scholarly journals Integration of Life Skills in the Putera Muhammadiyah Kuningan Pencak Silat Training

2021 ◽  
Vol 6 (2) ◽  
pp. 264-277
Author(s):  
Oman Hadiana ◽  
Herman Subarjah ◽  
Amung Ma’mun ◽  
Mulyana Mulyana

This study aims to develop a model of Pencak silat tapak Suci practice by integrating life skills. The research method used is research and development of the ADDIE model, which consists of 5 stages, namely (1) analysis, (2) design, (3) development, (4) implementation, (5) and evaluation. The sample used was 96 people who were fostered by the pencak silat Tapak Suci branch of STKIP Muhammadiyah Kuningan. The results showed that this training model was valid, practical, and effective. Validity: expert judgment for the material score of 3.98 and expert judgment of the Pencak silat training model resulted in an average score of 3.94, both in the good category. Practical: the average response to the first-class questionnaire was 3.71 (good), the average response to the small group trial questionnaire was 3.84 (good), and the average response to the field trial questionnaire was 3.98 (good). Effectiveness: n-gain test value 0.59 (medium). It can be concluded that the Tapak Suci Pencak silat training model by integrating life skills can be used.

2019 ◽  
Vol 2 (2) ◽  
pp. 162-167
Author(s):  
Widya Wati ◽  
Heti Istiqomah

Abstract: The purpose of this research and development is to develop mobile game physics based on program construct 2 which is a game designed to stimulate thinking power including increasing concentration and solving problems. This research method is research and development (R & D) based on the ADDIE model which consists of analysis, design, development, implementation, and evaluation. The method of retrieving data in this study is through the results of validation and testing of respondents. The validation results obtained from 5 validators with several aspects of assessment obtained an average of 3.70 with the category "feasible", so that from the results of validations obtained from experts, the educational game developed has better quality so that it is feasible to be implemented . The results of product trials on 30 students at Bandar Lampung Middle School 24 showed an average of 3.89 with the criteria of "very interesting". From the results of the trials of respondents the physics education game is very interesting to use as an enrichment media on temperature material and its changes. Abstrak: Tujuan penelitian dan pengembangan ini yaitu mengembangakan mobile game eduaksi fisika berbasis program construct 2 yang merupakan permainan yang dirancang untuk merangsang daya pikir termasuk meningkatkan konsentrasi dan memecahkan masalah. Metode penelitian ini adalah research and development (R&D) berdasarkan model ADDIE  yang terdiri dari analisis, design, development, implementation, and evaluation. Cara pengambilan data pada penelitian ini yaitu melalui hasil validasi dan uji coba responden. Hasil validasi yang didapat dari 5 validator dengan beberapa aspek penilaian didapatkan hasil rata-rata sebesar 3,70 dengan katagori ”layak”, sehingga dari hasil validasi yang diperoleh dari para ahli, game edukasi yang dikembangkan memiliki kualitas yang lebih baik sehingga layak untuk di implementasikan. Hasil uji coba produk pada 30 peserta didik di SMP 24 Bandar Lampung  didapatkan hasil rata-rata sebesar 3,89 dengan kriteria “sangat menarik”. Dari hasil uji coba responden game edukasi fisika ini sangat menarik digunakan sebagai media pengayaan pada materi suhu dan perubahannya.


2020 ◽  
Vol 11 (1) ◽  
pp. 44-57
Author(s):  
Muhammad Khairul Basyar

Education is the process of changing one's behavior through teaching and training so that they become more mature. The lack of application of PAI learning values ​​by students of SMP Insan Cendekia Mandiri Boarding School (ICMBS) Sidoarjo, has made the PAI teachers of SMP ICMBS innovate by developing integrated PAI learning. This is supported by the condition of school which based on the Boarding School. The purpose of this study is to describe how the development of ADDIE PAI learning model conducted by PAI SMP ICMBS teachers. The method used in this research is research and development methods. The results shows that the design of learning in the classroom is with the ADDIE model and with the concept of Building Learning Power (BLP). In addition, Teacher-centered methods sometimes also exist in schools. The development of PAI learning undertaken by SMP ICMBS teachers makes students better at implementing PAI learning values, beside the integrated PAI learning curriculum, as well as an excellent design system.


2021 ◽  
Vol 1 (8) ◽  
pp. 735-745
Author(s):  
Nazilatul Muharrami Nasifa ◽  
Ro’ufah Inayati

Abstract Being in the industrial era 4.0, teachers as educators are required to understand technology more than their students. Teachers need to understand students' needs for technological developments so that classroom learning runs well. The development of learning media is one of the alternative solutions that can be used by teachers to meet the needs of students for technological developments. The purpose of research and development is to produce learning media products based on android applications from Microsoft PowerPoint on material for economic growth and development for class XI. This research and development uses the ADDIE model. The results of the research and development were obtained from the results of the feasibility test through filling out validation questionnaires with validators of material experts (lecturers), media experts (lecturers), learning practitioners (economics teachers), and test results with users (students) through small group trials and large group trial. The average result of the validation and testing as a whole obtained a score of 92.177 percent so that this research and development product is very valid and very feasible to be used as a learning medium. Abstrak Berada pada era industri 4.0 guru sebagai pendidik diharuskan untuk memahami teknologi lebih dari siswanya. Guru perlu memahami kebutuhan siswa atas perkembangan teknologi agar pembelajaran di kelas berjalan dengan baik. Pengembangan media pembelajaran menjadi salah satu solusi alternatif yang bisa digunakan oleh guru untuk memenuhi kebutuhan siswa atas perkembangan teknologi. Tujuan dari penelitian dan pengembangan adalah untuk menghasilkan produk media pembelajaran berbasis aplikasi android dari Microsoft PowerPoint pada materi pertumbuhan dan pembangunan ekonomi kelas XI. Penelitian dan pengembangan ini menggunakan model ADDIE. Hasil dari penelitian dan pengembangan diperoleh dari hasil uji kelayakan melalui pengisian kuisioner validasi bersama validator ahli materi (dosen), ahli media (dosen), praktisi pembelajaran (guru ekonomi), dan hasil uji coba bersama pengguna (siswa) melalui uji coba kelompok kecil dan uji coba kelompok besar. Rata-rata asil validasi dan uji coba secara keseluruhan memperoleh skor sebesar 92,177 persen sehingga produk penelitian dan pengembangan ini sangat valid dan sangat layak untuk digunakan sebagai media pembelajaran.


2021 ◽  
Vol 1 (2) ◽  
pp. 251-279
Author(s):  
Muhammad Zahid ‘Afafarrasyihab Rahimadinullah ◽  
Nurul Murtadho ◽  
Achmad Sultoni

Abstract: Word cards are unique, captivating, and specific learning media. In this research, Arabic word cards are used to improve students’ vocabulary mastery in learning Arabic. This research is aimed to (1) develop Arabic word cards and the learning activities for grade III students of Madrasah Aliyah; (2) identify the effectiveness of using Arabic word cards and the learning activities. The method of this research is Research and Development. The data sources include a subject expert, a media expert, a learning expert, a teacher, and students. The data are collected using questionnaires. The word cards are made in two forms, namely mind map, and word-by-word. The Arabic word cards are equipped with Arabic learning activities. Overall, the result of the development and the research shows that the average score is 89% in the valid category with details as follows: subject expert 91.7%, media expert 68.2%, learning expert 92.5%, teacher’s assessment 100%, and students’ assessment 92.8%. Therefore, it can be concluded that Arabic word cards and the learning activities are effective to be used in learning Arabic for grade III students of Madrasah Aliyah. Keywords: development, word cards, Arabic Abstrak: Kartu kata merupakan salah satu media pembelajaran yang unik, memukau, dan spesifik. Dalam penelitian ini, kartu kata berbahasa Arab digunakan untuk meningkatkan penguasaan kosakata siswa dalam mempelajari bahasa Arab. Penelitian ini bertujuan untuk: (1) Mengembangkan kartu kata berbahasa Arab dan kegiatan pembelajarannya untuk siswa kelas III Madrasah Aliyah; (2) Mendeskripsikan kelayakan pemanfaatan kartu kata berbahasa Arab dan kegiatan pembelajarannya. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development. Sumber data ini adalah ahli materi, ahli media, ahli pembelajaran, guru, dan siswa. Teknik pengumpulan data menggunakan angket. Pengembangan media ini berupa media kartu kata berbahasa Arab yang memiliki 2 bentuk yaitu bentuk peta konsep dan tampilan perkata. Media kartu kata berbahasa Arab dilengkapi dengan kegiatan pembelajaran bahasa Arab. Secara keseluruhan hasil pengembangan dan penelitian menunjukkan bahwa skor rata-rata sebesar 89% dalam kategori valid dengan rincian: uji ahli materi 91,7%, uji ahli media 68,2%, uji ahli pembelajaran 92,5%, penilaian guru 100%, dan penilaian siswa 92,8%. Dengan demikian, dapat disimpulkan bahwa media kartu kata berbahasa Arab dan kegiatan pembelajaran yang dikembangkan ini layak digunakan dalam pembelajaran bahasa Arab kelas III di Madrasah Aliyah. Kata Kunci: pengembangan, kartu kata, bahasa Arab


2017 ◽  
Vol 13 (1) ◽  
pp. 22-29
Author(s):  
Deviyantoro Deviyantoro ◽  
Wahyudin ◽  
Amarul

The research purpose was to produce a model of marketing management, the model is  joint marketing management of Internet-based for village product. The results of this research are expected to overcome the deadlock village product marketing that is less extensive and often trapped by realtor marketing system. This research method used is research and development approach.The results of comparative hypotheses on marketing management model shown significant differences product sales performance effectiveness of rural communities in the district Waringin Kurung and Keramatwatu before and after implementation of the model joint marketing management based onInternet or the  joint marketing management of Internet-based for village product is effective   Tujuan penelitian ini adalah menghasilkan suatu model manajemen pemasaran, hasil inovasi berupa cara pengelolaan pemasaran bersama produk unggulan desa berbasis internet. Hasil penelitian ini diharapkan dapat mengatasi kebuntuan pemasaran produk desa yang kurang luas dan sering terjebak oleh sistim makelar pemasaran. Metode penelitian ini menggunakan pendekatan penelitian dan pengembangan (research and development).Berdasarkan hasil pengamartan serta analisis data penelitian menunjukan bahwa pengujian hipotesis atas penerapan model yang dilakukan secara terbatas hanya pada 2 kecamatan menunjukkan terdapat perbedaan secara signifikan efektifitas kinerja penjualan produk masyarakat desa di kecamatan Waringin Kurung dan Kecamatan Keramatwatu  sebelum dan setelah penerapan model Pemasaran bersama berbasis Internet.


2018 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Romlah Umi

Childhood is a golden age. The emphasis on the importance of early childhood education is not intended to assume that children should start "going to school as early as possible". The purpose of this study is; Develop learning media to improve the ability to recognize the concept of child numbers in the form of a number puzzle card game. This research method is research and development (Research and development or R D). Based on the results of the research that has been carried out, it can be concluded that the results of preliminary research on puzzle learning media through numerical cards: the assessment of material experts gave a score of 52.86% categorized as good enough. the quality got an assessment score of 57.14% categorized as good enough. After being revised the experts gave the following values: the assessment of the experts gave an assessment score of 78.57% categorized as good, the media expert gave an assessment score of 86.67% for the aspect of view categorized as very good and for the aspect of quality got an assessment score of 88.57% categorized as very good.


JENTRE ◽  
2021 ◽  
Vol 2 (1) ◽  
pp. 32-41
Author(s):  
Firdos Mujahidin

The purpose of this research is The purpose of this research is to develop existing model, method, and approach into a new learning model as a series of activities, and it has been commonly practiced in learning. The research method used is Research and Development (R&D) designed by Richey and Klien at the 3rd level. The results showed that the learning model named "ADIK PKL ABG" can be applied in learning and successfully managed learning in an effective way. The name may have less positive perception in the future, so more positive and elegant acronym is in search


2019 ◽  
Vol 4 (12) ◽  
pp. 1715
Author(s):  
Fridolin Vrosansen Borolla ◽  
Lia Yuliati ◽  
I Made Suardana

<p><strong>Abstract:</strong> This study aims to describe the results of the effectiveness and interest in reading the nonfiction enrichment book in elementary school. The research method used is research and development data analysis techniques namely quantitative and qualitative descriptive. The test results for the level of material, language, and design validation in the teacher's books were 88.23% and 87.7% of the students' books. Then the feasibility test results are 88,75% and the withdrawal test is 93%. The results of the effectiveness test before using the product are 59,23 %%, and then using the product that is 85%. Meanwhile students' reading interest depends on the lowest percentage value of 92% and the highest percentage of 98%.</p><strong>Abstrak:<em> </em></strong>Penelitian ini bertujuan untuk memaparkan hasil uji efektivitas dan minat baca terhadap buku pengayaan nonfiksi di SD. Metode penelitian yang digunakan yaitu <em>research and development</em> dengan teknik analisis data yaitu kuanitatif dan deskriptif kualitatif. Hasil uji tingkat validasi aspek materi, bahasa, dan desain pada buku guru yaitu 88,23% dan buku siswa 87,7%. Hasil uji kelayakan 88,75% dan uji kemenarikan 93%. Hasil uji efektivitas sebelum menggunakan produk yaitu 59,23%% dan sesudah menggunakan produk yaitu 85%%. Sementara itu, minat baca siswa berada pada rentangan persentase nilai terendah yaitu 92% dan persentase nilai tertinggi 98%.


2020 ◽  
Vol 4 (1) ◽  
pp. 34-40
Author(s):  
Imas Ratna Ermawati ◽  
Andita Andita ◽  
Aisyah Fitriana ◽  
Andryastuti Andryastuti ◽  
Hani R

This study aims to develop E-fotonovela media for deaf students in SMLB-B. The research method used is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The subjects of the study were deaf students of high school level (SMLB-B), which were conducted in two schools namely SLB N 6 Jakarta and SLB N 7 Jakarta. Research and development produces E-fotonovela media in the form of books with Android-assisted, magnetic materials that are suitable for use based on an average expert judgment of 98% with very good criteria. The assessment of the effectiveness of the media obtained a percentage of 94% with very good criteria, and based on the effectiveness of learning outcomes obtained a value of 74.5% good criteria, which means that the photonovela media on magnetic material is suitable for use as a learning medium in SMAL-B (deaf). While the characters obtained after using E-fotonovela with the thunkecable android application are shown by the overall average score for the 6 principle characters of users at a high level of honest average = 8,189; average discipline = 7.834; average curiosity = 6,545; creative average = 8.037; average cooperation = 8,500 and average responsibility = 8,310.


2020 ◽  
Vol 9 (3) ◽  
pp. 475-486
Author(s):  
Yesica Yesi Rachma ◽  
Danang Setyadi ◽  
Helti Lygia Mampouw

AbstrakMatematika merupakan salah satu pelajaran yang penting untuk dikuasai siswa di sekolah khususnya pada materi pemahaman bentuk dan ruang, meskipun demikian masih banyak siswa yang mengalami kesulitan dalam mempelajari materi tersebut. Hal inilah yang mendorong peneliti untuk mengembangkan suatu aplikasi Mobile learning pada materi Bangun Ruang Sisi Lengkung. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE. Langkah-langkahnya terdiri dari: Analysis, Design, Development, Implementation, dan Evaluations. Hasil penelitian menunjukkan bahwa media yang dikembangkan valid dan praktis. Hasil uji coba terhadap 10 siswa menunjukkan bahwa media masuk dalam kategori baik. Selain itu Mobile learning mampu meningkatkan hasil belajar siswa, hal ini dapat dilihat dari hasil pretest dan posttest yang menunjukkan nilai signifikan. Mobile learning dapat membantu siswa memahami bentuk dan ruang pada materi Bangun Ruang Sisi Lengkung.  The Expansion of Mobile Learning Barusikung Base Android on Solid GeometryAbstractMathematics is one of the important subjects that students having to do in school especially to know shapes and geometry, although it is important to learn, many students still have difficulties in studying the material. It promotes the researcher to encourage an application of Mobile learning to solid geometry. This research is research and development using the ADDIE model. The step consists of Analysis, Design, Development, and Evaluations. The results show that the developed media is valid and practical. The trial results to ten students show that the media is good. The other than Mobile learning can increase students learning, it can be seen by pretest and posttest results that show significant value. Mobile learning can help students understand the form and space in the material of solid geometry. 


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