanyak 23 siswa. Instrumen penelitian berupa lembar validasi, angket respon siswa, dan tes. Dari hasil uji coba, pada uji coba I dan II diperoleh bahan ajar berbasis Problem Based Learning yang dikembangkan efektif ditinjau dari 70% siswa yang mengikuti tes kemampuan pemecahan masalah memperoleh nilai minimal 75 dan tercapainya ketuntasan belajar tes kemampuan pemecahan masalah  75% dan respon positif siswa terhadap bahan ajar berbasis Problem Based Learning untuk kemampuan pemecahan masalah yang dikembangkan. Teaching materials are developed based on the characteristics of students, so that the specified competencies can be achieved. In general, students' problem solving abilities are still very low, students have not been able to understand the problem, so it is constrained in determining the mathematical problem solving model. This study aims to describe the validity, effectiveness, and response of students to Problem Based Learning-based teaching materials that are problem-solving skills developed. This research is a development research using ADDIE models namely Analysis, Design, Development, Implementation, and Evaluation. The research subjects in this study were 23 students of Meureubo High School 1 in class Mia2 as many as 23 students. The research instruments were validation sheets, student response questionnaires, and tests. From the results of the trials, in the first and second trials obtained teaching materials based on Problem Based Learning that were developed effectively in terms of 70% of students taking the test of problem solving skills obtained a minimum score of 75 and achievement of learning completeness 75% problem solving ability tests and positive responses for Problem Based Learning based teaching materials for problem solving abilities developed.


Epigram ◽  
2019 ◽  
Vol 16 (2) ◽  
pp. 99-110
Author(s):  
I Made Wijana ◽  
Anak Agung Putri Suardani ◽  
I Gede Made Karma

This research aims to produce prototype of computer-based business mathematics teaching materials to improve student achievement of Accounting Department, Politeknik Negeri Bali (PNB). In this research, to reach the target of teaching materials of computer-based business mathematics, the development using Borg and Gall method with some modifications into five steps: needs analysis and curriculum majoring in accounting, initial product development, education expert validation, small group trial , and large group trials. Trial of small group and large group by involving first semester student of Diploma IV Managerial Accounting Study Program, Accounting Department, PNB. Based on curriculum analysis and needs analysis, teaching materials are developed in the form of modules with Microsoft Excel application and the result of the initial product are five modules with topics of Formula, Linear and Non Linear Functions, Interest Calculation, Annuity, and Linear Programming. Education expert validation using five aspects resulted in an average score of 4.13 (good). Trial of the teaching materials by measuring student perceptions using three aspects for small groups resulted in an average score of 3.81 (good) and for large groups resulted in an average score of 4.23 (good). Furthermore, results of evaluation in large groups indicate a significant increase in mean of student scores from before and after using computer-based Business Mathematics teaching materials 


2021 ◽  
Vol 3 (11) ◽  
pp. 863-871
Author(s):  
Josephine Adelia Putri Agape ◽  
Imam Hariadi ◽  
Prisca Widiawati

Abstract: This study aims to develop a comic-based basketball module for basketball extracurricular students at SD Lesanpuro 4 in Malang City. The research model uses a procedural model adapted from the Lee and Owens procedure using 5 steps, namely: (1) needs analysis, (2) carrying out a design, (3) developing or developing a product, (4) implementation or implementation of activities, (5) evaluation or product evaluation. Product trials include: (1) Trial design, the trial design used is descriptive design. (2) Experimental subjects, the subjects used in this study were extracurricular students of SD Lesanpuro 4 Malang City, and the subject of media experts and learning experts was one of the lecturers from the Faculty of Sports Science. The small group trial subjects consisted of 5 students and the large group test subjects consisted of 15 students. (3) The type of data used is descriptive quantitative and descriptive qualitative. (4) The data collection instrument used in conducting this validation is a non-test in the form of a questionnaire. (5) The analysis technique in this study uses qualitative and quantitative descriptive analysis techniques. The results of learning validation are 73 percent, and the results of media expert validation are 81 percent. While the results of small group trials obtained results of 89 percent and large group trials obtained results of 83.75 percent. Thus, the results of developing a comic-based basketball module for extracurricular students at SD Lesanpuro 4 in Malang City are very valid and can be applied to extracurricular basketball students at SD Lesanpuro 4, Malang City. Abstrak: Penelitian ini bertujuan untuk mengembangkan modul bola basket yang berbasis komik untuk siswa ekstrakurikuler bola basket SD Lesanpuro 4 di Kota Malang. Model penelitian menggunakan model prosedural yang diadaptasi dari prosedur Lee dan Owens dengan menggunakan 5 langkah yaitu: (1) analisis kebutuhan, (2) melakukan sebuah desain, (3) development atau pengembangan sebuah produk, (4) implementation atau pelaksanaan kegiatan, (5) evaluation atau evaluasi produk. Uji coba produk meliputi: (1) Desain uji coba, desain uji coba yang digunakan adalah desain deskriptif. (2) Subjek coba, subjek yang digunakan dalam penelitian ini adalah siswa ekstrakurikuler SD Lesanpuro 4 Kota Malang, dan subjek dari ahli media serta ahli pembelajaran merupakan salah satu dosen dari Fakultas Ilmu Keolahragaan. Subjek uji coba kelompok kecil terdiri 5 siswa dan subjek uji coba kelompok besar terdiri 15 siswa. (3) Jenis data yang digunakan berupa deskriptif kuantitatif dan deskriptif kualitatif. (4) Instrumen pengumpulan data yang digunakan dalam melakukan validasi ini yaitu non-tes yang berbentuk angket. (5) Teknik analisis dalam penelitian ini menggunakan teknik analisis deskriptif kualitatif dan kuantitatif. Hasil validasi pembelajaran sebesar 73 persen, dan hasil validasi ahli media sebesar 81 persen. Sedangkan hasil uji coba kelompok kecil memperoleh hasil sebesar 89 persen dan uji coba kelompok besar memperoleh hasil sebesar 83,75 persen. Sehingga, hasil pengembangan modul bola basket berbasis komik untuk siswa ekstrakurikuler SD Lesanpuro 4 di Kota Malang sangat valid dan dapat diterapkan pada siswa ekstrakurikuler bola basket SD Lesanpuro 4 Kota Malang.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-6
Author(s):  
Ervan Johan Wicaksana ◽  
Pramana Atmadja

Penggunaan video pembelajaran sebagai media pembelajaran diharapkan dapat membantu siswa dalam memahami materi, khususnya daur ulang limbah plastik. Penelitian ini dilakukan di SMA Negeri 6 Kota Jambi pada bulan Mei 2019. Jenis penelitian ini adalah penelitian analisis deskriptif dengan metode kuantitatif. Penelitian ini bertujuan untuk melihat persepsi guru dan persepsi siswa dalam mengimplementasikan video pembelajaran biologi pada materi daur ulang limbah plastik menggunakan sparkol videoscribe. Data penelitian diperoleh dengan cara menyebar angket kepada siswa dan guru. Selanjutnya uji coba produk dilakukan pada 6 orang kelompok kecil, 26 orang siswa kelompok besar dan satu guru mata pelajaran biologi, sebelumnya dilakukan validasi media oleh ahli materi dan ahli media. Hasil validasi oleh ahli materi dengan persentase 81,25% dengan kategori “Sangat Baik” sedangan hasil validasi ahli media 93,75% dengan kategori “Sangat Baik”. Pada uji coba kelompok kecil memperoleh tanggapan 92,5% dengan kategori “sangat baik” sedangkan pada uji coba kelompok besar memperoleh tanggapan 87,2%. Persepsi guru bidang studi biologi memperoleh tanggapan 87,5% dengan kategori “sangat baik“ berdasarkan hal tersebut media layak digunakan. Kata Kunci: daur ulang limbah plastik, sparkol videoscribe, video pembelajaran The use of instructional videos as learning media is expected to help students understand the material, especially recycling plastic waste. This research was conducted at the 6th High School of Jambi City in May 2019. This type of research is a descriptive analysis research with quantitative methods. This study aims to look at teacher perceptions and student perceptions in implementing biology learning videos on plastic waste recycling material using sparkol videoscribe. Research data was obtained by distributing questionnaires to students and teachers. Furthermore, the product trial was conducted on 6 small group people, 26 large group students, and one biology subject teacher, before the media validation was done by the material expert and the media expert. The results of the validation by material experts with a percentage of 81.25% with the category "Very Good" while the results of the validation of the media experts 93.75% with the category "Very Good". In the small group trials, it received 92.5% responses in the "very good" category while in the large group trials it got 87.2% responses. Teachers' perceptions in the field of biological studies received 87.5% responses in the category of "very good" based on that the media was appropriate to use.


2017 ◽  
Vol 7 (2) ◽  
pp. 227-238
Author(s):  
I Nyoman Adi Susrawan ◽  
Dewa Gede Bambang Erawan

This research categorized as Research and Devenlopment (R&D) that aims to (1) describe and identify the design process and the feasibility of learning materials of Bali based on Balinese culture, (2) to describe and analyze the responses of VII grade students of SMP PGRI 3 Denpasar towards the development of Indonesian language based materials of local culture Bali. The data obtained through observation, interview, and questionnaire methods. Furthermore, the collected then analyzed by qualitative descriptive analysis and quantitative descriptive analysis. The results showed that the development of Indonesian language learning materials based on local Balinese culture included into very well category. It was based on the validation results by the subject matter expert who gave an assessment with an average score of 88.42. The results of the pilot test, both initial field trials and major field trials also showed an average score of 90.28 and 92.50 included in the excellent category. Moreover, a good response is also obtained in this study, the overall average score given by students as users of teaching materials is 4.45 included very positive category. Thus, it can be concluded that the developed teaching materials are feasible to be used in the learning process.


2017 ◽  
Vol 1 (1) ◽  
pp. 166
Author(s):  
Muhammad Faishol Harun ◽  
Oni Bagus Januarto ◽  
Usman Wahyudi

Abstract: This study aimed to develop the exercise model of jump shoot for members ofbasketball extracurricular of SMA Negeri 1 Kauman, Tulungagung regency. This isexpected that the members are able to understand and master jump shoot technique welland increase their skill. Data analysis techniques used in this research is qualitativeanalysis techniques (in the form of a sentence) and quantitative (in the form of apercentage). Qualitative data was used to analyze the data collected from the advice andreview experts basketball game, a game of basketball coaching, media expert. While theanalysis of quantitative data in the form of a percentage descriptive analysis techniquesto present the results of the review expert basketball game, basketball game coachingexperts, media experts, test a small group and large group trial.Keywords: Developing, exercise model, jump shoot.Abstrak: Tujuan penelitian ini adalah untuk mengembangkan model latihan jump shootuntuk peserta ekstrakurikuler bolabasket SMA Negeri 1 Kauman KabupatenTulungagung. Dengan adanya pengembangan model latihan ini diharapkan pesertadapat memahami dan menguasai teknik jump shoot dengan baik dan benar serta dapatmeningkatkan keterampilan para peserta ekstrakurikuler. Teknik analisis data yangdigunakan dalam penelitian ini adalah teknik analisis kualitatif (berupa kalimat) dankuantitatif (berupa persentase). Data kualitatif digunakan untuk menganalisis hasilpengumpulan data dari saran dan tinjauan para ahli permainan bolabasket, ahlikepelatihan permainan bolabasket, ahli media. Sedangkan analisis data kuantitatifberupa teknik analisis deskriptif persentase untuk menyajikan hasil tinjauan ahlipermainan bolabasket, ahli kepelatihan permainan bolabasket, ahli media, uji cobakelompok kecil dan uji coba kelompok besar.Kata Kunci: Pengembangan, model latihan, jump shoot.


2020 ◽  
Vol 3 (2) ◽  
pp. 211-220
Author(s):  
Nurhana

The purposes of this research included: (1) developing teaching materials for writing short story using paraphrasing technique, (2) implementing learning to write short story using paraphrasing technique, (3) describing the feasibility of teaching materials for writing short story using paraphrasing technique. This research uses the research method of developing Willis's reflective, recursive, design, and development (R2D2) models. The method used is to produce a product and test the feasibility of the product in the form of teaching materials to write short stories with paraphrasing techniques in class XI MAN 2 Samarinda students. The results of the development of teaching materials for short story writing with paraphrasing techniques were validated by content/content experts who gave an average score of 92.04% and validation of teaching material experts obtained an average score of 95%. From the validation results the experts obtained an average score of 93.52% with a very good category. Thus, the teaching material produced is very suitable for use by students of class XI. Furthermore, implementing learning to write short stories with paraphrase techniques through planning assessments conducted by observer 1 who gave an average score of 80% and observer 2 gave an average score of 93.33%. The implementation of learning was given an average score of 81.73% by observer 1 and observer 2 giving an average score of 86.08%. From the average score given by observers 1 and 2 states learning takes place very well. The feasibility of teaching materials for short story writing with paraphrase techniques can be seen from the results of small group pretest trials with an average value of 67.8 and 86.7 posttests and field trials with an average value of 73.75 and posttests with an average value 88.18% with a very decent category.


2017 ◽  
pp. 66
Author(s):  
Syahruddin Syahruddin

The purpose of this study was to explain/describe the process of software development NHT type cooperative learning environment based on the subject matter of colloidal systems and to acquire the NHT type cooperative learning environment based on the subject matter of colloidal systems valid, practical and effective. Development of the learning device colloid chemistry system at SMK Negeri 6 Takalar based on the key steps in the development of 4-D model study were divided into four stages, namely: pendefenisian (define), the design (design), development (develop), and dissemination (disseminate). Developed learning tools that RPP, BS, LKS and THB validated by two experts with the results of the assessment were valid category. From the analysis of the feasibility study is in the high category with an average value of 4.09 and meet practical criteria. Student activities, student responses, and the ability to manage learning teacher at the high category and the level of success in field trials showed that mastery learning TKJ XI grade students of SMK Negeri 6 Takalar is 83.33% met the criteria of effectiveness. On analyzing the response of teachers to the learning device obtained a percentage of 81.99% which means the positive response of teachers are at very high category. Based on the criteria used to assess learning device that generated the validity, effectiveness and practicality, then the learning device developed meets the criteria for a valid, practical, and effective.


2019 ◽  
Vol 4 (2) ◽  
pp. 50-56
Author(s):  
Mahpudin ◽  
Yuyu Yuliati

In accordance with the level of his age, learning mathematics in elementary schools should start from a concrete concept first before students are brought to the concept in the form of abstract mathematical symbols. Local culture of the community becomes a real part that is faced by students in their daily lives. So the use of local culture as a mathematics learning content can lead students to a concrete mathematics learning experience. This paper tries to explain the results of research focusing on the development of local culture-based mathematics teaching materials in the Cirebon community. The purpose of this study was to produce mathematics materials based on the local culture of Cirebon society. Teaching material developed meets valid and effective criteria. the type of research used is development research with ADDIE (Analysis, Design, Development, Implementation, Evaluation) procedures. The results of this study indicate an increase in students' mathematical understanding after learning is applied by using local culture-based mathematics teaching materials in the Cirebon community. The increase in the average value of students 'mathematical understanding abilities is from 41 to 71. Thus, the use of local culture-based mathematics teaching materials in Cirebon society can improve students' mathematical understanding abilities.


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