scholarly journals Validation of Experts to the Module Writing Short Text Based on Character Education in Class XI Students of SMA Negeri 1 Pangkalan Susu

Author(s):  
Liza Wiwita ◽  
Marice ◽  
Wisman Hadi

The aim of this research is to validate of experts to the module writing short text base on character education. This research method uses the Research and Development (R&D) method (in Tegeh, et al, 2014: 7) saying that research and development methods are research methods used to produce certain products and test the effectiveness of certain products. The result is Material expert validation on content eligibility assessment is in very valid criteria with an average value of 85%. Feasibility of presentation is very valid criteria with an average value of 90%, and language eligibility is very valid criteria with an average value of 87%.

Author(s):  
Ayu Trisna ◽  
Riyah Shibha Nasution

The aim of this study is to develop macromedia flash as a learning media for teaching speaking materials for students. Research and Development is used as the research method. Research Procedures are modified into four steps, they are: evaluation and need analysis, media design, validation and revision, and final production. The product has validated by expert validation. The expert is an English lecturer of English literature Department, State University of Medan which approved by Faculty of Languages and Arts. The instrument for collecting data is by using questionnaire. The data are analyzed by descriptive technique. The result shows that macromedia flash is advisability to use with the total assessment by expert validations is 91 (Good). With the result that macromedia flash is good and eligible to use for teaching speaking for students.


Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


2021 ◽  
Vol 1 (1) ◽  
pp. 20-30
Author(s):  
Rere Setianingsih ◽  
Ahmad Yani ◽  
Asep Mulyana ◽  
Alfiyanti Nurkhasyanah

The use of media that is still low at the level of children's expressive language skills makes researchers create media that aims to improve graphic language skills of children 4-5 years old by making magazines as children's worksheets. The research method used is by using research and development methods with data collection techniques through data collection, product design, and produce results which are then processed into data which is then analyzed. Based on the study results, the expressive language skills of the students of Play Group PAUD Harapan Bangsa Cirebon Regency after the trial showed an increase of 22.50% with the outcome of 78.50%, namely in the very well developed category. Animated animal-themed quiz game contains animations (moving pictures), including sub-themes of animal types, animal characteristics, and animal food. Therefore, creating an animated quiz media based on animal themes can improve the expressive language skills of early childhood.


Author(s):  
Ulvy Shellyana Arifin ◽  
Hanin Niswatul Fauziyah

The research was intended to develop the worksheet  based on socioscientific issues that test expedibility, practical and effective in development the ability to think analytically of learners. The research site was conducted at SMPN 4 Ponorogo. The research method used research and development, with implementing research model of brog and gall. The research tools used were expert validation analysis sheets, assessments response and so on are used to test analytical thinking. And then the data treated was analyzed quantitatively as well as descriptive. Research results suggested that the product was worthy of using in the learning process. The product was also practical and effective in using to improve the ability of student analytical thought


2021 ◽  
Vol 12 (1) ◽  
pp. 135-148
Author(s):  
Putri Utami ◽  
Dian Hidayati

The development and advancement of science and technology can provide effectiveness and interactivity in the world of education. The school website is a technology product that must be used by schools. This study aims to develop and determine the feasibility of a website programming module to improve teachers' abilities in managing school websites. This research is a Research and Development (RnD) development research using the ADDIE development method. Data collection techniques using interviews and questionnaires then analysed using qualitative and quantitative data. The subjects of this study were media experts, teachers and operators at SMA Negeri 1 Cepogo. The results of this study indicate that research and development have carried out using the ADDIE model steps, namely (Analysis, Design, Development, Implementation, Evaluation). The average assessment by the score expert validation test obtained was 87.1 included in the "Very Good" category, the response of the phase 1 field test teacher and stage 2 field test obtained an average value of 81.8 in the "Very Good" category. The quantitative data analysis took the average results of the assessment of expert validation tests and user trials. The score is 84.45 with the category "Very Good" and shows that the website programming module is suitable for use by teachers in managing school websites.


2020 ◽  
Vol 7 (1) ◽  
pp. 103
Author(s):  
Sri Pajriah ◽  
Abdul Muin ◽  
Annisa Nurazizah Yahya ◽  
Sarah Nafiatul Janan

Character education is very important to be implemented in daily life. This is because of the problems which occur in this country. The character of the young generation is at a very critical point. The morality of this country is out of norms, ethics, religion and modest culture. The purpose of this study is to determine the effectiveness of the local wisdom-based value education model in the Sundanese Wiwitan community to improve the students’ character in SMAN 1 Kawali Ciamis, Indonesia. This research was conducted using the R&D (Research and Development) The steps of the R&D research method are (a) potential and problems, (b) data collection, (c) product design, (d) design validation, (e) design usage, (f) trial use, (g) product revision, (h) trial run, (i) product revision, (j) mass product manufacturing. The results showed that by using the local wisdom-based value education model in Sunda Wiwitan community in Susuru sub village, Kertajaya Village, Panawangan, was very effective and feasible to be applied through integration in historical learning so that the students were able to have the following character values: religious, social, mutual cooperation, tolerance, and care for the environment to be implemented in school, family, and community life.Keywords: Value Education, Local Wisdom, Sunda Wiwitan, CharacterABSTRAKPendidikan karakter sangat penting untuk diimplementasikan dalam kehidupan sehari-hari, hal ini karena adanya problem yang menimpa bangsa ini. Karakter generasi muda sudah berada pada titik yang sangat mengkhawatirkan. Moralitas bangsa ini sudah lepas dari norma, etika, agama, dan budaya luhur. Tujuan penelitian ini adalah untuk mengetahui efektifitas model pendidikan nilai berbasis kearifan lokal pada masyarakat penganut kepercayaan Sunda Wiwitan untuk meningkatkan karakter siswa di SMA Negeri 1 Kawali Ciamis. Penelitian ini dilakukan dengan menggunakan metode R&D (Reasearchand Development) dimana metode ini menekankan pada produk akhir yang dihasilkan dari penelitian. Adapun langkah-langkah metode penelitian R&D adalah (a) potensi dan masalah, (b) pengumpulan data, (c) desain produk, (d) validasi desain, (e) pemakaian desain, (f) ujicoba pemakaian, (g) revisiproduk, (h) uji coba pemakaian, (i) revisi produk, (j) pembuatan produk masal. Hasil penelitian menunjukkan bahwa dengan menggunakan model pendidikan nilai berbasis kearifan lokal pada masyarakat penganut kepercayaan Sunda Wiwitan di Dusun Susuru Desa Kertajaya Kecamatan Panawangan, sangat efektif dan layak untuk diterapkan melalui integrasi dalam pembelajaran sejarah sehingga siswa mampu memiliki nilai-nilai karakter sebagai berikut: religius, sosial, gotong royong, toleransi, dan peduli terhadap lingkungan untuk diimplementasikan dalam kehidupan sekolah, keluarga, dan masyarakat.Kata kunci : Pendidikan Nilai, Kearifan Lokal, Sunda Wiwitan, Karakter


2019 ◽  
Vol 16 (2) ◽  
pp. 154-164
Author(s):  
Anita Trisiana ◽  
Sugiaryo Sugiaryo ◽  
Rispantyo Rispantyo

Tujuan penelitian ini adalah sebagai berikut: ditemukan sebuah desain Model Pembelajaran Pendidikan Kewarganegaraan di Era media digital sebagai pendukung Implementasi pendidikan karakter. Metode penelitian menggunakan penelitian dan pengembangan (Research and Development (RD), yaitu suatu metode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji validitas dan keefektifan produk. Penelitian ini menggunakan model pengembangan prosedural. Prosedur dalam penelitian ini mengadaptasi model ADDIE (Analyze, Design, Develop, Implement, Evaluation). Sampel dalam penelitian ini, melibatkan Perguruan Negeri Negeri dan Swasta di Jawa Tengah. Hasil penelitian menunjukkan sebagai berikut: pertama Analisis yaitu melakukan analisis kebutuhan, mengidentifikasi masalah (kebutuhan), dan melakukan analisis tugas. Kedua, Design, Tahap desain ini, merumuskan tujuan pembelajaran. Ketiga, Development adalah proses mewujudkan blue-print dengan inovasi media digital. Keempat, Implementation adalah langkah nyata untuk menerapkan sistem pembelajaran yang sedang kita buat. Kelima, Evaluation yaitu proses untuk melihat apakah sistem pembelajaran yang sedang dibangun berhasil, sesuai dengan harapan awal atau tidak. Evaluasi merupakan langkah terakhir dari model desain sistem pembelajaran ADDIE. Berdasarkan pengembangan instruksional model ADDIE tersebut kemudian diadopsi dalam tahapan pengembangan model pembelajaran Pendidikan Kewarganegaraan, dengan kebaharuan “MPC” (Modification of Project Citizen) yang relevan di era media digital dan dikembangkan berdasarkan implementasi pendidikan karakter dan ketercapaian kompetensi Pendidikan Kewarganegaraan.-----------------------------------------------------------------------------------------------------This research aims to find out a design of Citizenship Education Learning Model in the era of digital media as a support for the implementation of character education. The research method uses research and development (Research and Development (R D), which is a research method used to produce specific products and test the validity and effectiveness of the product. This study uses a procedural development model. The procedure in this study adapted the ADDIE model (Analyze, Design, Develop, Implement, Evaluation) The sample in this study involved State and Private Universities in Central Java. The results of the study showed the following: first Analysis is to do a needs analysis, identify problems (needs), and perform task analysis. The design phase is to formulate learning objectives Third, Development is the process of creating blueprint with digital media innovation Fourth, Implementation is a real step to implement the learning system that we are making Fifth, Evaluation is a process to see whether the learning system successful according to initial expectations or not. Evaluation is the final step of the ADDIE learning system design model. Based on the ADDIE model instructional development, it was later adopted in the stages of developing the Citizenship Education learning model, with the modification of "MPC" (Modification of Project Citizen) relevant in the era of digital media and developed based on the implementation of character education and achievement of competencies in Citizenship Education.


Author(s):  
Muhammad Ridwan ◽  
Sahat Siagian

Abstrak: Penelitian dan pengembagan ini bertujuan: (1) mengambangkan bahan ajar mata pelajaran PPKn; (2) mengetahui efektifitas produk bahan ajar pada mata pelajaran PPKn yang dikembangkan. Metode penelitian adalah penelitian dan pengembangan dengan menggunakan model Borg and Gall. Hasil penelitian menunjukkan; (1) validasi untuk kelayakan isi  bahan ajar PPKn adalah baik, (2) validasi untuk kelayakan penyajian  bahan ajar PPKn adalah baik, (3) validasi untuk kelayakan isi  bahan ajar adalah baik, (4) validasi untuk kelayakan penyajian bahan ajar adalah baik, (5) validasi untuk kelayakan bahasa bahan ajar adalah baik,  rentang validasi akhir dari bahan ajar PPKn hasil pengembangan adalah baik, yang artinya bahan ajar PPKn hasil pengembangan dinyatakan valid. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan dengan hasil belajar siswa yang dibelajarkan dengan menggunakan buku teks. Hal ini ditunjukkan dengan hasil pengolahan data dimana diperoleh thitung sebesar 8,666  sedangkan ttabel = 2,042 , pada α = 0,05 dengan dk 98 . Hasil perhitungan dimana  thitung > ttabel, thitung yaitu  8,666 >  2,042. Disimpulkan bahwa jumlah rata-rata nilai postes hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan bahan ajar PPKn hasil pengembangan adalah sebesar 80,667 dan lebih tinggi dari kelompok siswa yang dibelajarkan dengan menggunakan buku teks, yaitu  sebesar  55,333. Kata Kunci: bahan ajar  pada mata pelajaran PPKn Abstract: Research and pengembagan aims: (1) floating the subjects PPKn instructional materials; (2) determine the effectiveness of the product instructional materials on subjects PPKn developed. The research method is a research and development using the Borg and Gall models. The results showed; (1) validation of the feasibility of the contents of teaching materials PPKn is good, (2) validation of the feasibility of presenting instructional materials PPKn is good, (3) validation of the feasibility of the contents of teaching materials is good, (4) validation of the feasibility of the presentation of teaching materials is good, (5) validation of the feasibility of language teaching materials is good, the ultimate validation range of teaching materials PPKn result of the development is good, which means the development of teaching materials PPKn result declared invalid. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students that learned to use teaching materials PPKn results with the development of student learning outcomes that learned to use textbooks. This is indicated by the data processing which gained tcount of 8.666 while the table = 2.042, at α = 0.05 with 98 hp. The results of calculations where thitung> ttable, thitung namely 8.666> 2.042. It was concluded that the amount of the average value group posttest learning outcomes of students that learned to use teaching materials PPKn development results amounted to 80.667 and was higher than the group of students that learned to use textbooks, which amounted to 55,333. Keywords: teaching materials on subjects PPKn


Author(s):  
Desta Lingga Sari ◽  
Missriani Missriani ◽  
Arif Ardiasnyah

This study aims to determine and identify the development of audio-visual media for  news text learning at SMP Negeri 2 Lawang Kidul Tanjung Enim, to find out and identify the results of the validation of audio-visual media for news texts learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim, and to find out and identify the results of news text learning for students of SMP Negeri 2 Lawang Kidul Tanjung Enim after the application of audio-visual media. The design of audio-visual media for learning news text for students of SMP Negeri 2 Lawang Kidul Tanjung Enim which has been accepted by the experts is feasible to be tested. This study used research and development methods. The research and development steps consist of 10 stages which includes problem identification, data collection, product design (Initial Draft), expert validation, design improvement, small group trials, product revisions, large group trials, product revisions, and final production The results of the validation of media experts, material experts and language experts on the development of audio-visual media products for learning news texts for students at the State Junior High School 2 Lawang Kidul Tanjung Enim are in the very good category. Applied audio-visual media has increased the criteria for being very effective.


2019 ◽  
Author(s):  
Asrizal Asrizal ◽  
Zulhendri Kamis

Objective of research is to develop a Physics interactive electronic as a learning source for students in international school. Research method that used to create and totest validity and effectiveness of module is research and development or R&D. Instruments to collect the data in this research consist of into two parts, those are validation evaluation sheet of technical assistant and learning result test of students. The data was analyzed by three methods, those are: graph method, descriptive analysis, and correlation compare mean test. There are three main results of this research, those are: 1). Physics interactive electronic module in English is created in learning CD formconsist of five modules, 2). Physics electronic module in English that created has good validity in layout, curriculum content, language matching, usage of phenomena, andcomplicating of multimedia with average value was 86.36, and 3). Physics interactive learning module in English was effective used in learning base on KTSP.


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