Development of Physics Game Learning Based on Android in The Chapter of Momentum, Impulse, and Collisions

2020 ◽  
Vol 1 (1) ◽  
pp. 34-42
Author(s):  
P Purwandari ◽  
Andista Candra Yusro ◽  
Endah Dwi Styani

This research is a research development which aims to 1) Develop a Physics game learning based on Android that is feasible to be used as a learning media on physics subjects. 2) Knowing students' responses to physics game learning based on Android as learning media 3) Knowing that physics game learning based on Android as learning media can improve students' ability to analyze in the chapter of momentum, impulse, and collision. This research uses the ADDIE development model. This research has been tested by 3 media experts and 3 material experts with the results of the assessment stating that the media is feasible to be used as a medium for physics learning. The subjects of this research were 11 students in class X of Industrial Chemistry at the Vocational School of Gula Rajawali Madiun. The results of this research development indicate that: 1) media physics game learning based on android meets the feasibility standard to be used as a learning medium on physics subjects. 2) The learning media of Physics game learning based on Android gets a very good response from students. 3) Physics game learning based on Android as learning media can improve students' analytical skills in the chapter of momentum, impulses, and collisions with an average N-Gain of 0.54 which is in the medium category. 

2017 ◽  
Vol 2 (2) ◽  
pp. 80
Author(s):  
Yeni R. Saselah ◽  
Muhammad Amir M ◽  
Riskan Qadar

<p>The aims of this study were to produce an interactive multimedia based on Adobe Flash Cs6 Professional in one vocational school (SMK) and to know the students' response to the use of the media used. The subject of this study was 34 students in Samarinda. This study is a research development. The data were gained from a questionnaire by expert validity and response by students. The result was an interactive multimedia that could be operated in computer and Android-based handphone. Students' response to interactive multimedia in the topic chemical equilibrium used was 97,8 % positive. The conclusions were multimedia resulted are eligible to be applied in learning of chemical equilibrium in vocational school dan had a positive response from the students.</p>


2020 ◽  
Vol 6 (2) ◽  
pp. 198
Author(s):  
Fittri Yani ◽  
Unggul Wahyono

This study aims to produce appropriate learning media in supporting the implementation of learning about disaster mitigation. The type of research used is Research and Development (R&D) and uses the 4D development model namely Define, Design, Develop and Disseminate. After becoming a product, it is then validated by material experts and media experts. The results of the material expert validation obtained an average score of 3,13 in the "good" category and the media expert validation obtained an average score of 3,50 with the "very good" category. The comic that has been validated by several experts is then revised by the researcher by referring to the advice given by the validator. To make this comic, researchers used the CorelDRAW X8 application. The subjects of this comic mitigation feasibility trial were class VIII students of SMP Negeri 10 Palu. The average score obtained is 3,56 with the category "strongly agree". The conclusion in this study is that the mitigation comics developed can be used as a media to support disaster learning integrated in physics learning.


2021 ◽  
Vol 14 (2) ◽  
pp. 76-86
Author(s):  
Siti Rofikoh ◽  
Siska Desy Fatmaryanti ◽  
Sriyono Sriyono

The Covid-19 pandemic caused the learning process to carried out online, and to improve students' analytical skills, it was necessary to have supporting media in the online learning process. So that this study aims to determine the feasibility of physics learning media using Sparkol Videoscribe assisted by PhET simulation to improve students' analytical skills in terms of the validity, practicality, and effectiveness of the media developed. This study uses the ADDIE research model, namely analysis, design, development, implementation, and evaluation. The subject of this research is the students of class X MIPA MA Syamsul Huda Kedungreja. Data collection techniques used are validation sheets, student response questionnaires, observation sheets, and learning outcomes tests. The results of this study indicate that: (1) the validation results obtained from the validator expert get a value of 3.84 by material experts and 3.85 by media experts include a very good category, so it can be said to be valid, (2) physics learning media using Sparkol Vvideoscribe is practical because it can be carried out in limited trials and broad trials well, and gets a positive response from students, (3) the results of the analytical ability test increase learning outcomes with an N-gain of 0.71 including the category high, so it is declared effective. Thus the physics learning media using sparkol videoscribe assisted by PhET simulation in this study is declared valid, practical, and effective so that it is feasible to use it to improve students' analytical skills


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2020 ◽  
Vol 8 (1) ◽  
pp. 24
Author(s):  
Hasbi Azis ◽  
Mutia Risma ◽  
Sinta Yolanda ◽  
Desnita Desnita ◽  
Usmeldi Usmeldi

This research aimed to analyze the types of media and the characteristics of physics materials that are suitable for use in the development of physics learning media, using Adobe Flash software. The research uses a meta-analysis method, which is a method for analyzing many of the research that has been done. This research uses secondary data obtained from previous research in the form of journals related to the media using Adobe Flash software for senior high school physics subjects. The journals examined in this research consisted of 20 research articles that developed an adobe flash-based interactive learning media for physics learning in senior high schools. The number of articles reviewed consisted of 3 articles from international journals and 17 articles from national journals. Based on the results of the analysis that has been done, found 13 physics materials obtained from 20 journals analyzed, where the concepts of temperature, heat, and transfer are the most widely used material as content in the development of physics learning media based on Adobe Flash software. While the type of media that is widely used in computer-based learning media.


2021 ◽  
Vol 14 (1) ◽  
pp. 11-22
Author(s):  
Sania Salsabila ◽  
Abd. Kholiq

During the Covid-19 pandemic that swept the world including Indonesia, and to improve students' critical thinking skills, it is necessary to have supporting media in the learning process as an edutainment website. This study intends to determine the validity of the edutainment website developed in physics lessons to improve student's critical thinking skills. The research method used is development research with the DDD-E model. This research was only limited to media development, and no practicality and effectiveness tests were carried out. In this study, the validity data were obtained from the results of validation by expert and were analyzed by descriptive quantitative using the category of Likert scale percentage. If the percentage of each aspect is ≥ 61%, then the edutainment website developed can be declared valid. The results of this study are the percentage of validity in the learning aspect of 90.30%, the material aspect of 90.56%, the media aspect of 88.65%, and the critical thinking aspect of 84.70%. Based on this, it can be concluded that the edutainment website is very valid so that it can be used as a physics learning media to improve students' critical thinking skills. The edutainment website can be an alternative learning media by utilizing information technology and hopefully in further research, it can apply edutainment website and perform practicality and effectiveness tests for learning both in class and distance learning


Akademika ◽  
2020 ◽  
Vol 9 (01) ◽  
pp. 127-138
Author(s):  
Nasir Nasir

This research aims to determine the results of the development of web-based learning media for Islamic Religious Education (PAI) which is valid and practical. This learning media development model refers to the 4-D development model (Four D-Model). This research was conducted at Unismuh Makassar Junior High School with research subjects 30 students and 1 teacher Islamic Education. The instruments used were validation sheets, student activity, teacher response and students. The data collection techniques used observation sheet instruments and student and teacher response questionnaires. The analysis used is descriptive qualitative statistical analysis. Based on the results of research and development shows that the media developed after validation is declared valid and reasonable for testing. The results of testing practicality show that the web-based learning media is practical because it has fulfills the criteria with the results: 1) students' activities in learning are carried out as expected, 2) teachers give excellent responses and, 3) students provide good response to the learning media. So it can be concluded that in the development of learning media activities fulfill valid and practical criteria used in the learning process especially in PAI subjects in class VIII.


2020 ◽  
Vol 10 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Krisma Widi Wardani ◽  
Danang Setyadi

One of the computer-based mathematics learning media developed is Macromedia Flash-based learning media. Macromedia Flash-based learning media that have been available so far have not been students to be actively involved in using the media. This has encouraged researchers to develop new Macromedia Flash-based media. This research is development research. The development model used in 4D, namely Defines, Design, Develop and Disseminate. The subjects consisted of 60 students in grade 4 at SD Mardirahayu 01 and 02 Ungaran. The research instrument consisted of media validation sheets, material validation sheets, student response sheets, and motivation questionnaires. Research data were analyzed qualitatively and quantitatively. The results showed that the media developed were valid and could increase students' motivation in learning mathematics in a broad and mobile material.


2019 ◽  
Vol 2 (2) ◽  
pp. 217-226
Author(s):  
Fira Amanta ◽  
Indra Gunawan ◽  
Wan Jamaluddin

Abstract: This study aims to produce products through the development of Frezi-based physics learning media on business materials and energy at the VIII grade of junior high school level, knowing the feasibility of the media according to the validators and knowing the responses of students to the media. This research is R & D research. The types of data produced are quantitative and qualitative data which are analyzed by the guideline of assessment criteria to determine product feasibility. This study resulted in Frezi-based learning media products on business materials and energy at the junior high school class VIII the final product produced had shown to be very feasible with an average score of material expert assessment 81%, media experts with an average score of 80%. learning media obtained in small group trials are very good with an average score of 87%. In the field trials obtained very good criteria with an average score of 88.33%. This frezi-based physics learning media has been qualified to use as a learning mediaAbstrak: Penelitian ini bertujuan untuk menghasilkan produk melalui pengembangan media pembelajaran fisika berbasis Frezi pada materi usaha dan energi tingkat SMP kelasVIII, mengetahui kelayakan media menurut para validator dan mengetahui respon peserta didik terhadap media. Penelitian ini merupakan penelitianR&D. Jenis data yang dihasilkan adalah data kuantitatif dan kualitatif yang dianalisis dengan pedoman kriteria penilain untuk menentukan kelayakan produk. Penelitian ini menghasilkan produk media pembelajaran berbasis Frezi pada materi usaha dan energi tingkat SMP kelas VIII produk akhir yang dihasilkan telah menunjukan sangat layak dengan skor rata-rata dari penilaian ahli materi 81%, ahli media dengan skor rata-rata 80% Respon peserta didik terhadap media pembelajaran yang diperoleh pada uji coba kelompok kecil yaitu sangat baik dengan skor rata-rata 87%. Pada uji coba lapangan diperoleh kriteria sangat baik dengan skor rata-rata sebesar 88,33%. Media pembelajaran fisika berbasis Frezi ini sudah terkualifikasi digunakan sebagai media pembelajaran.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


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