scholarly journals Development of learning module to improve competency achievement in the department of civil engineering education in Indonesia

Author(s):  
Rihab Wit Daryono ◽  
Sunar Rochmadi

The purpose of this study was to determine the process of preparation and feasibility of the Building Maintenance learning module in the Department of Civil Engineering in vocational high schools. This research is a research and development (R&D) study using the Four D (4D) model. The Building Maintenance learning module is validated by one material expert and one media expert and the Building Maintenance subject teacher. The module contains a title, introduction, learning, evaluation questions, UAS, answer key, and bibliography. The analysis shows that the learning module as a whole is very feasible to be used as a teaching material. The results of the analysis of the data obtained an average score from the material experts is  90.0% so that it belongs to the "very feasible" category, the average score from the results of the media experts is 74.194% so that it belongs to the "feasible" category, and the average score of the teacher is 88.46% so it is included in the "very feasible" category. Then it can be concluded that the Building Maintenance module is in the very feasible category.

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 8 (2) ◽  
pp. 70-74
Author(s):  
M. Agphin Ramadhan ◽  
R. Eka Murtinugraha

The purpose of this research is to develop an e-module for the Statistics subject in the Building Engineering Education study program, Jakarta State University. E-module development using Adobe InDesign software. This research is included in development research (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, dan Evaluation). Two experts, who are material experts and media experts, validate the product. The product is an e-module which consists of 6 modules. Based on the validation, the average score of the material expert's assessment of modules 1 - 6 was 84% in the very feasible category. The average score of the media expert's assessment of modules 1 - 6 is 88.67% in the very feasible category. Based on the results of the validation, the Statistics E-Module is very feasible to use.


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


2019 ◽  
Vol 4 (1) ◽  
pp. 12-16
Author(s):  
Angkati Permani ◽  
Priyanto Priyanto

This article aims to explain the feasibility of an electronic-based "Making Object Oriented Program with Class" learning module. This study uses an R&D (Research and Development) approach with the Four-D development model. The research population was Grade XI Software Engineering Students of SMK Negeri 1 Rembang Purbalingga. The results showed that each aspect included in the category was very feasible with the average score obtained in the aspect of self-instruction was 3.10, the stand alone aspect was 3.33, the adaptive aspect was 3, the user friendly aspect was 3, the aspect of content eligibility was 3 and the aspect of language has an average of 3.14. Overall material experts show that the material in this module is in the very feasible category with a mean of 3.10 and the percentage of material quality is 77.38%. From these results, it can be stated that this electronic module has fulfilled the characteristics of self-instruction, stand alone, adaptive and user friendly that are appropriate in terms of content and language, so that it can be used in learning.


2017 ◽  
Vol 1 (2) ◽  
pp. 161
Author(s):  
Yohana Intan Pratiwi ◽  
Haris Nusarastriya

This research method used was Research and Development (RnD) by adapting the research and development steps by Borg and Gall. This research aims to help fourth grade students to enrich their Indonesian vocabulary, and also to know the validity, effectiveness, and practicality of the developed product. The developed product was ‘snake and ladder’ learning media with 31 grade four students of SD Negeri 02 Bringin as the subjects of this research. The data collection technique in this research used test (evaluation questions) and non-test (observation, questionnaire, and documentation). The validity of the product was analyzed from the calculation of media and material expert test, whereas the effectiveness was analyzed using Paired-Sample T Test with SPSS program. The practicality of the media was analyzed from the result of the observation and questionnaire from teachers and students. From this research, it can be concluded that ‘snake and ladder’ learning media to enrich the students’ Indonesian vocabulary in thematic instruction was proven as valid, effective, and practical. The validity was proven with the average score 4,90 (very good) by the media expert and 4,00 (good) by the material expert. The effectiveness of the product was proven by significance score which showed that the result of two evaluation tests, which were X1 (implementation of snake and ladder which has not been developed) and X2 (implementation of developed product), was significant with the amount 0,000, and also 61% students got above average grade which was 86,93. The practicality proof came from the teacher observation with the average score 5,00 (very good) and the questionnaire of students and teacher toward the developed product with the average score 4,94 (very good) and 5,00 (very good)


Biosfer ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 20-28
Author(s):  
Tresna Puspa Herdani ◽  
Nurmasari Sartono ◽  
Dian Evriyani

Monopoly is one of the games that can be applied as a learning media. Modifications of this media were applied so this game intended to informed teacher about students’ cognitive ability and to increase students’ learning stimulus acceptance. The aim of this research was to develop modified monopoly game as learning media on endocrine system. The research was held at Senior High School 1 Jakarta using research and development method. Need assessment, product development, and try-out and revision were the steps in this research. In the try-out and revision step, media expert and material expert were involved as the assessors, meanwhile Biology teacher, and students grade XI at Senior High School 1  Jakarta were performed as the media user. After the whole try out process, the product received the lowest score was 72,67%, and the highest was 94,63%. And the average score was 85,66% that achieved a very good interpretation. The result of this research showed that the modified monopoly game could be utilized as one of learning media on Endocrine System at Senior High School grade XI science.


Author(s):  
Indah Widuri Handayani ◽  
Anggraeni Anggraeni

Tujuan dari penelitian ini, yaitu 1) Menganalisis kebutuhan guru terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, 2) Mengetahui prosedur pengembangan media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini, dan 3) Mengetahui hasil validasi ahli terhadap media Busy Book tema angka untuk meningkatkan penguasaan kosakata pada anak usia dini yang dikembangkan oleh penulis.Penelitian ini menggunakan metode Research and Development (R&D) dengan lima tahapan, yaitu: 1) potensi dan masalah, 2) pengumpulan data, 3) desain produk, 4) validasi desain, dan 5) revisi desain.Berdasarkan hasil analisis kebutuhan, menunjukkan bahwa pendidik menghendaki adanya pengembangan media baru yang kreatif, inovatif dan efektif yang dilengkapi dengan permainan kecil di setiap halamannya. Hasil validasi oleh ahli materi mendapat nilai rata-rata keseluruhan 8,5 dengan skor 3 yang berarti media layak untuk digunakan, sedangkan hasil validasi oleh ahli media menunjukkan bahwa media pembelajaran berbentuk Busy Book mendapat nilai rata-rata keseluruhan 93.9 dengan skor 4 yang berarti media sangat layak untuk digunakan. Media kemudian diperbaiki sesuai saran perbaikan yang diberikan para ahli pada aspek-aspek tertentu.The purpose of this study, namely 1) Analyzing the needs of teachers for the Busy Book media of numerical themes to improve vocabulary mastery in early childhood, 2) Knowing the procedures for developing Busy Book media for numerical themes to improve vocabulary mastery in early childhood, and 3) Knowing the results expert validation of the Busy Book media theme of numbers to improve vocabulary mastery in early childhood developed by the author. This research uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the results of the needs analysis, it shows that educators want the development of new, creative, innovative and effective media that are equipped with small games on each page. The results of the validation by the material experts got an overall average score of 8.5 with a score of 3 which means the media was suitable for use, while the results of the validation by the media experts showed that the learning media in the form of Busy Book got an overall average score of 93.9 with a score of 4 which means the media very feasible to use. The media is then repaired according to the suggestions given by experts on certain aspects.


Author(s):  
Alfiatus Safa’ah

Frequent natural disasters in various areas of Indonesia always need responsive mitigation efforts. In education, this role can be realized by developing teaching materials of natural disaster mitigation. The research was conducted at SDN Tanjungrejo 4 Malang with the research object of 39 fifth grade students. The purpose of this research and development of these materials include to know the process and to know the effectiveness of development of integrative thematic teaching materials in the content of natural disaster mitigation for the fifth grade students. This research is categorized in the Research and Development that was developed by Walter Dick and Lou Carey’s develepomental models. Feasibility of teaching materials can be seen from the validation results of the content’s expert of 94.6%, result validation of the design’s expert is 95.6%, the teacher of fifth grade students is 89.3%, and the students of fifth grade is 86.7% which as a whole can be said to be a valid teaching materials and feasible to use. The effectiveness of this teaching material can be seen from the increasing of the average of student’s learning outcomes. Before the teaching materials were implemented, the average of student’s learning was 58.27 and after using learning materials, the average score was increased to 80.02.


2020 ◽  
Vol 5 (1) ◽  
pp. 65-75
Author(s):  
Muhammad Rijal Fadli ◽  
Ajat Sudrajat

The purpose of this study was to produce a feasible module. Islamic values-based learning module is an innovation to support educational progress. This module could be utilized as teaching materials to shape the student's religious character through independent learning to achieve the desired competency goals. The research method used was the RD (Research and Development) with the ADDIE procedure as the development model. The data were collected through observation, interviews, and questionnaires. The results showed that the developed module was feasible based on the feasibility assessment by material experts, media experts, teachers, and students. Overall, it met the feasibility criteria with an average score of 4.75 from the material experts, 4.55 from the media experts, 4.28 from the teachers, 4.45 from the limited rial, and 4.61 from the field trial. The module was declared feasible, effective, and practical to be used as teaching materials and learning resources by students in the history learning process. The benefit is that the material in the module is integrated with Islamic values to improve and shape the students’ religious character.


2019 ◽  
Vol 9 (2) ◽  
pp. 185-196
Author(s):  
Vivi Pratiwi ◽  
Moh. Danang Bahtiar ◽  
Han Tantri Hardini

This study aims to produce ICT-based learning media for Vocational High Schools (VHS) in the form of ICT-based accounting multimedia application, named “Multimedia Akuntansi” (MAKSI) on bank reconciliation material. The development of learning media is done because of the limited number of innovative learning media available for VHS students, especially in the accounting field. The condition is influential on the students' low level of understanding. This research was research and development using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The use of the ADDIE model is because the model is flexible, so it can be used for learning instrument development. At each phase of development, evaluation and revision were conducted so that the resulting product became a valid and reliable product. This development resulted in MAKSI proven to be suitable for use in accounting learning. The feasibility of MAKSI was evaluated from the average score of product feasibility validation from the material expert by 87%, from the media expert of 96%, and the result of the students' evaluation by 88.7%. MAKSI can help the learning process more enjoyable so that the media is interesting and proven to improve students' understanding significantly. MAKSI can be a complement, alternative, and variation of learning media in VHS. This product can be operated via laptops/computers as well as smartphones through free downloads in Play Store. The utilization of MAKSI is in accordance with the curriculum demand on the utilization of ICT in the learning process to support independent and student-centered learning.


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